[MOD] New Ship 5 Star Commander
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[MOD] New Ship 5 Star Commander
http://steamcommunity.com/sharedfiles/f ... =374513073
When the gates reopened The Capital Shipyard in Gemstone Manufacture saw an opportunity to increase their business. They installed training simulators and began training Commanders to expert level. They then began to offer an expert Commander with the purchase of every new Capital ship. However this tactic backfired when the Large BTO Shipyard in Eternal Dawn did the same but also offered a full tank of fuel. The rest of the Capital Shipyards in the reconnected Galaxy quickly followed suit. Now customers expect an expert Commander and a full tank of fuel when purchasing a new Capital ship.
This gives the Commander of a newly built Capital ship 5 stars in Leadership, Navigation, and Morale. The rest of the Commanders skills are set to 3 stars.
The script I added was supposed to set all the skills to 5 stars but there must be some script elsewhere that reduces the non relevant skills.
I tried for 6 hours to set the skills of the pilots of the other class ships to 5 stars but the pilots are added to the smaller ships differently than the capital ships. Being a newbie Modder I couldn't figure it out.
I created and tested this Mod in X Rebirth 3.1. I have done some testing and so far no problems. I don't know if it works with other versions. As long as the md/NPC_Shiptrader is the same there shouldn't be any problems. The Player shipyard mod ads to this file but there isn't a conflict. mod also works when building ships at player shipyards. If any other mods edit this file there may or may not be a conflict.
Note: NPC purchases of new ships may get expert commanders as well. I haven't had the opportunity to see if this is the case or not yet.
When the gates reopened The Capital Shipyard in Gemstone Manufacture saw an opportunity to increase their business. They installed training simulators and began training Commanders to expert level. They then began to offer an expert Commander with the purchase of every new Capital ship. However this tactic backfired when the Large BTO Shipyard in Eternal Dawn did the same but also offered a full tank of fuel. The rest of the Capital Shipyards in the reconnected Galaxy quickly followed suit. Now customers expect an expert Commander and a full tank of fuel when purchasing a new Capital ship.
This gives the Commander of a newly built Capital ship 5 stars in Leadership, Navigation, and Morale. The rest of the Commanders skills are set to 3 stars.
The script I added was supposed to set all the skills to 5 stars but there must be some script elsewhere that reduces the non relevant skills.
I tried for 6 hours to set the skills of the pilots of the other class ships to 5 stars but the pilots are added to the smaller ships differently than the capital ships. Being a newbie Modder I couldn't figure it out.
I created and tested this Mod in X Rebirth 3.1. I have done some testing and so far no problems. I don't know if it works with other versions. As long as the md/NPC_Shiptrader is the same there shouldn't be any problems. The Player shipyard mod ads to this file but there isn't a conflict. mod also works when building ships at player shipyards. If any other mods edit this file there may or may not be a conflict.
Note: NPC purchases of new ships may get expert commanders as well. I haven't had the opportunity to see if this is the case or not yet.
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Re: [MOD] New Ship 5 Star Commander
irrelevant currently. all they do is move.die since Shipyards are purely a Ressource Sink.huntjd1 wrote:Note: NPC purchases of new ships may get expert commanders as well. I haven't had the opportunity to see if this is the case or not yet.
additionally i wonder if the NPCs are fully functional (especially their Dialogue Tree) since there are multiple methods (i know 3) to add them to the Ship at their posts, the 2 obvious ones dont fire event_platform_actor_created so they are missing the proper dialogue and for the less obvious one you have to assign them to the Ship after their creation..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Re: [MOD] New Ship 5 Star Commander
Sorry for going off-topic, but do they still? I thought that they were actually functioning in the economy now. So the only functional ships are still those that are job-generated?UniTrader wrote:all they do is move.die
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What other method of resource sink did they change it to w.evans? I didn't see anything in the patch notes up to present about changing the shipyard resource sink. Mods remove the spawned job ships if I'm not mistaken. NPC's also never use player shipyards AFAIK. The talk last time was about how fake or useless NPC stations truly were.
FYI huntjd1 the only crew mod that seemed to add almost all 5 star ship and crew was of similar name premium ship crew or 5 star ship crew mod. I'c a little rusty it's been over a year and multiple patches but it eventually broke and it also had issues where one skill would be left out or wouldn't be 5 stars. I believe something changed around the 2.0 mark.
FYI huntjd1 the only crew mod that seemed to add almost all 5 star ship and crew was of similar name premium ship crew or 5 star ship crew mod. I'c a little rusty it's been over a year and multiple patches but it eventually broke and it also had issues where one skill would be left out or wouldn't be 5 stars. I believe something changed around the 2.0 mark.
Last edited by Baconnaise on Wed, 14. Jan 15, 09:00, edited 1 time in total.
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No, I didn't mean the shipyards being a resource sink. Yeah, they'll probably always be a resource sink because they consume a lot of resources and don't produce anything other producers can use. I meant that I didn't realize that they still all just move.die. Do ships that we sell to shipyards do that too? (Their status usually reads "explore" and they jump out.)
edit: I mean if:
edit: I mean if:
and the all the shipyard-built ships move.die, then the economy should die too, shouldn't it? Unless Baconnaise is talking about the mass traffic ships?Baconnaise wrote:Mods remove the spawned job ships if I'm not mistaken.
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I sold a ton of fighters to Cantera I had in Heartache Mist around a station there and the fighters aggroed onto the blob of reivers attacking the station there. Fighters were stationed there already though.w.evans wrote:No, I didn't mean the shipyards being a resource sink. Yeah, they'll probably always be a resource sink because they consume a lot of resources and don't produce anything other producers can use. I meant that I didn't realize that they still all just move.die. Do ships that we sell to shipyards do that too? (Their status usually reads "explore" and they jump out.)
I'd be surprised if they didn't just move and die like always though except in rare cases like Unitrader mentioned. Watching the patch notes like a hawk for specific changes to how it works since about 1.14 patch.
The economy will still die at some point unless you have station loops and galaxy traders with euclids or other trader mod AFAIK. That sometimes isn't enough either. It wasn't long ago that they fixed certain OL stations and resource requirements plus added storage to the stations to a certain one as well making them somewhat functional. The demand for food and meds gets pretty crazy the longer it runs it always seemed to me.w.evans wrote:No, I didn't mean the shipyards being a resource sink. Yeah, they'll probably always be a resource sink because they consume a lot of resources and don't produce anything other producers can use. I meant that I didn't realize that they still all just move.die. Do ships that we sell to shipyards do that too? (Their status usually reads "explore" and they jump out.)
edit: I mean if:and the all the shipyard-built ships move.die, then the economy should die too, shouldn't it? Unless Baconnaise is talking about the mass traffic ships?Baconnaise wrote:Mods remove the spawned job ships if I'm not mistaken.
I've always usually turned off mass traffic as it was said it was all eye candy and pointless since the game released. Did they make mass traffic actually mean or do something now? I find that hard to believe if true.
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@Baconnaise I remember reading somewhere that mass traffic does do some trading, but that it's so small that it doesn't really affect the macroeconomics one way or the other. Can't remember where, or who said it though; and I haven't verified it in the code.
@huntjd1 It looks like your commanders' non-primary skills tweaks are being overridden by [libraries\characters.xml]. Changing the values in characters.xml will generate 5 star captains everywhere for everyone though, so it's probably not a good idea. Maybe set it to alter the stats after the character is generated, rather than generating a character with the stats that you want? (I remember that euclid's AutoTrader used to do that, so I know that that's possible.)
Really unnecessary though since it doesn't look like any of the captains' non-primary skills affect anything. (Although I could be wrong on that. I am not all that familiar with the AI scripts.)
@huntjd1 It looks like your commanders' non-primary skills tweaks are being overridden by [libraries\characters.xml]. Changing the values in characters.xml will generate 5 star captains everywhere for everyone though, so it's probably not a good idea. Maybe set it to alter the stats after the character is generated, rather than generating a character with the stats that you want? (I remember that euclid's AutoTrader used to do that, so I know that that's possible.)
Really unnecessary though since it doesn't look like any of the captains' non-primary skills affect anything. (Although I could be wrong on that. I am not all that familiar with the AI scripts.)
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I agree that it is unnecessary. I just thought it worth mentioning incase someone else had the same kind of issue.w.evans wrote:
Really unnecessary though since it doesn't look like any of the captains' non-primary skills affect anything. (Although I could be wrong on that. I am not all that familiar with the AI scripts.)
Last edited by huntjd1 on Sun, 18. Jan 15, 17:46, edited 1 time in total.
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Is it possible to do the same for defence officers and engineers? And architects for Construction Vessels?
I am that far in the game where building new stations and ships is only restricted by me not feeling like hunting down crew...
It would be probably too much to ask if i every ship would cost a million or couple more if it had full crew... that way it would feel less like cheating
I am that far in the game where building new stations and ships is only restricted by me not feeling like hunting down crew...
It would be probably too much to ask if i every ship would cost a million or couple more if it had full crew... that way it would feel less like cheating

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I can sympathise with that. In the meantime have you tried the following mod, which helps with training?
http://forum.egosoft.com/viewtopic.php?t=378237
http://forum.egosoft.com/viewtopic.php?t=378237
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Thanks, ill check it out. I am also using a mod that shows all skills, so i have very good crew... it just takes so much time to hunt them down.Sparky Sparkycorp wrote:I can sympathise with that. In the meantime have you tried the following mod, which helps with training?
http://forum.egosoft.com/viewtopic.php?t=378237
I also made this request:
http://forum.egosoft.com/viewtopic.php? ... t=#4574979
This mod i suggested would be essential for me...
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4.00 beta 5
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[=ERROR=] Cannot match path '/mdscript[@name='NPC_Shiptrader']/cues/cue[@name='Base']/cues/cue[@name='BuildFinished']/actions/do_if/do_if/set_owner' in patch file 'extensions\newship5starcommander\md\npc_shiptrader.xml'. Skipping node.
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[=ERROR=] Cannot match path '/mdscript[@name='NPC_Shiptrader']/cues/cue[@name='Base']/cues/cue[@name='BuildFinished']/actions/do_if/do_if/add_cargo' in patch file 'extensions\newship5starcommander\md\npc_shiptrader.xml'. Skipping node.
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