( shipping companies don't do reactor upgrades).
reactor upgrades at dry docks are nice - but NOT exactly what a player needs when they are getting their Hulls melted by a Charon Frigate.
-----------------------------
Here is one of MY Dry Docks : two Items you will notice is the Sov & Trade : I have random traffic that carries loot and sells to stations - friendly and hostile to the player ( the Centauri have a loot screen that filters out the goodies - but I have not used the "WreckType= &st ( whatever ) " on my traffic in awhile because I am watching what loot they are carrying )
I have the Centauri become friendly to the Player if chosen to do so AFTER Arco is dead ( the Commonwealth offered Peace to the Centauri - so I always felt that this option was a good idea and filling out the Centauri community with drydocks was a nice idea to try )
Code: Select all
<!-- Centauri Dry Dock -->
<StationType UNID="&stCentauriDryDock;"
name= "Centauri dry dock"
sovereign= "&svCentauriWarlords;"
abandonedScreen= "&dsCentauriQuarters;"
dockScreen= "Main"
canAttack= "true"
multiHull= "true"
armorID= "&itPlasteelPlate;"
hitPoints= "250"
repairRate= "2"
shipRepairRate= "3"
explosionType= "&vtThermoExplosion1;"
ejectaType= "&vtWreckEjecta;"
attributes= "centauriWarlords, enemy, envWater, fleetDelivery, envAvoidsEarth, human, populated, warlords"
levelFrequency= "uucuu r---- ----- ----- -----"
locationCriteria= "++asteroids"
enemyExclusionRadius="100"
>
<Image imageID="&rsStations1;" imageX="256" imageY="0" imageWidth="224" imageHeight="224"/>
<Trade currency="credit" max="50000" replenish="2500">
<Sell criteria="*NU -Illegal; -ID; -NotForSale;" priceAdj="50"/>
</Trade>
<Items>
<RandomItem count="1d6"
criteria= "w -Specialty; -NotStandard; -NotForSale;"
level= "3"
levelCurve= "3"
/>
<RandomItem count="1d2"
criteria= "d~w -Specialty; -NotStandard; -NotForSale;"
level= "4"
levelCurve= "2"
/>
<RandomItem count="1d6"
criteria= "a -Specialty; -NotStandard; -NotForSale;"
level= "4"
levelCurve= "2"
/>
<RandomItem count="1d6"
criteria= "u -Specialty; -NotStandard; -NotForSale;"
level= "2"
levelCurve= "2"
/>
<RandomItem count="2d12"
criteria= "m -Specialty; -NotStandard; -NotForSale;"
level= "2"
levelCurve= "2"
/>
<RandomItem count="1d6"
criteria= "adu -Specialty; -NotStandard; -NotForSale;"
level= "3"
levelCurve= "2"
/>
</Items>
<Trade currency="credit" max="50000" replenish="2500">
<Sell criteria="*NU -ID; -NotForSale;" priceAdj="110"/>
<Buy criteria="*NU -ID; " priceAdj="50"/>
<Buy criteria="adumfNU -Illegal; -ID; -NotForSale;" priceAdj="50"/>
<Buy criteria="adumfNU -Illegal; -ID;" priceAdj="10"/>
<Refuel criteria="f +BasicFuel; L:1-7;" priceAdj="95"/>
<RepairArmor criteria="a L:1-8;" priceAdj="100"/>
<ReplaceArmor criteria="a" priceAdj="100"/>
<InstallDevice criteria="d L:1-7" priceAdj="100"/>
<RemoveDevice criteria="d" priceAdj="100"/>
</Trade>
<Ships>
<Table>
<Ship chance="40" count="1d4" class="&scCentauriRaider;" orders="guard"/>
<Ship chance="50" count="1d3" class="&scCentauriRaider;" orders="guard"/>
<Group chance="10">
<Ship count="1d4" class="&scCentauriRaider;" orders="guard"/>
<Ship count="1" class="&scCentauriHeavyRaider;" orders="guard"/>
</Group>
</Table>
</Ships>
<Reinforcements minShips="5">
<Table>
<Lookup chance="98" table="&tbCentauriCampDefenders;"/>
<Ship chance="2" class="&scCentauriFrigateRaider;" orders="guard"/>
</Table>
</Reinforcements>
<StaticData>
<NPCService>
( ; service level margin
( 'repairArmor 8 100 )
)
</NPCService>
</StaticData>
<Events>
<OnCreate>
(block Nil
(switch
;start the check to see if it's okay to have these events:
(or
(eq (sysGetName) "Point Juno")
(eq (sysGetName) "Huaramarca")
(eq (sysGetName) "Heretic")
(eq (sysGetName) "Charon")
(eq (sysGetName) "Rigel Aurelius")
)
Nil
; Every once in a while we send out a clone
(sysAddObjRecurringTimerEvent 1250 gSource "OnConstruct")
)
)
</OnCreate>
<OnConstruct>
(block (totalShips)
; Count the number of ships under traffic control
(setq totalShips (count (sysFindObject Nil "s D:EAB36d39_status")))
; Create some visiting ships
(if (ls totalShips 30)
(block (newShip)
(setq homeObj gSource)
(setq newShip
(sysCreateShip
(random '(&scZulu; &scEI500CI; &scCentauriHeavyRaider; &scCentauriRaider; &scIAVLight; &scZulu-II; &scEI200CI;))
gSource
&svCentauriWarlords;
&evCommTrafficBehavior;
)
)
(objSetObjRefData newShip "home" homeObj)
(objFireEvent newShip "OrderBeginTraffic")
)
))
</OnConstruct>
</Events>
<DockScreens>
<Main>
<Panes>
<Default>
<OnPaneInit>
(scrSetDesc gScreen (cat "Your ship is in a Centauri Dry Dock."))
</OnPaneInit>
<Actions>
<Action name="Refuel" key="R">
(block Nil
(intSetCompatibleFuelEx '((&itXenotiteFuelRod; 94) (&itHeliumAssembly; 93) (&itHelium3FuelRod; 92)))
(scrShowScreen gScreen "&dsRefuel;")
)
</Action>
<Action name="Repair or Replace Armor" key="A" >
(block Nil
(setq gTechLevel 8)
(setq gArmorSegment 0)
(setq gCheckMilitaryID True)
(setq gMargin 100)
(scrShowScreen gScreen "&dsRepairArmor;")
)
</Action>
<Action name="Install Device" key="D" >
(block Nil
(setq gTechLevel 7)
(setq gTechModifier Nil)
(setq gCheckMilitaryID True)
(setq gMargin 100)
(scrShowScreen gScreen "&dsInstallDevice;")
)
</Action>
<Action name="Remove Device" key="V" >
(block Nil
(setq gMargin 100)
(scrShowScreen gScreen "&dsRemoveDevice;")
)
</Action>
<Action name="Upgrade Reactor" key="P" >
(scrShowScreen gScreen &dsRPGInstallDeviceFromList;
{
itemList: (rpgGetReactorUpgradeList gSource gPlayerShip "r L:1-5;")
priceAdj: Nil
checkMilitaryID: True
noItemsText: "The technology required to upgrade your reactor is not available at this station."
})
</Action>
<Action name="Buy Items" default="1" key="B">
(scrShowScreen gScreen &dsRPGCommoditiesExchangeBuy; {
checkMilitaryID: True
})
</Action>
<Action name="Undock" cancel="1" key="U">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<DockingPorts>
<Port x="0" y="100" />
<Port x="-80" y="40" />
<Port x="80" y="40" />
<Port x="-60" y="-40" />
<Port x="60" y="-40" />
<Port x="0" y="-105" />
<Port x="-130" y="-17" />
<Port x="130" y="-17" />
<Port x="-70" y="105" />
<Port x="70" y="105" />
</DockingPorts>
</StationType>