[SCRIPT] Player Workshops V2.0 [28.07.2009]
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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.
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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.
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- 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?
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- Joined: Mon, 31. Oct 05, 08:44
This script is great, I use it all the time
Custom equipment would be useful, I don't know if it can work automatically of you have to do it by hand, but in the second case MARS would be a safe bet, lucike's CLS1 and CLS2 would be enourmous time-savers too (and I believe it's in process of getting signed for the bonus pack too)
you can find it here
http://forum.egosoft.com/viewtopic.php?t=221815
Also, I don't know if it is possible, but could there be an option to augment the time between automatic checks for docked ships ? 25 seconds seems a bit overkill, 1 minute would more than sufficient for me, maybe more as equipping ships is usually a non-urgent matter for me (I try to save CPU cycles where I can )
Thanks again for the very useful script
Custom equipment would be useful, I don't know if it can work automatically of you have to do it by hand, but in the second case MARS would be a safe bet, lucike's CLS1 and CLS2 would be enourmous time-savers too (and I believe it's in process of getting signed for the bonus pack too)
you can find it here
http://forum.egosoft.com/viewtopic.php?t=221815
Also, I don't know if it is possible, but could there be an option to augment the time between automatic checks for docked ships ? 25 seconds seems a bit overkill, 1 minute would more than sufficient for me, maybe more as equipping ships is usually a non-urgent matter for me (I try to save CPU cycles where I can )
Thanks again for the very useful script
See previous comments for views on collaboration for custom equipment.
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Changing the time would be very easy to do. Though I don't consider it to be a major performance consideration atm. Especially not for the volumes likley involved for the time frame and what the script does. Please let me know if you are having any performance issues with its use, but I really dont consider it to be a performance heavy script, and it has consideration wait functions applied within the processes to help not to impact with other things.
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Changing the time would be very easy to do. Though I don't consider it to be a major performance consideration atm. Especially not for the volumes likley involved for the time frame and what the script does. Please let me know if you are having any performance issues with its use, but I really dont consider it to be a performance heavy script, and it has consideration wait functions applied within the processes to help not to impact with other things.
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- Joined: Mon, 31. Oct 05, 08:44
Never has any issues with this script, performance or otherwise, again, great workpelador wrote:See previous comments for views on collaboration for custom equipment.
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Changing the time would be very easy to do. Though I don't consider it to be a major performance consideration atm. Especially not for the volumes likley involved for the time frame and what the script does. Please let me know if you are having any performance issues with its use, but I really dont consider it to be a performance heavy script, and it has consideration wait functions applied within the processes to help not to impact with other things.
LA
Yep, pretty much allows ship software and hardware to be equipped at any dock the player owns including EQ, Trading stations, PHQ, Hub and any custom modded dock e.g. FDN.ogamerdg wrote:so this lets you buy upgrades and hardware at your own EQ? If so your the best .
or is ther also some more you can do
It also has the option to apply it's use on player carriers including TL's and M1's.
There are a number of configurable options that the player can set to define how they wish to tailor its use for their playstyle and also includes options for package definitions and automatic equipping by class.
It could be made to do more, but I've kept it like it is so as to not to circumvent other custom features in the community but hopefully in doing so at least added some value to player owned docks which where pretty much lacking these features as desinged in vanilla.