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[MOD] No Civilians
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Graxster





Joined: 14 Oct 2006
Posts: 814 on topic

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PostPosted: Tue, 21. Oct 08, 06:47    Post subject: [MOD] No Civilians Reply with quote Print

This is a Mod (select mod from initial X3TC menu) - No Civilians. It removes all civilian and taxi service ships from the game. Frees up station docking space, clears out the sectors, and reduces graphical load on your machine. Enjoy!

-Grax

Updated for v1.3 patch



Important note: It is normal after installing this mod to see ships with no names at all. These used to be the civilians and taxis. Once they finish their currently scripted job they will vanish. The reason for this is that when you save your game, all the ships and their current jobs are saved also. So these ships need to finish out their current job before vanishing. If you use this mod when starting a new game, you'll never see any civilians or taxis.



Last edited by Graxster on Mon, 8. Dec 08, 18:56; edited 3 times in total
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B0rG





Joined: 29 Oct 2005
Posts: 35 on topic

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PostPosted: Tue, 21. Oct 08, 09:18    Post subject: Reply with quote Print

o thank you good man!

I hope it wont remove any plot related guys? Smile

On a second note...

What does it actually do? There is job.pck in the file, with the list of 6 000 odd ships and tasks for them and some numbers... Does it mean when I load this mod every ship gets recreated?

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SSwamp_Trooper





Joined: 29 Apr 2007
Posts: 201 on topic
Location: Cornwall (England)
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PostPosted: Tue, 21. Oct 08, 11:49    Post subject: Reply with quote Print

Thanks i was trying to make one, no i don't have to bother Very Happy


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siath70





Joined: 11 Jan 2004
Posts: 317 on topic

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PostPosted: Tue, 21. Oct 08, 14:38    Post subject: Reply with quote Print

As I doubt there are any civs in the plot related stuff, this most likely won't happen.

Civs aka: Taxis, Cleaning, ect ect. Are usually just for flavor and to give life to the universe.

He removed the lines or reduced the amount of spawned ships to 0. I was going to mod it myself but was waiting for some other tools to come out.

Anyway, to the OP. Thanks!

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Sandalpocalypse





Joined: 02 Dec 2003
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PostPosted: Tue, 21. Oct 08, 14:40    Post subject: Reply with quote Print

But then who will the Khaak murder? Khaak have feelings too!

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siath70





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PostPosted: Tue, 21. Oct 08, 14:48    Post subject: Reply with quote Print

Hahaha, I have seen that too. I laughed as they chased several taxi's across the sector killing them.

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Graxster





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PostPosted: Tue, 21. Oct 08, 17:50    Post subject: Reply with quote Print

B0rG wrote:
I hope it wont remove any plot related guys? Smile

On a second note...

What does it actually do? Does it mean when I load this mod every ship gets recreated?


It doesn't remove any plot-related ships. It prevents the game from creating Civilian ships and Taxi ships (those with the . (dot) ship icon on your sector map). It doesn't make the game re-create all ships in the game. Civilian, Taxi, as well as the numerous other "specialty" ships (like Archaeologist, Pest Control, etc...) are only in the game for "flavor" or "atmosphere", they don't really perform a useful function. I simply removed the lines that tell the game to create Civs and Taxis.

-Grax

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ACrazyGerman





Joined: 06 Mar 2008



PostPosted: Tue, 21. Oct 08, 18:18    Post subject: Reply with quote Print

I don't know about you but they buy tons of space fuel from me so I am keeping my civis!

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Graxster





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PostPosted: Tue, 21. Oct 08, 19:40    Post subject: Reply with quote Print

ACrazyGerman wrote:
I don't know about you but they buy tons of space fuel from me so I am keeping my civis!


I suppose that could be seen as a downside to this mod, but in X3R I have Space Fuel Distillery Complexes all over the place, and even with all civilians removed from the game my complexes are always sold out. Seems like the freighter pilots like their space fuel as much as civilians do, lol.

-G

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A_Li_N





Joined: 24 Nov 2005
Posts: 27 on topic

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PostPosted: Tue, 21. Oct 08, 20:14    Post subject: Reply with quote Print

Can this mod be used on a game that is already in progress? I started yesterday and have gotten pretty far, but the fps is suffering and I'm guessing this will help, but I don't want to have to start anew.

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Graxster





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PostPosted: Tue, 21. Oct 08, 21:08    Post subject: Reply with quote Print

Yes, you can use it on a game already in progress. I did. Smile

-G

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fud





Joined: 25 Jan 2006
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PostPosted: Tue, 21. Oct 08, 21:22    Post subject: Reply with quote Print

I'm assuming for an existing game, it works like X3R, in that, the existing jobs (civs) will still be there, but no new jobs will start?

The existing ones eventually finish and disapper.

I remember doing that in X3R and there were a bunch of nameless ships on the map until they ran their course.

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Incubi





Joined: 02 Jan 2006
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PostPosted: Wed, 22. Oct 08, 00:56    Post subject: Re: [MOD] No Civilians Reply with quote Print

Graxster wrote:
This is a Mod (select mod from initial X3TC menu) - No Civilians. It removes all civilian and taxi service ships from the game. Frees up station docking space, clears out the sectors, and reduces graphical load on your machine. Enjoy!

-Grax

Download No Civilians Mod


Can we get one that does the opposit? Adds more civs, but without cluttering up the stations? Id like to see some show up in empty sectors I place factories in.

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Malakie





Joined: 13 Apr 2004
Posts: 650 on topic
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PostPosted: Thu, 23. Oct 08, 06:17    Post subject: Reply with quote Print

I like having civs around.. more atmosphere, more to see, more cannon fodder......

The more the better...

Malakie


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Sandalpocalypse





Joined: 02 Dec 2003
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PostPosted: Thu, 23. Oct 08, 06:53    Post subject: Reply with quote Print

Hey Graxter, does this mod remove Arenas, Casinos etc.? Your readme only states Civilians and Taxis

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