[SCRIPT] Player Workshops V2.0 [28.07.2009]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
I think I found a bug in 1.7. When installing cargo bay expansions on a Mercury Hauler, the price displayed is 0 credits. It doesn't take any money from your account either. Maybe its only a problem for 2000 or more cargo bay expansions in one go? It worked fine with a regular Mercury, 1000 expansions for something like 500,000 credits.
V1.8 Upgrade Available.
Corrections to ships who can have cargo extension upgrades greater than 1,000 units. For these ships they have to be upgraded in 1,000 unit increments at a time until they reach maximum (i.e. it takes more than one go). I'll see if I can replace full maximum upgrade calculations in one go for these ships when I have a bit more time to focus on it. In the meantime for immersion you'll have to put it down to union rules .
Thanks Alkaiser for spotting that one.
Corrections to ships who can have cargo extension upgrades greater than 1,000 units. For these ships they have to be upgraded in 1,000 unit increments at a time until they reach maximum (i.e. it takes more than one go). I'll see if I can replace full maximum upgrade calculations in one go for these ships when I have a bit more time to focus on it. In the meantime for immersion you'll have to put it down to union rules .
Thanks Alkaiser for spotting that one.
-
- Posts: 216
- Joined: Thu, 15. Jan 09, 07:53
Excellent script! Useful and nearly bug free.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
-
- Posts: 35
- Joined: Sun, 15. Apr 07, 08:31
Thanks for this godsend of a script. Is it possible to allow for wings to access the packages features? Since it seems to only be accessable through the trade command i can't see anyway to outfit an entire wing. That would save so much tedious work equiping massive numbers of ships.
Also, i enabled the "on ships" feature and tried running it on a carrier in space loaded with a fighter wing and the carriers "workshop" option is greyed out. What am i doing wrong?
Also, i enabled the "on ships" feature and tried running it on a carrier in space loaded with a fighter wing and the carriers "workshop" option is greyed out. What am i doing wrong?
I'll look into providing a wing command equivalent.
Just to say that I'm a bit busy with workload for other developments, the upcoming version 2.1 and DDTC mod. So unless I can "squeeze" it in somewhere in the next two weeks it might be a little time before I get to it. I'd prefer to fully test it of course, so whilst it might take little time to do potentially, its the support for it also, i'll see what I can do.
Thanks for the feedback also and that you find the Workshops useful.
Just to say that I'm a bit busy with workload for other developments, the upcoming version 2.1 and DDTC mod. So unless I can "squeeze" it in somewhere in the next two weeks it might be a little time before I get to it. I'd prefer to fully test it of course, so whilst it might take little time to do potentially, its the support for it also, i'll see what I can do.
Thanks for the feedback also and that you find the Workshops useful.
-
- Posts: 35
- Joined: Sun, 15. Apr 07, 08:31
Hi Pelador,
I'm finding this plugin to be very useful, and I have some feedback/feature requests in case you're interested.
1) Would it be possible to offer an option to max out all cargo/engine/rudder upgrades at once? This would cut down on keystrokes quite a bit.
2) I'd second the request to have a wing level option to equip multiple ships at once. Alternately, if you could use the "Docked At" broadcast commands with the plugin, that would be an enormous timesaver. I could then install my standard fighter package to all my freshly built fighters at my PHQ at the same time.
I'm finding this plugin to be very useful, and I have some feedback/feature requests in case you're interested.
1) Would it be possible to offer an option to max out all cargo/engine/rudder upgrades at once? This would cut down on keystrokes quite a bit.
2) I'd second the request to have a wing level option to equip multiple ships at once. Alternately, if you could use the "Docked At" broadcast commands with the plugin, that would be an enormous timesaver. I could then install my standard fighter package to all my freshly built fighters at my PHQ at the same time.
Would you consider an optional configuration of installing a package for a ship class as an automated process and specify which package and/or "tunings" are optionally applied?
So your thinking as a Secondary Signal for ships when docked as an automatic process thats configurable. It might be preferable and potentially a quicker technique than a wing command. Wether it would work with Gazz's docking script or could be made to be is another issue I havent looked at yet, but he has mentioned his fix is not compatible with other secondary signals of this nature when IS.
Similarly would need to check with mods that provide external docking mods on ships, but in theory I hope it works as "said on the tin" here.
So your thinking as a Secondary Signal for ships when docked as an automatic process thats configurable. It might be preferable and potentially a quicker technique than a wing command. Wether it would work with Gazz's docking script or could be made to be is another issue I havent looked at yet, but he has mentioned his fix is not compatible with other secondary signals of this nature when IS.
Similarly would need to check with mods that provide external docking mods on ships, but in theory I hope it works as "said on the tin" here.
-
- Posts: 35
- Joined: Sun, 15. Apr 07, 08:31
Sounds like it would be good to me. Anything that would take the carpal tunnel out of all that equiping
or better yet, just move that into the "package setup" screen as 3 yes/no options for maxing out cargo, engine and rudder. That would allow for the flexabiity to quick loadout a fighter type with maxed rudder and steering but no need for maxed cargo (for example). Ah, that would be glorious...aka1nas wrote: 1) Would it be possible to offer an option to max out all cargo/engine/rudder upgrades at once? This would cut down on keystrokes quite a bit.
Alright, another off the wall idea:
How about an option to pay the upgrade costs in resources (maybe just ecells or one predetermined specific ware like microchips?)? I've got my PHQ to run creditless and use a scaled amount of resources for everything, but I still have to deal with cash for the ship upgrades and end up having to take a break from empire building and interact with the "foreign" economy again.
How about an option to pay the upgrade costs in resources (maybe just ecells or one predetermined specific ware like microchips?)? I've got my PHQ to run creditless and use a scaled amount of resources for everything, but I still have to deal with cash for the ship upgrades and end up having to take a break from empire building and interact with the "foreign" economy again.
I dont want to make it a one stop shop for all things. As it removes other elements from the game by doing so. Using trading techniques with trading stations, docks, the PHQ and the hub allows you to supply them with appropriated equipment or by having dedicated TS or TL as additional supply capacity if docked there.
Removing too many aspects of management out of the game in favour of a more RTS play isnt really going to benefit everyone, even in the later stages of the game where infrastructure, resources and credits are less of a consideration. But as you inch towards total automation you remove those "think and manage" aspects of the game which not everyone wants to do. And if everything utlimatley becomes automated it moves further from a sandbox to a spectator sport which isnt really what I'd like to encourage.
Convince me otherwise, but I'd like to leave some elements as ES conceived it to keep challanges for the player to overcome rather than circumvent is all.
Removing too many aspects of management out of the game in favour of a more RTS play isnt really going to benefit everyone, even in the later stages of the game where infrastructure, resources and credits are less of a consideration. But as you inch towards total automation you remove those "think and manage" aspects of the game which not everyone wants to do. And if everything utlimatley becomes automated it moves further from a sandbox to a spectator sport which isnt really what I'd like to encourage.
Convince me otherwise, but I'd like to leave some elements as ES conceived it to keep challanges for the player to overcome rather than circumvent is all.
-
- Posts: 36
- Joined: Thu, 28. May 09, 23:07
The workshop is a completley isolated scripted interface applying no wares to the dock. This is so that it can be used without having ware volume related issues related to open ended volumes use like the Hub, PHQ or to not impact on other developments that also utilise volumes of wares like the FDN.
Without checking I couldnt say "hand on heart" they are completley compatible but I imagine them to be complimentary as a result of the above.
Without checking I couldnt say "hand on heart" they are completley compatible but I imagine them to be complimentary as a result of the above.
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
I've been using this great script from all my FDN docks with no issue, so yes it's 100% compatible with FDN.pelador wrote:The workshop is a completley isolated scripted interface applying no wares to the dock. This is so that it can be used without having ware volume related issues related to open ended volumes use like the Hub, PHQ or to not impact on other developments that also utilise volumes of wares like the FDN.
Without checking I couldnt say "hand on heart" they are completley compatible but I imagine them to be complimentary as a result of the above.
This is one of my "must have" script.
LA
Potentially.
I have been thinking wether to have an over watch script on the station to apply automatic updates in preference to using a signal due to incompatibilties with other scripts, but there are considerations to optimising it. I'm thinking it would be menu driven by class packages definable by the user.
At present I'm working on the DDTC beta so sorry if I'm dragging heels on this feature. You'll have to live with RSI for the moment. But for insurance purposes I except no responsibility for hand injuries due to the use of this script in the meantime.
If you want it sooner, you could help with the DDTC beta process as the more the merrier in expediating that process. But I wont twist your arm, lets keep the injuries to a minimum eh?
I have been thinking wether to have an over watch script on the station to apply automatic updates in preference to using a signal due to incompatibilties with other scripts, but there are considerations to optimising it. I'm thinking it would be menu driven by class packages definable by the user.
At present I'm working on the DDTC beta so sorry if I'm dragging heels on this feature. You'll have to live with RSI for the moment. But for insurance purposes I except no responsibility for hand injuries due to the use of this script in the meantime.
If you want it sooner, you could help with the DDTC beta process as the more the merrier in expediating that process. But I wont twist your arm, lets keep the injuries to a minimum eh?
-
- Posts: 196
- Joined: Sun, 18. Jul 04, 23:26