[MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Well darn, guess I have to deal with the tedious code I was hoping wasn't needed. Seems the new method of spawning the stations I used in 2.0 isn't giving the station managers any default funds to put in buy orders for supplies.
The reason I don't have the stations in the zones file is because those aer permanent from game start. Since the dynamic stations included shipyards I didn't want them spawning at game start and giving campaign players access to Argon Shipyards before they storyline even progresses into Argon space. Likewise for many of the freeplay scenarios that start you in a specific place. The crossroads remains closed to anywhere the player hasn't actually visited the hard way first
I'll sit down and do the extra code next weekend to give the stations some resources. Most of the tediousness is figuring out how much to give them (without being too much to overfill the economy but too little for sustained operations). I haven't looked at this games station production lines in a very long time.
Thanks for checking that for me.
The reason I don't have the stations in the zones file is because those aer permanent from game start. Since the dynamic stations included shipyards I didn't want them spawning at game start and giving campaign players access to Argon Shipyards before they storyline even progresses into Argon space. Likewise for many of the freeplay scenarios that start you in a specific place. The crossroads remains closed to anywhere the player hasn't actually visited the hard way first
I'll sit down and do the extra code next weekend to give the stations some resources. Most of the tediousness is figuring out how much to give them (without being too much to overfill the economy but too little for sustained operations). I haven't looked at this games station production lines in a very long time.
Thanks for checking that for me.
This is not a player station, but NPC stations.
not this
And in the game at all NPC stations there are engineers. I think it would be right to add them to the stations.
Code: Select all
name="'trade.station'"
name="'fight.attack.object.station'"
Code: Select all
<start_script object="$Manager" name="'trade.station.player'" />
<start_script object="$DefenceNPC" name="'fight.station.player'" />
And in the game at all NPC stations there are engineers. I think it would be right to add them to the stations.
Code: Select all
<create_platform_actor name="$engineer" type="entitytype.engineer" dockingbay="$AdminDock.component" ref="engineer_albion_random">
<owner exact="$OwnerFaction"/>
</create_platform_actor>
<set_entity_type entity="$engineer" type="entitytype.engineer"/>
<assign_engineer actor="$engineer" object="$Station"/>
<start_script object="$engineer" name="'engineer.ai'"/>
<patch sinceversion="3" state="complete">
<start_script object="$Manager" name="'trade.station'"/>
<start_script object="$DefenceNPC" name="'fight.attack.object.station'"/>
<create_platform_actor name="$engineer" type="entitytype.engineer" dockingbay="$AdminDock.component" ref="engineer_albion_random">
<owner exact="$OwnerFaction"/>
</create_platform_actor>
<set_entity_type entity="$engineer" type="entitytype.engineer"/>
<assign_engineer actor="$engineer" object="$Station"/>
<start_script object="$engineer" name="'engineer.ai'"/>
</patch>
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- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Distracted as usual lol.
I haven't really had much interest in X Rebirth for a very long time. The only reason I came back and did the the 2.0 & 2.1 update was because the announcements for X4 Foundations rekindled the desire to actually know the campaign storyline
I am still poking at the code currently and am planning one more patch to fix the remaining couple of issues. I'll see if I can set aside another testing block in a cpl weeks for that (Already have plans for the 4th of July & following weekend).
I haven't really had much interest in X Rebirth for a very long time. The only reason I came back and did the the 2.0 & 2.1 update was because the announcements for X4 Foundations rekindled the desire to actually know the campaign storyline
I am still poking at the code currently and am planning one more patch to fix the remaining couple of issues. I'll see if I can set aside another testing block in a cpl weeks for that (Already have plans for the 4th of July & following weekend).
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- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Re: [MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)
v. 2.02 hot fix
- added engineers at the station
- fixed: shiptrader.
https://drive.google.com/file/d/11C2WNx ... sp=sharing
Exavier724
Check and update to Steam.
Noticed yet another bug. But I do not know how to fix this.
I think this is a bug 4.30 version of the game but not mod Hiigaran Crossroads.
https://imgur.com/a/MkneJwG
- added engineers at the station
- fixed: shiptrader.
https://drive.google.com/file/d/11C2WNx ... sp=sharing
Exavier724
Check and update to Steam.
Noticed yet another bug. But I do not know how to fix this.
I think this is a bug 4.30 version of the game but not mod Hiigaran Crossroads.
https://imgur.com/a/MkneJwG
Re: [MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)
All shipyards are stuck due to lack of resources (0 of everything on all), and they do not accept the missing wares. I have a ship loaded with the missing stuff required to build me another ship... without an option to sell them to the yard - it just does not accept anything. No active docking ports.
Pick the Best, kick the rest...
Travel more!
CodeMaster
Travel more!
CodeMaster