[Mod by Clownmug] Build Station Mission (updated on 19.12.2015)

The place to discuss scripting and game modifications for X Rebirth.

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birdtable
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Post by birdtable » Thu, 26. Mar 15, 14:31

My apologies to Clownmug for sidetracking his mod.

No use of autopilot used, was escorting Gigurum to travel highway when noticed a trader, clicked to see what trade and noticed Captains attack command ..no attack command was ever issued.....plus the strange sequence of mission directives ...See if any one else has the issue otherwise put it down to a glitch ... :)

Clownmug
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Joined: Wed, 11. Dec 13, 02:39
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Post by Clownmug » Thu, 26. Mar 15, 20:40

Teravisor wrote:Conflicts with ButterMissions, my guess is that ButterMissions load after this mod and does

Code: Select all

<replace sel="//mdscript[@name='GenericMissions']/cues/cue[@name='SelectOffer']/actions/do_any">
when this mod does

Code: Select all

<add sel="//cue[@name='SelectOffer']/actions/do_any">
Or it's something with how they do replace. Anyway, it doesn't work when buttermissions are activated.

Otherwise it's great mod. Finally some NPC stations are being built!
I don't know why ButterMissions replaces that entire section. It prevents the new missions added in version 3.5 from spawning as well by doing that.
NocturnalS1n wrote:I wonder if some of the work done in this cane be used to fix the plot added NPC CVs.

For example, currently if they get blown up, the husk of what was to be a station sits there forever.


I think the devs might've already fixed that problem. In my mod you have to leave the zone before the incomplete station disappears so maybe they did something like that as well.
NocturnalS1n wrote:If you manage to help the CVs build a station however, they only do 2-3 steps, they won't build the entire station.

Example the BTO Shipyard the ROC CV starts up, only builds the Small shipyard, and then upgrades to the XL cradle, however it won't continue past that, so no Medium or Large docks are added to it.
That's normal, most of the build plans for the plot npc stations are setup to only build a few modules.
birdtable wrote:My apologies for inserting this item here but not sure where to post otherwise due to mods being used ...
Took on an Asset protection mission which appeared to be a patrol mission, the voiced info on mission was for a kill mission but on commencement of mission it became an escort mission ... The strange thing was that all my trade ship captains then had the "attack commands" and those that happened to be in the same zone had "attack the escorted gigurum" commands. On completion of escort mission the captains retained the "attack" commands.
I know Sparky has his eye everywhere and will know the appropriate target if relevant for this info...
Grateful if deleted when read.
If those ships were set to follow you they might've been trying to attack the enemies you were fighting during the escort mission. However, I don't know why they'd try to attack the Gigurum. Maybe you accidentally shot it which made them see it as a target.

NocturnalS1n
Posts: 19
Joined: Thu, 6. Jun 13, 19:17
xr

Post by NocturnalS1n » Thu, 26. Mar 15, 23:27

Clownmug wrote:I think the devs might've already fixed that problem. In my mod you have to leave the zone before the incomplete station disappears so maybe they did something like that as well.
Currently that isn't the case. The devs did hint sometime ago about possibly fixing it in a way to replace the CV however, but currently if the CV is destroyed the unfinished station will sit there until the end of time.

Clownmug wrote:That's normal, most of the build plans for the plot npc stations are setup to only build a few modules.
Hmm, well the kind of sucks, however it would probably be more beneficial if there was a way to set them up to actually build more than just a few, and instead the whole station.

But yeah, sorry it's mostly unrelated to the mod, just some of what it does made it sound like it could be used to possibly "fix" the npc plot stations is all.

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
xr

Post by Rubini » Mon, 30. Mar 15, 17:11

Thanks by this mod!

Some days ago i was thinking and trying a way to have a more military/rts approach for X:R (a frequent matter here on this forum: give to X:R some type of conquer game). VanFilm released a mod that allows stations to be destroyed and really vanish from the game (and works!). So the player have now the possibility to build his own stations to replace the destroyed enemy´s ones. But the best, in some situations, to allow the economy goes ahead - as this is the first purpose&design of the game - it is just allow allied or neutrals to build stations. This way you will maintain the economy as it must be! Then comes this mod! A perfect solution! :wink:
Thanks again!

PS and a bit OT: more on the military/conquest game for X:R. As exposed above we need now that the Ai factions also try to conquest and/or try to rebuild their stations. The WWX mod and others (on steam) that add a war feature for the game are almost there. To have a rudimentary (but working!) conquer game for X:R is just a matter to correctly combine all these mods.

birdtable
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Post by birdtable » Mon, 30. Mar 15, 19:53

Well finally got around to testing mod with Hiigaran sectors.
Everything started off just fine ...got mission to supply various goods to construction vessel ... ticking along nicely ...then all my ships coming to supply construction vessel froze after supplying first 3 or 4 items. Could not get them to move with any command, in fact most ships in zone were not moving.
Game would not close down ... Had to do a restart.
Do not know what cause was .. Hiigaran or mod or playing beta 3.52 or one of the mods I use....

Did work perfectly for the first 3 deliveries.
Saved before starting missions so will go through again to check if I did anything dim witted,,,

birdtable
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Post by birdtable » Tue, 31. Mar 15, 14:08

I think I tried to do (supply various products for station) mission by fulfilling all required wares through trade offers instead of sequentially as missions arose ....

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sat, 15. Aug 15, 18:53

With thanks to DaveDee who's mention of this mod reminded me to look for updates :)

A bug is fixed and it's stated to be fine in Rebirth 3.53.
camus/clownmug wrote: Version 1.05

- Construction vessels are now replaced if they're destroyed (15 minute delay and must be out of zone)
- Added defense drones to construction vessels so they don't die easily anymore

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 31. Aug 15, 01:39

A couple more good updates have been implemented (more thanks to DaveDee hehe):
camus/Clownmug wrote: Version 1.07 (26 Aug, 2015)
- A larger variety of factions are possible in DeVries and Maelstrom now
- New stations in Maelstrom should be populated correctly now
- Custom factions are now allowed instead of Argon Government or Plutarch by default

Version 1.06 (18 August, 2015)
- Added RU translation provided by DaveDee

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