[Mod] WIP Living space on PHQ

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
x4

[Mod] WIP Living space on PHQ

Post by docwho83 » Sun, 21. May 23, 10:57

This is to add the Living space on the PHQ. So you do not have to build as mean habitats. And to bring it in line with the words spoken by our friend.

Code: Select all

   <diff>
   <replace sel="/assets/structures/landmarks/macro/landmarks_player_hq_01_research_macro/@properties">
      <properties>
      <identification name="{20104,101601}" description="{20104,101602}" unique="0" />
      <build>
        <sets>
          <set ref="headquarters_player" />
        </sets>
      </build>
      <hull invulnerable="1" max="1000000" />
      <secrecy level="2" />
      <production production="0" research="1" />
      
     <workforce race="argon" capacity="2000" />
	 <workforce race="paranid" capacity="2000" />
	 <workforce race="teladi" capacity="2000" />
	 <workforce race="terran" capacity="2000" />
	 <workforce race="boron" capacity="2000" />
	 <workforce race="split" capacity="2000" />
	 <properties/>
	 </replace>
	</diff>
Now I have done other code before but this dose not seam to be working. Not sure if there is a way to read the file after it has run the check in game so I could see what it is after the mod been add.
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals

User avatar
Dj_FRedy
Posts: 229
Joined: Mon, 27. Jun 11, 05:58
x4

Re: [Mod] WIP Living space on PHQ

Post by Dj_FRedy » Sun, 21. May 23, 13:12

Regardless of the fact that I don't think it will work, class like 'production' I don't think it supports 'workforce', as well as including more attributes with different races, your patch doesn't close 'properties' properly. I mean, everything is meant to read a single definition of 'workforce' with an associated race and capacity. Give it a try, you learn from experience.

To enable debug go to the 'euclid' topic: viewtopic.php?f=181&t=402452#p4768514
"All my contributions to the Technical Support and Public Beta Feedback sections will be concise and to the point, no diatribes, that's what the other sections are for".
Thank you for your efforts.

Post Reply

Return to “X4: Foundations - Scripts and Modding”