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Need help with PQ RE/Build timers - TC.
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Dreez





Joined: 10 Mar 2009
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PostPosted: Wed, 19. Apr 17, 01:59    Post subject: Need help with PQ RE/Build timers - TC. Reply with quote Print

I've grown rather tired of watching the 4h+ build-timer for a simple M3
and i dread when i get to the RE-timer of my Xenon-PX or some other big ship that i want to reengineer.

So is there any way to edit my files to bring the PHQ's timers down to a more... humane number?.

I don't really fancy having to sit and play for 4h just to get ONE fighter,
just imagine how many hours to fill a carrier..

I searched the scripts&mods library but only found a script that totally removed all timers
and frankly that was abit OP imo, i just want them tuned down a few notches.
(don't know why Egosoft hasn't realized this should be done).


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X2-Illuminatus
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PostPosted: Wed, 19. Apr 17, 19:17    Post subject: Reply with quote Print

The hq.xml (in the types folder) is the file responsible for the resources requirements of the different features of the PHQ (production, repair, reverse engineering). Under <resources> all required resources are listed, whereby the first one is the time, which has different values for different ship classes defined:

Code:
<!-- Time (uses the SETA upgrade as the typename!) -->
    <resource typename="SS_WARE_TECH231">
      <factor class="m5" value="10000" primary="1" />
      <factor class="m4" value="12500" primary="1" />
      <factor class="m3" value="16666" primary="1" />
      <factor class="gonership" value="16666" primary="1" />
      <factor class="freighter" value="5000" primary="1" />
      <factor class="bigship" value="25000" primary="1" />
      <factor class="hq" value="25000" primary="1" />
    </resource>


If you increase the "value", you can decrease the time requirements. For example changing

Code:
<factor class="m4" value="12500" primary="1" />


to

Code:
<factor class="m4" value="25000" primary="1" />


should cut build times for M4 class ships in half.

To make the changes, install the X3 Editor 2 and use the Virtual File System to find and extract the file (types\hq.xml) to your game directory's types folder (X3 Terran Conflict\types; if you don't have one yet, simply create an empty one.) The extracted xml file can be edited with any xml editor (e.g. Notepad++) then. When you made your changes, save the file and simply start your game/load your savegame. The changed time requirements should take effect for all newly started production / repair / reverse engineering processes. No matter whether the blueprint was created before or after the change of the hq.xml.


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Dreez





Joined: 10 Mar 2009
Posts: 790 on topic
Location: In my pants
Thank you for registering your game
PostPosted: Wed, 19. Apr 17, 19:26    Post subject: Reply with quote Print

Thanks a bunch, i will backup my saves and try this when i get time.

/cheers.


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