Version 1.41 - 24/July/2006
////////////////--Author: Zurechial
v1.41 now available:
Zip Format for manual installation:
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Download Plugin -- Alternative Mirror
SPK format for use with Cycrow's X Script Manager:
--
Download Plugin -- Alternative Mirror
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This Plugin uses the EMP Modpack and will not work without it being installed.
////////////////--Basic Concept:
AHR-Extension: Automatically self-repairs whichever ship it's installed into, at a rate dependent on the ship-size.
CMH-Extension: Mounted only on TL & M1 ships - Repairs all ships docked within the carrier automatically, but 'costs' energy cells - Can also repair external ships (All ships, M5s to M2s) for a cost in energy cells dependent on the size of the ship to be repaired.
Tables of time-taken to repair and energy cell costs can be found below.
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Updated to work with and require the {EMP}
Includes German translation by StarTrekMarc - Thanks Marc.
**Users of pre-EMP versions (anything before 1.3) will need to replace now-defunct "ReadText" wares from the last version in their ships' inventories with wares from the new version.
This is caused by the changeover to EMP since it involved changing to a new pair of ware-templates/slots in the game.
::
Below is a link to a script that will place the 2 extensions into your ship, for those of you who already bought the extensions in a previous version.
You need only run the script, and then eject the "ReadText" wares from your ship's freight bay.
This should have no other affect on savegames.
Extension-replacement script
Instructions:
1. Extract the .xml file from the zip to your X3 scripts folder
2. Run the script from the in-game script editor by accessing it through your ship-commands menu and pressing the R key with the AAAZInstallAHRCMH script highlighted
3. Select the ship you want to give the extensions to in both menus that come up
4. Return to the game and eject the defunct "ReadText" wares from your ship's freight-bay
////////////////--Change log:
v1.41
--Changed race-check to use my z.lib.getshiprace library and added it to the package.
v1.40
--Added race-specific bonuses and penalties to repair-efficiency.
v1.31
--Added distance-limitation to external-repair CMH command
--Added extra feedback from CMH to player
v1.3
--Updated for use with {EMP}
v1.21
--Added German Translation by StarTrekMarc
v1.2
--Enabled CMH
--Added CMH strings
--Changed from Silicon & Teladianium to Energy cells for practicality.
v1.1
--Added CMH framework
--Optimised CMH & AHR
v1.0
--Initial Release
////////////////--Known Issues/Bugs/Conflicts
Issues:
--None to my knowledge.
Bug-reports are welcome.
-----Concept-----
Boron-Paranid Autonomous Hull-Repair System (AHR):
-This is a system developed through collaborative research by Boron & Paranid scientists, based on their pre-existing semi-organic hull-designs.
-The system works by embedding silicon/teladianium-based nano-organisms in the molecular gaps of the ship's existing hull upon installation, through surface-locomotion of particles.
-The organisms store the structural information of the original hull-molecules they come in contact with and constantly relay this information back to the ship-computer through a network of electrical signals.
-When sections of the hull are damaged, the ship-computer initiates the restoration protocol and the organisms use their stored information to chemically metamorphose into a substance similar to the original hull, to replace the damaged sections.
-The system has 2 main limitations:
----It will only function when hull-integrity is above 50%, as too much molecular data is lost at any point below 50% integrity.
----The time taken to grow, regrow and metamorphose the nano-organisms is too long for combat-sustainability.
(It takes approximately 100 seconds of real-time (10 seconds of 10x SETA) to fully restore the hull of an average M5-class ship. This length of time scales upwards with the hull-mass of the ship, thus it would take a considerable amount of time to restore 50% of the hull of a capital-class ship.)
Table of average time taken in seconds to restore hull from 50% to 100% integrity by ship-class:
Code: Select all
----------------------------------------------------------------------------------------
|| Ship-Class: || Time taken (Real-time) || Time taken (SETA 10x)
----------------------------------------------------------------------------------------
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|| M5 || 100s (1.7 Minutes) || 10s
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|| M4 || 250s (4.2 Minutes) || 25s
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|| M3 || 400s (6.7 Minutes) || 40s
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|| TS || 600s (10 Minutes) || 60s (1 Minute)
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|| TP || 600s (10 Minutes) || 60s (1 Minute)
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|| M6 || 1200s (20 Minutes) || 120s (2 Minutes)
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|| TL || 1500s (25 Minutes || 150s (2.5 Minutes)
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|| M1 || 2500s (42 Minutes) || 250s (4.2 Minutes)
----------------------------------------------------------------------------------------
|| M2 || 3000s (50 Minutes) || 300s (5 Minutes)
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This issue of compatibility affects the efficiency of the repair procedure, ultimately changing how long a full repair (50% to 100%) takes.
The differences in time taken to repair depending on ship-race are summed up below:
-Argon : 100% of Standard repair-time.
-Boron : 70%% of Standard repair-time.
-Paranid : 110% of Standard repair-time.
-Split : 120% of Standard repair-time.
-Teladi : 140% of Standard repair-time.
-Terran : 70% of Standard repair-time.
-Xenon : 50% of Standard repair-time.
The reasons for the differences are as follows:
-Argon : Argon ships are 100% compatible with the system, due to Boron collaboration, but the system is not fully optimised for use on Argon ships.
-Boron : The system is 100% compatible with, and fully optimised for use on, the Boron ships, resulting in vastly improved efficiency.
-Paranid : The system is 100% compatible with Paranid ships, but its efficiency is negatively affected by the rounded design of the Paranid ships and their greater surface area.
-Split : Split refusal to co-operate with Boron researchers means that the system isn't 100% compatible with their ships, causing a significant negative effect on the efficiency of the system.
-Teladi : Economy and cheap functionality come first for the Teladi, allowing for reduced costs in CMH repairs, but decreased efficiency for both the CMH and AHR.
-Terran : Differences in materials & technology increase the cost of repairs, but Terran ingenuity of design allows for efficient repair speeds.
-Xenon : Systematic & Efficient, the Xenon ships can be easily and automatically adapted for efficient use of the repair systems beyond any other race, even the Boron system-inventors.
Extension Cost: 9,110,822 Cr
Available: In Boron & Paranid Equipment-docks
Boron-Paranid Carrier-Mounted Hull-Repair System (CMH):
-An adaptation of the Autonomous Hull-Repair system for use on TL & Carrier-Class ships which allows the Carrier-ship to repair other ships by similar nano-organic means to the AHR, without having to install the AHR system on each ship.
-The CMH also incorporates some of the existing repair-technology from shipyards to allow it to perform repairs on a ship of any hull-integrity.
-This extension has 3 functions and 1 primary limitation:
---1---The Carrier-ship's scanners are adapted by the CMH system to read data taken from a cut-down version of the AHR which the carrier installs automatically on all ships docked within it. It uses this data to build up profiles of any ship with the CMH-Client and later repair the ships singly, when commanded, by means of Nano-organisms in conjunction with technology similar to the Goner Transporter device.
---2---The Carrier will automatically repair any ships which are currently docked in it while the CMH is installed.
--Limitations:
--1.The CMH system requires you to have a stock of energy cells in the Carrier-ship's cargo-bay to supplement the greater drain on the system than in the AHR system.
--2.The CMH system may only repair external ships within 8km of the ship it is installed on.
The following are tables of the Energy cell costs for the various ship-types, per ship repaired:
Repair Procedure on internal and external ships:
Code: Select all
----------------------------------------------------------------------
|| Ship-Class: || Energy Cells Required ||
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|| M5 || 1250 ||
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|| M4 || 5000 ||
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|| M3 || 7500 ||
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|| TS || 10'000 ||
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|| TP || 10'000 ||
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|| M6 || 25'000 ||
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|| TL || 40'000 ||
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|| M1 || 55'000 ||
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|| M2 || 60'000 ||
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Extension Cost: 1,002,677 Cr
Available: In Boron & Paranid Equipment-docks
-----Usage & Limitations-----
--Neither the AHR nor the CMH Systems are used by AI-Ships (NPCs) and the AHR should not be used on more than about 20 of the player ships at any one time.
The reason for this is that, though I've done my best to optimise it, the script probably doesn't scale well when used on large numbers of ships.
--The CMH should only be installed on a small number of TLs or Carriers at any one time for the same reason, but the CMH can be used to repair just about any number of other ships without causing any problems, due to the ship-by-ship nature of its repair process.
--The CMH will not repair the hull of the Carrier-ship it is installed-in.
The AHR is required for self-repair of any ship.
-----Tech. Details-----
Uses the AL-engine to initiate the regeneration and place the wares in Paranid & Boron Equipment docks, instead of wasting a command-slot.
Wares used in {EMP} :
101 : 28;0;0;0;0;101;10253;0;35014;1;1;0;35014;-100;0;0;SS_WARE_SW_CUSTOM1_2;
115 : 28;0;0;0;0;115;10393;0;324115;1;1;0;324115;-100;0;0;SS_WARE_SW_CUSTOM15_2;
Text-file used:
8824
Command-slot used:
<t id="558">COMMAND_TYPE_SPECIAL_58</t>
Script filenames:
z.pregen.xml
z.pregenCMH.xml
z.targetedCMH.xml
al.z.regen.main.xml
al.plugin.z.pregen.xml
-----Progress-----
Check This thread
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Feedback & Suggestions Welcome.