[MOD] Jäger auf Arawn landen
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Das ist noch die 1.51er auf Steam; ich muss noch die russischen Texte aktualisieren die mir Andy_MB und alexandingenskirchen zukommen lassen haben.
Bin auch noch garnicht dazu gekommen die 1.52er bis jetzt zu testen... kommt der plötzlich mit einer neuen Version und paar coolen neuen Features
Perfekt um die derzeitige Patchdürreperiode zu überstehen und bis zum nächsten Spiel
Bin auch noch garnicht dazu gekommen die 1.52er bis jetzt zu testen... kommt der plötzlich mit einer neuen Version und paar coolen neuen Features
Perfekt um die derzeitige Patchdürreperiode zu überstehen und bis zum nächsten Spiel
Spami
Learn from yesterday, live for today, hope for tomorrow. The important thing is not to stop questioning.
- Albert Einstein
Learn from yesterday, live for today, hope for tomorrow. The important thing is not to stop questioning.
- Albert Einstein
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Thanks!
...just found another bug:
Can not return to previous menu
Video - https://youtu.be/5ZNBifooVu4
...just found another bug:
Can not return to previous menu
Video - https://youtu.be/5ZNBifooVu4
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- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
yes i know,
the reason is one of the return buttons is just a link to the previous menu, because a real return button load the previous call on click AND ESC, was in that case can be the same menu multiple times - that is much more worse
one solution would be no back-button - don't know what is better
the reason is one of the return buttons is just a link to the previous menu, because a real return button load the previous call on click AND ESC, was in that case can be the same menu multiple times - that is much more worse
one solution would be no back-button - don't know what is better
I make some changes in cue name="MM_Carriers_carrier"
note:
then You use - sectionprefix="mmca_carrier" and many events return to the current Cue from it the same. For call use - <add_player_choice> !
<add_player_choice_sub> - triggered to next section menu level
<add_player_choice> do not triggered to next section menu and "Return button" exits to previous menu correctly!
note:
then You use - sectionprefix="mmca_carrier" and many events return to the current Cue from it the same. For call use - <add_player_choice> !
<add_player_choice_sub> - triggered to next section menu level
<add_player_choice> do not triggered to next section menu and "Return button" exits to previous menu correctly!
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- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Thank you, good solution, i adopt it into the skript and add your translation
new Version 1.53
- some Bugfixes
- acoustic feedback on Squadmanager for split/create Squads
- fast dock and undock of figherts (like cheat, but can disabled)
- on conversation with the Captain, under Attack ... the known "Command Squad" shows up now "Start (Fighters)" in case all fighters are docked
new Version 1.53
- some Bugfixes
- acoustic feedback on Squadmanager for split/create Squads
- fast dock and undock of figherts (like cheat, but can disabled)
- on conversation with the Captain, under Attack ... the known "Command Squad" shows up now "Start (Fighters)" in case all fighters are docked
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
- Metalloman
- Posts: 41
- Joined: Mon, 15. Oct 12, 04:34
Hi Marvin Martian,
I posted a comment in the steam workshop, with some suggestions: I hope you will consider them if you think they could be useful.
Sorry if what I suggested is already in your mod: I tried to translate your OP with google translate but the result is a real mess and I didn't understand much...
In case would you care to explain me better how your mod work in english?
I would really appreciate it!
Thanks in advance,
Metalloman
I posted a comment in the steam workshop, with some suggestions: I hope you will consider them if you think they could be useful.
Sorry if what I suggested is already in your mod: I tried to translate your OP with google translate but the result is a real mess and I didn't understand much...
In case would you care to explain me better how your mod work in english?
I would really appreciate it!
Thanks in advance,
Metalloman
Un imprenditore in X:
"Mio nonno aveva la stazione piccola.
Mio padre aveva la stazione grande.
Io ho la stazione grandissima.
Mio figlio si droga: sa che non potrà mai avere una stazione più grande della mia."
"Mio nonno aveva la stazione piccola.
Mio padre aveva la stazione grande.
Io ho la stazione grandissima.
Mio figlio si droga: sa che non potrà mai avere una stazione più grande della mia."
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
i described not so much, so it is normal you not find much information in the OP
About the suggestion:
The control of the fighters and ship is mostly in control of the regular game AI, because of that, i had not so much control about it
for repair you can also try (it is already in development) the MICT_supp8 http://forum.egosoft.com/viewtopic.php? ... 62#4556362 thats allow the shipengineer to repair other ships too - so fighters would be repaired at flight
Manual:
The mod adds commands by Captain/Pilot-conversation on
- Fighters (assigned to a carrier) Start/dock (this fighter with followers)
- Carrier, under the point "attack" you will find "start" (if all docked) or "command (for assigned that fly) fighters"
Under DO conversation you can
.. to send one fighter to each zone of a sector the carrier is
.. attack inventory-crates, mines, or asteroids in the zone (yes so usefull it sounds like)
About the suggestion:
The control of the fighters and ship is mostly in control of the regular game AI, because of that, i had not so much control about it
for repair you can also try (it is already in development) the MICT_supp8 http://forum.egosoft.com/viewtopic.php? ... 62#4556362 thats allow the shipengineer to repair other ships too - so fighters would be repaired at flight
Manual:
The mod adds commands by Captain/Pilot-conversation on
- Fighters (assigned to a carrier) Start/dock (this fighter with followers)
- Carrier, under the point "attack" you will find "start" (if all docked) or "command (for assigned that fly) fighters"
Under DO conversation you can
- transfer
- fighters (that not docked) from carrier to Skunk in Squad, or under escort command
- fighters from Skunk-Squad to the carrier
- Start/Dock Fighters
- dock all drones (sometimes helpfull when they do nothing, just get killed)
- split/create squads of fighters (assigned to carrier and not docked) - in case you want more then one squads like Drostan+2/4/6 Eterscel and get boring from thousend conversation with each Pilot
- command fighters to do patrol/fight
- in automatic generated squads
- or alone/as squad they are (dedicated follower will follow)
- options to configure some automatic behaviours
- start all assigned Fighters to "flightschool", that makes all Pilots to 5-Star-Heros in a short while
.. to send one fighter to each zone of a sector the carrier is
.. attack inventory-crates, mines, or asteroids in the zone (yes so usefull it sounds like)
- Metalloman
- Posts: 41
- Joined: Mon, 15. Oct 12, 04:34
Many thanks for your explanation!
I'll try these options in game to see what will happen.
If questions will come to my mind I'll post them here, if you don't mind.
About MICT mod I'm considering installing it, it's been some time now that I'm looking at it, and it's very interesting: will both mods integrate well, if installed?
I'll try these options in game to see what will happen.
If questions will come to my mind I'll post them here, if you don't mind.
About MICT mod I'm considering installing it, it's been some time now that I'm looking at it, and it's very interesting: will both mods integrate well, if installed?
Un imprenditore in X:
"Mio nonno aveva la stazione piccola.
Mio padre aveva la stazione grande.
Io ho la stazione grandissima.
Mio figlio si droga: sa che non potrà mai avere una stazione più grande della mia."
"Mio nonno aveva la stazione piccola.
Mio padre aveva la stazione grande.
Io ho la stazione grandissima.
Mio figlio si droga: sa che non potrà mai avere una stazione più grande della mia."
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Bug report. Using X:R 4.00b2 with Carriers 1.56
Was in Buried Treasure, carrier was in Forlorn Armory, captured a Domelch.
Had the carrier launch fighters, added the Domelch into a squad under a Drostan that was assigned under the carrier, Domelch started to go to the carrier.
Told the carrier's DO to dock all fighters.
Domelch shows "Dock at CV(H) 01 - Arawn" but is not moving. (It's kind of constantly turning, but engines are not active, and it's not moving.)
Was in Buried Treasure, carrier was in Forlorn Armory, captured a Domelch.
Had the carrier launch fighters, added the Domelch into a squad under a Drostan that was assigned under the carrier, Domelch started to go to the carrier.
Told the carrier's DO to dock all fighters.
Domelch shows "Dock at CV(H) 01 - Arawn" but is not moving. (It's kind of constantly turning, but engines are not active, and it's not moving.)
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Version 1.57 für die Beta von XR 4.00, funktioniert NICHT mit der 3.61 oder älter
für die Steam-Workshop-Version
http://www.dwa.he-hosting.de/Carriers-l ... teamHF.zip
einfach die ext_02 Dateien zu den aktuell vorhanden ext_01 in den carriers/ Ordner kopieren
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add Carrier 1.57 for XR 4.00 Beta, do not use with XR 3.61 or older
for the Steam-Workshop-Version
http://www.dwa.he-hosting.de/Carriers-l ... teamHF.zip
copy ext_02 files of the Hotfix into existing carriers/ folder, additional to ext_01
für die Steam-Workshop-Version
http://www.dwa.he-hosting.de/Carriers-l ... teamHF.zip
einfach die ext_02 Dateien zu den aktuell vorhanden ext_01 in den carriers/ Ordner kopieren
-----
add Carrier 1.57 for XR 4.00 Beta, do not use with XR 3.61 or older
for the Steam-Workshop-Version
http://www.dwa.he-hosting.de/Carriers-l ... teamHF.zip
copy ext_02 files of the Hotfix into existing carriers/ folder, additional to ext_01
Last edited by Marvin Martian on Fri, 1. Apr 16, 17:14, edited 2 times in total.
Fehlt eigentlich nurnoch dein Universumshändlerstationsmod (Deeeeeeeutsch!!!) für die 4.0 Veröffentlichung
Funktioniert der eigentlich noch?
Funktioniert der eigentlich noch?
Code: Select all
Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
der http://forum.egosoft.com/viewtopic.php?t=385446 ? der ist doch mehrsprachig
ich greife dabei auch möglichst auf vanilla Phrasen zurück damit es in den wesentlichen Bereichen mit jeder offiziellen Sprache funktioniert
ich greife dabei auch möglichst auf vanilla Phrasen zurück damit es in den wesentlichen Bereichen mit jeder offiziellen Sprache funktioniert