[Script]Player Owned Shipyard 1.050[Updated 19:20 GMT 20/04/07]

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Shovinus
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[Script]Player Owned Shipyard 1.050[Updated 19:20 GMT 20/04/07]

Post by Shovinus »

======================
Player Owned Shipyards 1.050
======================

Player Owned Shipyards SPK
Player Owned Shipyards ZIP

SPK Requires Cycrows script installer to install which can be found here:
Cycrows Script Installer

========
Information
========

This script is made to make it possible to purchase Shipyards from each race and reverse engineer ships/stations much like the HQ.
Don't expect it to be like the HQ though, anyone expecting that is pretty dumb, there are not those sort of handles available, only a programer can do that, instead, I have given you something as close to the HQ as possible with the added bonus of stations being reversable.
This is my most complicated script to date far more so than the DUM as there were alot of hoops to jump through, and I tried to make sure it was as close to completion as it could be, thus it has only had one minor update, where as DUM is on maybe its 30th :)

You can purchase 1 Shipyard at each of the main races shipyards (what I consider to be their main anyway), the locations are listed below:
Argon Prime - Argon
Kindom End - Boron
Paranid Prime - Paranid
Family Pride - Split
Seizewell - Teladi

You can only purchase one from each race, so the maximum you can ever purchase is 5
Each race now has 3 individual blueprints that come with the Shipyard when you buy, the M4 fighter for that race, and that races main differing factories (medium only):

Argon
Buster
Wheat Farm M
Cattle Ranch M
Boron
Mako
BioGas Factory M
Plankton Farm M
Paranid
Pericles
Snail Ranch M
Soyfarm M
Split
Scorpion
Chelt Space Aquarium M
Scruffin Farm M
Teladi
Buzzard
Dream Farm M
Flower Farm M

You can still reverse engineer any type of station or ship at any of your shipyards no matter what the race


=========
Change Log
=========

1.000-1.050
-Added 3 blueprints for every race that you recieve upon purchasing the shipyard
-Changed offical sectors to those seen above
-Auto Transfer fixed
----Will run continuously until stopped or the ship is undocked
----Will only run when dock at one of your shipyards
-Fixed problem with shipyards being added to your shipyards when you run setup and when you initialise the control panel for the shipyard
-Fixed setup being run more than once
-Initialising of Shipyards time decreased (when you first click Shipyard Manager on any new shipyard)

1.000
Original Release

=============
Direction For Use
=============

To purchase a shipyard simply go to any off the above shipyards and buy one, then set it up like a normal shipyard. To activate it, you will need to go to "Shipyard Manager" in the shipyards station commands.
The first load you may have to wait a while, dont worry give it upto 20 seconds. After this time you will get the following messages:
[ external image ]
[ external image ]

===============
Reverse Engineering
===============

This will allow you to add blue prints to your shipyards by reverse engineering the ships/stations, ships must be landed and stations must be in a TL that is landed (although for stations you can put them in the shipyard once you have added them to the reverse list), if you want to see how much time is left for reverse engineering it is shown both in the main menu and in the reverse list, click refresh to refresh the time it also refreshes any changes in ships or stations. Items can be added or took, if you add an item to the reverse list you will no longer be able to see ships of that type in the reversable list. The same applies for any ship/station type that you have in the blueprint list. Remove will take items from the reverse list, so long it hasn't started reversing by the time you click. You will lose you ship/station once engineering begins.
[ external image ]

==========
Building Ships
==========

There are a number of options for building, You can choose to filter out all but one of the races ships and stations blueprints, or view all the blueprints, if you can't see a ship you reverse engineered it will always be in View All as this just shows you a list of all your blueprints. There is also an option to remove ships from the build list.
[ external image ]
[ external image ]
If you don't have enough resources to create a certain item you will recieve a message telling you how much you are required to have
[ external image ]

=============
Storage Manager
=============

Because the shipyard is hardcoded to be able to store only 2 of any item, I needed to add extra storage space to the Shipyard, therefore you have been given 10 storage spaces with 60,000 space each, the first 8 are used to stored the wares needed for producing ships and stations, the other 2 are for anything else you want to store. There are 3 options for every storage space, (1 extra for 9 and 10):
Store - Automatically stores any of the type of ware it is set to store from the shipyard so long as there is some in the shipyard and space in the relevant storage space
Empty - Takes wares from storage and puts them in the shipyard whenever there is space in the shipyard
Stop - Stops all activity
The storages are all set to store when they are started up. There is an extra option for 9 and 10, if you click on the Storage name, it will take you to see groups of wares, clicking one will show how many of wares in that group are stored.
[ external image ]
[ external image ]
[ external image ]

===========
Auto Transfer
===========

As it is fairly hard to transfer wares to the ship yard, being able to store only 2 at a time, you have a command option in your ships menu to help you called "Auto Transfer To Shipyard" this will allow you to automatically add stores to the shipyard much like the storage systems work, if you are then also storing wares it is very easy to transfer all your goods to the shipyard, unfortunately if another command runs this will stop, so if it stops transfering just try reactivating it.
[ external image ]
[ external image ]

===================

The following information in black may spoil your fun playing, but if you are interested in the reason some things are how they are or think there is a problem please feel free to read it.
The reverse timer is determined by the average cost of whatever you are trying to reverse, I will let people see if they think the times are about right. The same goes for the build timer, it is set at "timer = price / 1000" in ms

Building ships and stations at your shipyards costs 10% less than normal, most items are calculated as 8% Products (1% x each of these -> Energy, Teladianium, ore, Quantum Tubes, Microchips, Crystals, Cloth Rimes, Silicon Wafers) the other 82% is money, I wanted to make products higher but it meant needing alot more storage space.

As the shipyard is hardcoded to only be able to store 2 of any product I had to add storage, I did this by creating 10 mamoths far out in space with logic control turned off. Then a few scripts and the storage menu, controls what goes in/out, unfortunately this makes storing wares hard,, so I added an option to player ships to be able to automatically add wares to the station every 0.1 of a second, which works in conjunction with the storing scripts to make transfering wares to the storage mamoths much quicker than doing it manually

The first 8 storage spaces are for storing each respective ware needed for build, the last 2 are for storing other wares, the easiest way to store wares is to but everything in a mamoth at a different station close by, then land the mamoth at the shipyard and turn on the auto transferer
Last edited by Shovinus on Sat, 8. Sep 07, 12:19, edited 25 times in total.
PhantomDG1
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Post by PhantomDG1 »

It aint ready yet but... I like it ! :D
RaGodofTehSun
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Post by RaGodofTehSun »

Ok, this may be a lot to ask but is there any way you can make variang costs on the ships?

100% parts 0% credits
50% parts 50% credits
0% parts 100% credits


Or other varieing ammounts in there?
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Shovinus
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Post by Shovinus »

Yes but you see there is not that much room, and some stations cost 10million that fills almost all 8 storage bays, what I did was if the amount was more than the storage amount then it changes it into cost, so what i could do is have it all products except that which goes over which will be cost (but that is best saved for another day I am sooo tired now)

EDIT: btw not casting you down, I can do what you asked me to, and will, just not right now ;)
RaGodofTehSun
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Post by RaGodofTehSun »

hehe i didnt think i was being condesended to, its just something i thought might be nifty eventualy ^.^
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Red Spot
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Post by Red Spot »

Shovinus wrote:Yes but you see there is not that much room

actually that doesnt have to be the case ...
simple bit of trickery can make that hardcoded limitation work for you ... :D


first of all you need each and every ship thats usuable within your SY to have a custom ware wich is as expensive as the ship itself ..

now have stationX produce product "shipA", wich will than use these same "hardcoded limitations" to give you storagespace based on the price of the product, wich can be huge if expensive wares are used ..
(after giving the station a product and resources you need to start the production task and the game will give the station apropriate storage space)

now you can actually use this to produce ship and like ES' HQ actually have a clear directly readable interface (just need a script in the background to transform these wares into the actual ships)
for RE-ing you can still use the production task now just make sure it removes the produced ware and adds back whatever you want to the station ...

(do note it must be a station, not a SY)


G
seldum
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Post by seldum »

Very nice job. Im looking forward to see it in action in my own game :)

Now we only lack an equepment dock where you are able to buy software for your ships. Then you would be 100% independent from AI/race stations and then it would be possible to take over the universe completely!

Muhahaha evil!
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Shovinus
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Post by Shovinus »

@ Seldum, erm you have not looked at my script lists have you? thats the first script I made :) I made this as part of a group I am making to make you independent, the next one I am going to make is a market script, to convert materials into cash, so that you don't need trade to make money to build ships/stations.

@RedSpot, there are about a total of 1 thousand different ships, currently my version is also capable of managing mods, to do that would take hours, and mean some of the functionality was compromised.
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Shovinus
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Post by Shovinus »

Ok finished uploading screenshots

Hope you find this useful.

If you don't understand how to use something please ask
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enenra
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Post by enenra »

Just one thing ^^

The main shipyard of the borons is kingdoms end, the one of the teladi seizewell. ;) (those are their homesectors)
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Shovinus
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Post by Shovinus »

Ok next version I will change it.
There is still alot to be done on this, but I want people to report bugs now as I go on holiday for 2 weeks so when I get back I should know all the problems.
MightyOdin
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Post by MightyOdin »

:D :D :D :D :D This i have been waiting for, for a loooooong looong time. this is so Awsome. 8) a huuuge Thanx
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Shovinus
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Post by Shovinus »

Please everyone make sure you back up your game files, this should work fine, but... there will be bugs, and I don't want you to waste 350 million buying the shipyard if something goes wrong, also all the time you will spend reverse engineering ships/stations. I don't think there is anything that can cause a major problem, but you know what happens.
:D :D :D :D :D This i have been waiting for, for a loooooong looong time. this is so Awsome. a huuuge Thanx
No problem, you can now be almost totally self reliant, all I need to do is make the market, can someone please help me with this, I am finding really hard to understand how I am meant to use GMax to create stations :(
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enenra
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Post by enenra »

Shovinus wrote:Please everyone make sure you back up your game files, this should work fine, but... there will be bugs, and I don't want you to waste 350 million buying the shipyard if something goes wrong, also all the time you will spend reverse engineering ships/stations. I don't think there is anything that can cause a major problem, but you know what happens.
:D :D :D :D :D This i have been waiting for, for a loooooong looong time. this is so Awsome. a huuuge Thanx
No problem, you can now be almost totally self reliant, all I need to do is make the market, can someone please help me with this, I am finding really hard to understand how I am meant to use GMax to create stations :(
You could simply use the stations which are already in X3 ;)
PhantomDG1
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Post by PhantomDG1 »

DSE wrote...
You could simply use the stations which are already in X3
Yes but having a player owned station that is different to all the others would be so much cooler !

Also once you have begun to take over certain sectors and start to put your stations / HQ etc... they will actually start to look like your sectors and not just cheap copies of other races !

Way to go Shovinus... we luv ya baby :D


HTH
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Shovinus
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Post by Shovinus »

If I can't manage to create my own station, or someone does it for me then I will use the Trade Docks as it is the most logical option, but like Phantom says, it would be so much better if there was a different station, and there are not that often times when creating a new type of station is valid, so when the time comes along its better if you grab it.
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KanineLupus
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Post by KanineLupus »

PhantomDG1 wrote:DSE wrote...
You could simply use the stations which are already in X3
Yes but having a player owned station that is different to all the others would be so much cooler !
HTH
Good in theory but not workable, especially in the case of a Shipyard - the games has a maximum number of SY slots available (as a number of us have discovered) ...and they're all in use. To make a custom model for a SY, you'd have to hand it over to one of the races who already own one.

Keep in mind too that any new stations added would look completely out of place if they had no similarity to existing station - especially given that models are shared btwn races in X3 (which I guess fits with the 'modular' nature of X3 station designs). Am having to consider those same factors with my own station-modelling project ...balancing btwn creating something individual but still ensuring it visually 'fits' within the game.
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Shovinus
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Post by Shovinus »

I am not looking for a Shipyard, that is not needed I already used the ones in game, I am looking for a market, a completely new station.


Now working on(those in green have been done)
->Changing Sectors : that you can buy the shipyard at to the official main ones (Will not work if you have already used the script as would lead to more shipyards than I intend you to have, but not a big problem)
->Fixing Auto Transfer : so that when you leave a shipyard it doesn't keep transfering :P silly me
->Adding Race Blueprints : Each race will have a few minor blueprints when you purchase a Shipyard that belongs to the race you bought the shipyard from, such as M Wheat Farm and Buster for Argon, M BioGas Factory and Barracuda for Boron etc
->Remove Headquarters from reversable list to stop multiple HQs being made.
->Solve the problem of there being too many lines in build list if you reverse engineer everything (currently if you own over 45 ship blueprints and go to make in view all you will not be able to leave and some of the blueprints will not be shown as they go over the limit)

ps
If you are wondering can you reverse engineer a Shipyard once you own a shipyard, by using one on the other, the answer is no, I saw that coming and disabled it from being reversable, everything else you can reverse though including HQ, which I probably should change ;)

===

Will be on holiday until 23/04/2007 but will still be able to reply to questions
Last edited by Shovinus on Fri, 20. Apr 07, 22:45, edited 7 times in total.
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jackleonfraust
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Post by jackleonfraust »

since this is a script, it shouldn't conflict with any mods, correct?
(mostly the ddrs/ashley's fabs compilation)

is there any conflicts you know of to date?
(like commands, wares, etc.)
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Shovinus
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Post by Shovinus »

It may do as I edited the TFactories file so that the cost of the shipyards was better, as well as notoriety and volume, if there is compatability error send me the cat and dat files from the mod that isn't working and I will change the TFactories file in it to work with my script.

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