[SCRIPT] Player Workshops V2.0 [28.07.2009]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Alkaiser
Posts: 30
Joined: Thu, 18. Dec 03, 21:28
xr

Post by Alkaiser » Mon, 11. May 09, 05:29

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.

pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador » Mon, 11. May 09, 09:56

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.

Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek » Thu, 14. May 09, 13:27

:thumb_up: 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.

dukedroklar
Posts: 35
Joined: Sun, 15. Apr 07, 08:31
x3

Post by dukedroklar » Tue, 19. May 09, 22:27

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?

pelador
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Post by pelador » Wed, 20. May 09, 05:59

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.

dukedroklar
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Joined: Sun, 15. Apr 07, 08:31
x3

Post by dukedroklar » Wed, 20. May 09, 22:21

That would be great. If you do get around to it I would be more than happy to test it for you and report any bugs.

aka1nas
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Joined: Thu, 7. Jul 05, 05:17
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Post by aka1nas » Fri, 22. May 09, 02:31

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.

pelador
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x3tc

Post by pelador » Fri, 22. May 09, 06:18

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.

dukedroklar
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Joined: Sun, 15. Apr 07, 08:31
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Post by dukedroklar » Sat, 23. May 09, 03:38

Sounds like it would be good to me. Anything that would take the carpal tunnel out of all that equiping :D

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.
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...

pelador
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Post by pelador » Wed, 27. May 09, 09:30

Understood, keep brainstorming it if you like, as it will be a little while before I get to doing it, sorry.

aka1nas
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Post by aka1nas » Fri, 29. May 09, 10:14

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.

tank29
Posts: 16
Joined: Sat, 23. Jul 05, 16:07
x2

Post by tank29 » Tue, 16. Jun 09, 14:45

This is a great script! Would it be difficult to add the capability to include shields, weapons, and missiles into the packages that you can buy? It'd be nice if the Workshop command could completely outfit a ship: with all the necessary software and hardware. Just a thought. Thanks for the script!

pelador
Posts: 1399
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Post by pelador » Tue, 16. Jun 09, 16:28

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.

crimson522
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Joined: Thu, 28. May 09, 23:07
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Post by crimson522 » Tue, 16. Jun 09, 23:31

is this compatible with Cycrow's equipment research and development script?

pelador
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Post by pelador » Tue, 16. Jun 09, 23:41

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.

Logain Abler
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Post by Logain Abler » Fri, 19. Jun 09, 17:22

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.
I've been using this great script from all my FDN docks with no issue, so yes it's 100% compatible with FDN.

This is one of my "must have" script.

LA

Sticks
Posts: 216
Joined: Thu, 29. Nov 07, 15:35
x4

Post by Sticks » Tue, 7. Jul 09, 14:54

Great scripts so far...
will there be a feature, which allows me to equip more than one (eg. 48 :D ) ships at the same time?

pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador » Tue, 7. Jul 09, 15:04

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? :P

Snowdogjoe
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Joined: Sun, 18. Jul 04, 23:26
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Post by Snowdogjoe » Sat, 11. Jul 09, 17:24

I second all the praise!

SWEET! I just found this after I put up my PHQ, Great mod. thank you very much.
"so many socialists, so little ammunition :)"

pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador » Tue, 28. Jul 09, 18:16

Version 2.0 upgrade available for download.

Auto equipping features by class applied to workshops, details in main first post.

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