10/11/15 Update: Version 1.4.0 for Rebirth 3.61
- HR is now fully updated for 3.61. (I hope.) I didn't manage to finish everything I wanted to done in time for this update (linux/mac compatibility and a trade que menu in particular), but what's here should be stable.
- Thanks to Fazer for help with German localization.
- I switched the new-ish ooz shipyard calls from the map or property labels over to HR's format. I've decided to leave the direct managers' shipyard calls in place because I like talking to them face-to-face, and it's more convenient that way.
- I'm not altogether happy with the way the labels look, tbh, and will be tweeking them a bit in the near future.
- HR will now detect and adapt it's menus to a few more mods:
- (HR v1.4.0) Buy Trade Subscription (or the "cheat" version) v1.02/1.03 by SilentStorm/XGamer
- The shipyard option in the manager's dialog for NPC stations will remain hidden until station information has been purchased -- or the station fully scanned -- to allow room for Buy Trade Subscriptions buttons.
- OOZ Shipyard calls are still possible through the map menu if the information has not yet been purchased.
- (HR v1.4.0) Not Another Trader / UT Command and Control v0.1 by UniTrader
- The Convert to UT CAC Manager option will be available in the Employee Management submenu.
- (HR v1.4.0) Repack Construction Vessel v1.0.1 by mihaib
- the Detach from Station menu option will be available in the architect's Equip or Detach Station submenu when construction is not in-process.
- Also on the mod compatibility profile front, I've decided that I'm not going to bother anymore with non-standard script mods that don't clearly identify themselves or their assets. It's been a massive time-sink, and I've got my own stuff I'd rather be working on if their own authors can't be bothered to add a few lines of script for the sake of compatibility.
- As I say that though, I've finished implementing a basic format in 1.4.0 that allows trading mods and the like to add buttons to HR's
New Orders ->
Extensions menu without any intervention from me if they're interested in doing so.
- The buttons themselves are on a cycling menu structure that can hypothetically handle any number of mods, though I doubt it will ever get that much of a workout. Only two button categories are available right now ("ships that can trade" and "all ships") but I could expand on that pretty easily if there's any interest.
- This project is, of course, heavily influenced by BerserkKnight's Universal Comms Menu -- which I'm a big fan of and still use for prototyping -- but uses a very different mechanism that I hope should be easier to use.
- I'll be kicking out documentation on this in another day or three. At the moment it's been a long weekend with this and I'd kind of like to kick around and just play for a bit.
