[Mod by Clownmug] Build Station Mission (updated on 19.12.2015)

The place to discuss scripting and game modifications for X Rebirth.

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

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

[Mod by Clownmug] Build Station Mission (updated on 19.12.2015)

Post by Sparky Sparkycorp » Wed, 25. Mar 15, 19:35

Posting to let people know about the following Steam Workshop mod.

It introduces new station construction missions where we help to build stations for NPCs. By comparison. the vanilla station construction missions provide cash rewards for building stations for ourselves.

The author (Clownmug) is called camus on Steam.
camus wrote: DESCRIPTION
This mod adds a new generic mission which involves delivering a bunch of wares to an npc construction vessel. After the mission is over, you can also continue helping to build extensions. Basically, you can use these missions to make a lot of money through trading while slowly expanding the universe.

This mission is not the same as the one recently added in the 3.5 patch. The 3.5 patch mission asks you to build a station for yourself where as this mission involves helping an npc faction build their own station.

Mission Variant 1 - Construction Materials Needed

In this variant of the mission you have to deliver wares to a construction vessel within the local area.

Mission Variant 2 - Support New Settlement

This variant of the mission mostly occurs in DeVries and Maelstrom and has you supplying a construction vessel in a lesser populated sector.

---------------------------------

Version 1.08 (19 Dec, 2015)
- Added support for Bulletin Board System (Version 4.0)

Version number unchanged (5 Sept, 2015)
- RU translation updated

Version 1.07 (26 Aug, 2015)
- A larger variety of factions are possible in DeVries and Maelstrom now
- New stations in Maelstrom should be populated correctly now
- Custom factions are now allowed instead of Argon Government or Plutarch by default

Version 1.06 (18 August, 2015)
- Added RU translation provided by DaveDee

Version 1.05 (11 July, 2015)
- Construction vessels are now replaced if they're destroyed (15 minute delay and must be out of zone)
- Added defense drones to construction vessels so they don't die easily anymore

Version 1.04 (26 Feb, 2015)
- Fixed mission briefing not updating from completing objectives out of order

Version 1.03 (25 Feb, 2015)
- Added more npc only build locations
- Added a new mission variant to expand into underdeveloped sectors
- Incomplete stations are now removed if their construction vessel dies

Version 1.02 (19 Feb, 2015)
- Fixed debug error and construction vessels not being found correctly

Version 1.01 (8 Feb, 2015)
- Added several npc only build locations
http://steamcommunity.com/sharedfiles/f ... =387690011

Known to be working in Rebirth 4.0.
Last edited by Sparky Sparkycorp on Tue, 1. Mar 16, 13:42, edited 12 times in total.

oliverjanda
Posts: 309
Joined: Sun, 14. Feb 10, 17:47
xr

Post by oliverjanda » Wed, 25. Mar 15, 20:19

THis mod is pretty good for directing the economy into the right direction!

birdtable
Posts: 2055
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Wed, 25. Mar 15, 20:49

Would this mod work as well within say the Hiigaran Crossroads Mod or Transcend .... Mission Variant 1 ... ?....Cheers :)

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Wed, 25. Mar 15, 20:55

No idea, do let us know :P

I guess in all seriousness, I think some the mod could work in some form in those mod sectors based on the following:
camus 23 Feb @ 2:40pm wrote: Outside the main universe (Albion, DeVries, Omicron Lyrae, Maelstrom) I limited the types of stations the mission generates so that's why you're seeing a lot of the same stations. I'll probably add a new mission variant to build in the uninhabited sectors soon but I think the station types should still be limited. I don't think it would make sense for a faction to build a URV Parts Supply or whatever in the middle of nowhere.

birdtable
Posts: 2055
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Wed, 25. Mar 15, 20:57

:) .......Subscribed

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang » Wed, 25. Mar 15, 21:13

Neat! Maybe with this the Canterans can finally have a running economy :lol:

Clownmug
Posts: 418
Joined: Wed, 11. Dec 13, 02:39
x4

Post by Clownmug » Wed, 25. Mar 15, 21:21

Thanks for the shout out Sparky Sparkycorp.

The mission should work with other mods as long as their maps have build locations setup. Hiigaran Crossroads is the only mod I know of that uses npc only build locations though, so the mission would probably borrow from the player's possible build locations for other mods.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Wed, 25. Mar 15, 21:41

Hiya, you're most welcome :)

Teravisor
Posts: 4
Joined: Sat, 29. Mar 08, 20:47
xr

Post by Teravisor » Wed, 25. Mar 15, 22:02

Conflicts with ButterMissions, my guess is that ButterMissions load after this mod and does

Code: Select all

<replace sel="//mdscript[@name='GenericMissions']/cues/cue[@name='SelectOffer']/actions/do_any">
when this mod does

Code: Select all

<add sel="//cue[@name='SelectOffer']/actions/do_any">
Or it's something with how they do replace. Anyway, it doesn't work when buttermissions are activated.

Otherwise it's great mod. Finally some NPC stations are being built!

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Thu, 26. Mar 15, 10:34

I just released that I forgot to add a note on game version comparability to the OP.

Just to check, since I'm currently in a vanilla plot game for bug-reporting, can anyone confirm that this mod works in 3.51 or the 3.52 beta?

Cheers,
Sparks

birdtable
Posts: 2055
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Thu, 26. Mar 15, 11:37

Put a temporary hold on checking this mod with Transcend/Hiigaran sectors due to my target of obtaining 50 elites the long way ,,, Then I will need to find one of the crazy people (w.evans) with their juju sticks and incantations to transfer my 50 elites to a new game when I will go looking for Flot Sillarn my marine ...(This was my realisation point " that I play this game too much")

As a side note is Butter missions still relevant with the varied missions/rewards now offered by the game

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Thu, 26. Mar 15, 12:07

I was wondering the same thing. I think that as it aims to increase the size of target forces considerably, it would still be a nice thing.

But yeah, it is very old and unfortunately it has had a bug since the 2.51 era.

NocturnalS1n
Posts: 19
Joined: Thu, 6. Jun 13, 19:17
xr

Post by NocturnalS1n » Thu, 26. Mar 15, 12:48

I wonder if some of the work done in this cane be used to fix the plot added NPC CVs.

For example, currently if they get blown up, the husk of what was to be a station sits there forever.

If you manage to help the CVs build a station however, they only do 2-3 steps, they won't build the entire station.

Example the BTO Shipyard the ROC CV starts up, only builds the Small shipyard, and then upgrades to the XL cradle, however it won't continue past that, so no Medium or Large docks are added to it.

I know that isn't what this specific mod is for, just curious if the work put into it could be used to fix those issues. While I don't see already husked stations being fixed without Egosoft, or save editing, I could foresee possible future work in a bugfix mod that prevents that from happening.

Just an interesting though due to the fact he mod seems to have found a around those issues.

birdtable
Posts: 2055
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Thu, 26. Mar 15, 13:17

My apologies for inserting this item here but not sure where to post otherwise due to mods being used ...
Took on an Asset protection mission which appeared to be a patrol mission, the voiced info on mission was for a kill mission but on commencement of mission it became an escort mission ... The strange thing was that all my trade ship captains then had the "attack commands" and those that happened to be in the same zone had "attack the escorted gigurum" commands. On completion of escort mission the captains retained the "attack" commands.
I know Sparky has his eye everywhere and will know the appropriate target if relevant for this info...
Grateful if deleted when read.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Thu, 26. Mar 15, 14:06

You have me stumped :)

Although unlikely, it sounds a bit like you could have accidentally triggered the Squad Attack broadcast if you tried to use the autopilot following option via the left-click menu. Bit of a long shot though.

Were the traders in your squad? They will inherit that attack command like combat ships. And when the target of that attack broadcast option dies, attacking ships do revert to a general attack order.

birdtable
Posts: 2055
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Thu, 26. Mar 15, 14:31

My apologies to Clownmug for sidetracking his mod.

No use of autopilot used, was escorting Gigurum to travel highway when noticed a trader, clicked to see what trade and noticed Captains attack command ..no attack command was ever issued.....plus the strange sequence of mission directives ...See if any one else has the issue otherwise put it down to a glitch ... :)

Clownmug
Posts: 418
Joined: Wed, 11. Dec 13, 02:39
x4

Post by Clownmug » Thu, 26. Mar 15, 20:40

Teravisor wrote:Conflicts with ButterMissions, my guess is that ButterMissions load after this mod and does

Code: Select all

<replace sel="//mdscript[@name='GenericMissions']/cues/cue[@name='SelectOffer']/actions/do_any">
when this mod does

Code: Select all

<add sel="//cue[@name='SelectOffer']/actions/do_any">
Or it's something with how they do replace. Anyway, it doesn't work when buttermissions are activated.

Otherwise it's great mod. Finally some NPC stations are being built!
I don't know why ButterMissions replaces that entire section. It prevents the new missions added in version 3.5 from spawning as well by doing that.
NocturnalS1n wrote:I wonder if some of the work done in this cane be used to fix the plot added NPC CVs.

For example, currently if they get blown up, the husk of what was to be a station sits there forever.


I think the devs might've already fixed that problem. In my mod you have to leave the zone before the incomplete station disappears so maybe they did something like that as well.
NocturnalS1n wrote:If you manage to help the CVs build a station however, they only do 2-3 steps, they won't build the entire station.

Example the BTO Shipyard the ROC CV starts up, only builds the Small shipyard, and then upgrades to the XL cradle, however it won't continue past that, so no Medium or Large docks are added to it.
That's normal, most of the build plans for the plot npc stations are setup to only build a few modules.
birdtable wrote:My apologies for inserting this item here but not sure where to post otherwise due to mods being used ...
Took on an Asset protection mission which appeared to be a patrol mission, the voiced info on mission was for a kill mission but on commencement of mission it became an escort mission ... The strange thing was that all my trade ship captains then had the "attack commands" and those that happened to be in the same zone had "attack the escorted gigurum" commands. On completion of escort mission the captains retained the "attack" commands.
I know Sparky has his eye everywhere and will know the appropriate target if relevant for this info...
Grateful if deleted when read.
If those ships were set to follow you they might've been trying to attack the enemies you were fighting during the escort mission. However, I don't know why they'd try to attack the Gigurum. Maybe you accidentally shot it which made them see it as a target.

NocturnalS1n
Posts: 19
Joined: Thu, 6. Jun 13, 19:17
xr

Post by NocturnalS1n » Thu, 26. Mar 15, 23:27

Clownmug wrote:I think the devs might've already fixed that problem. In my mod you have to leave the zone before the incomplete station disappears so maybe they did something like that as well.
Currently that isn't the case. The devs did hint sometime ago about possibly fixing it in a way to replace the CV however, but currently if the CV is destroyed the unfinished station will sit there until the end of time.

Clownmug wrote:That's normal, most of the build plans for the plot npc stations are setup to only build a few modules.
Hmm, well the kind of sucks, however it would probably be more beneficial if there was a way to set them up to actually build more than just a few, and instead the whole station.

But yeah, sorry it's mostly unrelated to the mod, just some of what it does made it sound like it could be used to possibly "fix" the npc plot stations is all.

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
xr

Post by Rubini » Mon, 30. Mar 15, 17:11

Thanks by this mod!

Some days ago i was thinking and trying a way to have a more military/rts approach for X:R (a frequent matter here on this forum: give to X:R some type of conquer game). VanFilm released a mod that allows stations to be destroyed and really vanish from the game (and works!). So the player have now the possibility to build his own stations to replace the destroyed enemy´s ones. But the best, in some situations, to allow the economy goes ahead - as this is the first purpose&design of the game - it is just allow allied or neutrals to build stations. This way you will maintain the economy as it must be! Then comes this mod! A perfect solution! :wink:
Thanks again!

PS and a bit OT: more on the military/conquest game for X:R. As exposed above we need now that the Ai factions also try to conquest and/or try to rebuild their stations. The WWX mod and others (on steam) that add a war feature for the game are almost there. To have a rudimentary (but working!) conquer game for X:R is just a matter to correctly combine all these mods.

birdtable
Posts: 2055
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Mon, 30. Mar 15, 19:53

Well finally got around to testing mod with Hiigaran sectors.
Everything started off just fine ...got mission to supply various goods to construction vessel ... ticking along nicely ...then all my ships coming to supply construction vessel froze after supplying first 3 or 4 items. Could not get them to move with any command, in fact most ships in zone were not moving.
Game would not close down ... Had to do a restart.
Do not know what cause was .. Hiigaran or mod or playing beta 3.52 or one of the mods I use....

Did work perfectly for the first 3 deliveries.
Saved before starting missions so will go through again to check if I did anything dim witted,,,

Post Reply

Return to “X Rebirth - Scripts and Modding”