View Full Version : Instant Repair possible?
Wenin
April 6th, 2006, 11:32 AM
Would it be possible to create a component that when activated instantly repairs X # of components?
I can't think of a way, but thought I'd ask.
Ed Kolis
April 6th, 2006, 11:47 AM
No.
NullAshton
April 6th, 2006, 12:15 PM
Yes, it is possible, with a little bit of thinking. Since drones have a limited lifespan, 'repair drones' could be launched from a ship to repair it and other ships in the vicinity, expiring after a while.
Will
April 6th, 2006, 12:23 PM
That's still not instant, NA.
There isn't an ability that does instant repairs in the game, best you can do is have a lot of repair ability in the sector and wait for the turn to roll over.
Alneyan
April 6th, 2006, 12:33 PM
Well, you can always mod in an Emergency Propulsion/Supply ability on all your components. That way, you can instantly destroy them!
I see. The question was actually about instant repairs, and not creating instant problems for the repair crew to dealing with.
(That was the verbose, failed attempt at skill use : Levity, way of saying "No")
Wenin
April 6th, 2006, 01:10 PM
I like the repair drone idea though. =)
Thanks
President_Elect_Shang
April 6th, 2006, 04:18 PM
So even if you gave a weapon the Emergency Supply ability it still would not blow itself up after one shot? I am asking as I toyed with an idea for a weapon like this once. As I understand it, correct me if I am wrong, the weapon would only be destroyed if I pressed the button in the main screen. So in the tactical screen the weapon would fire every x turns but not blow up after the first shot. I know that is wordy and repetitive but I want to be as clear as possible with my question.
Suicide Junkie
April 6th, 2006, 04:20 PM
The "on use" part of the destroyed on use, is the USE COMPONENT command on the main screen, correct.
Repair drones are a bit micromanagey, but can do a lot of nifty things.
Put engines on them, and you can fly them to the scene of a warppoint battle to help clean up the mess.
They also represent a cost to repair, since they must be built, and cannot be recovered.
They can also make for "Emergency repairs"
For example, if you have 5 damage, and you have lots of drones with 1 repair point and a lifetime of 5 turns, you could:
- Spend 1 drone, and finish repairs in 5 turns
- Spend 5 drones, and finish repairs now, while wasting 20 points of repair ability.
President_Elect_Shang
April 6th, 2006, 04:24 PM
I thought so, thanks SJ. Have you had a chance to look at my reply in the other thread? I was not following what you were saying but I want to follow through with all suggestions.
NullAshton
April 6th, 2006, 04:59 PM
You could give a weapon or something like that the emergency supply trait, however, with a value of 0, so that if it's destroyed it can only be repaired by space yard ships and not repair bays. I think this is possible, since recent patches.
President_Elect_Shang
April 6th, 2006, 05:29 PM
Maybe but I need the weapon to blow up after the first shot, repairing it is not a concern till I can overcome the first problem. As the game works now you can’t build a weapon that blows up after one shot.
Alneyan
April 6th, 2006, 05:57 PM
What, so Nuclear Torpedoes aren't enough of a weapon for you? They blow up pretty good after being used. http://forum.shrapnelgames.com/images/smilies/wink.gif
I can see a couple of things that would approach your intent, though the actual "use it, lose it" part isn't going to work.
- Make the weapon very fragile, with a low hitpoint amount and nasty abilities (Armour comes to mind). It will be destroyed pretty quick that way - if someone on the other side is firing, that is. You could add a huge penalty to defence, just to make sure it *will* be destroyed as soon as something targets it, and the player will be glad the weapon is gone.
- You could also use a reload time of 30, just to make sure the weapon isn't going to be very useful. This could be used in addition to the effect outlined above.
- You may also wish to make the weapon cost a huge amount of supplies, though this will be difficult to handle. Even weapons that don't need any supply cannot fire without supplies, so you cannot just set an insane value to the one-shot weapon and make all other weapons use no supplies. Probably the worst idea, unless you plan to use drones.
- You could mount the weapon onto drones, and give said weapon an insanely high supply requirement. That way, the drone will fire the weapon once, and then be destroyed. You can then boost your weapon if you are so inclined, since drones aren't particularly the most dangerous hull out there.
Suicide Junkie
April 6th, 2006, 09:27 PM
Making the weapon BE a drone is a good possibility too.
The drone gets destroyed when it rams (use), and you go build another one.
President_Elect_Shang
April 6th, 2006, 09:29 PM
What I have built into the mod is a one shot every 30 turn’s weapon. Now you may not like the re-supply idea but I sure do! Never thought of taking that approach! The problem I see is if a fleet stops on the same sector for a turn the weapon (it is actually a satellite based weapon) will pull supplies from the fleet in the sector and this would be very bad. Any ideas?
One more thing can you take a look at my LS and CQ problem over here: http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=416697&page=0&view=collap sed&sb=5&o=7&fpart=1
I would like to know if you have any suggestions for me.
Suicide Junkie
April 6th, 2006, 09:37 PM
Huh? Fleets do not share with anything not in the fleet.
If you're fleeting with satellites, you have bigger problems than supply issues.
President_Elect_Shang
April 6th, 2006, 10:18 PM
Good so if the fleets don’t share with other units in the sector this becomes an option for me to take for that satellite type. I have always been under the impression that any friendly unit of an empire would share supplies with other friendly units in the same sector.
Wenin
April 6th, 2006, 10:48 PM
Do you want the weapon destroyed after it's been used?
Make it a drone that can't have any engines. Give the drone an innate ability to have supply storage over 1000+ points. Make the weapon 10X the size so that it can't fit in any drone. Give the weapon drone a specific Mount, to allow shrinking the weapon down to the proper size.
Have the weapon use up exactly the amount of supplies the drone can carry. Keep the reload at 30, so that after it fires it can't fire again.
Then on the following round the drone is destroyed because it ran out of supplies.
Wenin
April 6th, 2006, 10:50 PM
If you want the drone to be able to fire again in the future, then do the following. Give this weapon drone supply regen of X amount above the Drone supply use per turn setting.
Weapon's Supply Need/X = Turn Reload time
shinigami
April 7th, 2006, 07:17 AM
President_Elect_Shang said:
What I have built into the mod is a one shot every 30 turn’s weapon. Now you may not like the re-supply idea but I sure do! Never thought of taking that approach! The problem I see is if a fleet stops on the same sector for a turn the weapon (it is actually a satellite based weapon) will pull supplies from the fleet in the sector and this would be very bad. Any ideas?
There is a problem with the resupply method, satellites do not use supplies, unless I am mistaken.
President_Elect_Shang
April 7th, 2006, 10:19 AM
shinigami said:
There is a problem with the resupply method, satellites do not use supplies, unless I am mistaken.
They don’t that I know of but the weapon mounted on the satellite can.
Alneyan
April 7th, 2006, 11:17 AM
If the satellite itself does not use supplies, weapon supply usage is irrelevant. Ships, fighters and drones should be the only hulls actually using supplies.
President_Elect_Shang
April 7th, 2006, 01:21 PM
Any weapon will use supplies regardless of the hull type it is on. You just have to include this in the supply usage line when creating the component (weapon).
President_Elect_Shang
April 7th, 2006, 01:25 PM
Keep in mind a ship itself does not use supplies. It is the engines, weapons, and so forth IN the ship that uses the supplies. This applies to all hull types (fighters, drones, ships, weapon platforms). Drones are somewhat of an exception as they also have a limited life span the modder does not toy with. Come to think of it I am not even sure a modder can.
Speaking of drones can’t they make a warp point jump? Yes I believe so, that just solved my problem!!!! Happy, happy, joy, joy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
douglas
April 7th, 2006, 01:48 PM
The thing with satellites and supplies is that satellites get built-in quantum reactors for free. Supply use on any satellite-mounted weapons is irrelevant because the supplies available is always limitless, right up until the satellite is completely destroyed.
Before you start rejoicing too much about drones, keep in mind that the only order you can give a drone is "attack", and you can't cancel a drone's orders. Drones also cannot join fleets, they never combine into convenient stacks to allow easy selection of an entire pile of 50 drones to give the same orders to, and even if multiple drones go through a warp point on the same day they will come out the other side and fight in much smaller groups. All of these issues are hardcoded and not moddable.
shinigami
April 7th, 2006, 03:54 PM
President_Elect_Shang said:
Drones are somewhat of an exception as they also have a limited life span the modder does not toy with. Come to think of it I am not even sure a modder can.
From Settings.txt:
<font class="small">Code:</font><hr /><pre> Drone Supply Usage Per Turn := 0 </pre><hr />
Presto! Drones that can live forever. However, the drone still needs supplies to move and to fire it's weapons. Also, I am not sure what would happen to a drone that uses up all of it's supplies in this case, is it dead in the water or does it blow up?
Fyron
April 7th, 2006, 07:57 PM
The drone will blow up.
Weapon platforms, bases and satellites have infinite supplies. Any supply ratings of components mounted on them are irrelevant.
President_Elect_Shang
April 7th, 2006, 09:25 PM
Imperator Fyron said:
The drone will blow up.
Weapon platforms, bases and satellites have infinite supplies. Any supply ratings of components mounted on them are irrelevant.
Back to my first idea, the drones will work fine for the other items I have planed.
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