[MOD] MultiAssignment

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Phipsz
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[MOD] MultiAssignment

Post by Phipsz » Thu, 25. Sep 14, 20:00

Well, as the title says, SteamWorkshop now has this mod online :)
Allows easier assignment of multiple ships to a single commander entity (Pilot, Manager, ...).
USE AT YOUR OWN RISK! I have not implemented anything to prevent assigning a ship to itself as commander. just make sure you don't do it, I don't what happens and I won't be responsible when you do :) Also, don't assign XL type ships to small fighter crafts, might be possible, don't know. You shouldn't have any problems though if you respect these issues ;)
I know that the menu isn't the best, but it will definitely be more comfortable (and less talkative) than the default version. Only usable with my SidebarExtender Mod. If you run into difficulties with it, leave a message.
Get it here

EDIT: Ok, now you can not select a ship in the list as commander, and thanks to Tamina I know now that a Fulmekron protecting a Birog may not make sense, but is allowed in Vanilla and therefore should also pose no problem for this mod :)
Last edited by Phipsz on Sat, 27. Sep 14, 15:18, edited 1 time in total.

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YorrickVander
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Post by YorrickVander » Thu, 25. Sep 14, 21:00

Nice one :) looking forward to trying it out
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YorrickVander
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Post by YorrickVander » Fri, 26. Sep 14, 08:00

Could you pop up a quick 1,2,3 list of how to assign the multiple fighters at once? All I got last night (though it was late and I may be missing something crucial) was add, pick a ship, assign, repeat x all fighters. Admittedly this is still a lot less annoying than egos version of fleet building :D
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Phipsz
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Post by Phipsz » Fri, 26. Sep 14, 10:38

Thought the menu was kind of self explaining, maybe just for me then :D ok, so you obviously found the menu in info -> multiassign already. then 3 -> select ship -> 3 -> select ship -> [repeat]... -> 4 select commander. My idea was to add ships to the list until all wanted ships are shown. one could select the same ship in the add menu multiple times, but they're filtered out. Hope that helps a bit, if not I think I would have to make a video for that somehow ^^

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YorrickVander
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Post by YorrickVander » Fri, 26. Sep 14, 11:36

That's what I tried, but it never selected more than one ship :s Will look again.

Edit :

Nm I was being a muppet :D Maybe you could tag each selected ship with a blackboard value to prevent relisting, and clear it when they are assigned to commander? In any case, along with GTAVC's no collisions mod this is gonna make fleets a MUCH happier experience, top job.
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Tamina
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Post by Tamina » Fri, 26. Sep 14, 18:59

Why not adding cap ships to fighters?
Vanilla version allows it, so what happens when assigned with your mod?

Hope you are going to improve this to remove the bugs you already know :P

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Phipsz
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Post by Phipsz » Fri, 26. Sep 14, 19:44

Didn't know it works now in Vanilla, that's because :P just wanted to make sure nobody complains :D although I think there is little use in assigning a Fulmekron to a Birog ^^
@Yorrick should be coming this weekend, had already thought about it but was too lazy :roll:

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YorrickVander
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Post by YorrickVander » Sat, 27. Sep 14, 00:43

:D thanks Phipz
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Post by Sparky Sparkycorp » Sat, 27. Sep 14, 08:50

You beauty!

Looking forward to 2.5 release so I can re-mod my game after some beta-testing. Thanks!

Phipsz
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Post by Phipsz » Sat, 27. Sep 14, 15:00

Updated mod. Now hides already selected ships in the "add" and the "assign new superior" menu :) also adds feature to remove ships added to list by mistake.

w.evans
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Post by w.evans » Tue, 9. Dec 14, 09:58

Dare I hope? The beginnings of a fleet management mod?

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Post by Phipsz » Tue, 9. Dec 14, 21:47

w.evans wrote:Dare I hope? The beginnings of a fleet management mod?
I'm sorry, but no. imho the vanilla subordinate-system is good enough. it did lack some comfortable features like MultiAssignment, but I personally didn't really miss anything... also, I've not been playing X recently (though this mod has been updated to v3b :) ). I'll definitely try out the new v3 when stable and when the DLC has been released. but, if you have some cool features you think would fit into this mod, tell me and I see if I've got the time and motivation to do so :)

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Post by w.evans » Tue, 9. Dec 14, 22:09

Nothing specific, really. I mostly miss Lucike's scripts from X3, although I do recognize that the scope of a project anywhere near close to what he managed would take a hell of a lot of work. The game had a lot of really good mods. Hopefully what the X-Rebirth landscape will look like in two years or so.

Played it to a point where I had race-themed fleets -- nowhere near optimal, but man, did they have character. (Of course that was after I tweaked my files to emphasize both strengths and weaknesses. So Split ships would be reckless-fast but run out of energy and break easily, can't remember what Boron ships had, better shielding? They looked purty. And each fleet fought differently.) Each fleet had operational bases for fuel and rearmament, all serviced by replenishment freighters, and everything ultimately fueled by a thoroughly vertically integrated industrial empire in an economy that worked (mostly. If you jump in fast enough. Although the fact that you could break the economy to the point that the game becomes unplayable is probably one of the things that impressed me the most about it.) I can, I guess, just pick up X3 again. Strangely hard to go back after playing X-Rebirth at the state that it's in though.

Sorry for the long OT. But, yeah, can't think of anything specific to suggest at the moment.

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Post by Phipsz » Tue, 9. Dec 14, 22:56

You mean something like the warelogistics software? hmm... I think someone already started that for Rebirth, don't know where I have seen it though. Might think about that, if I have motivation to handle some new menus and AI... but that would be a different mod as I think as it does not fit into a mod called "multiAssignment" :D

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Post by w.evans » Tue, 9. Dec 14, 23:49

Yup. Got your point about multiAssignment. Again, sorry for the OT. Will clam up now, mostly.

Good mod, by the way.

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