Mod Advent

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UniTrader
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Mod Advent

Post by UniTrader »

ok, i dont know if i can keep this up but anyway, here it is:

I think about making an exception from my usual Rule of no Request Work during this Advent/December and will create 4* small Mods based on Requests (one every Sunday, although with 2 restrictions:
-> they shall be savegame-compatible, so neither adding them to a Game nor removing them breaks Savegames
-> they should not take more than about an 2 to 3 hours for me to create
(Note: i am not a Modeller, so Mods adding new Ship Models or changing existing ones into basically new ones are out of question, sorry in advance - Changes of Weapon Loadouts are fine though ;) )

* depending on the type requests and my mood i may create a whole bunch of 25, one for each day - but dont count on that


And here the Releases:
UniTrader wrote:ok, its finally time :)

here the first Mod in my Mod Advent Series

it enables setting up Shared Accounts for your Managers ;)

Mod compatibility was not tested, but if problems arise they sould be easily resolvable ;)

also here some important notes regarding usage, although i think most things are self-explaining:
This Extension adds the Possibility to share Accounts between Managers by hooking into the Transfer Money Menu Option.

Some Notes on Usage:
=> when a Manager shares an Account with another one the own Account disappears (because the Account is under control of the selected Manager)
=> Circular Account Sharing is possible but nobody will display the Account in this case (also better avoid them, see below)
=> you can restore the own Account if you have set a Manager to use a shared Account previously
=> note that telling a Manager already sharing his Account to use another Account will NOT affect the Accounts of other Managers - they will still use the previous one.
===> IMPORTANT NOTE:
- if you have set up Circular Account Sharing
- or set a previous "Master Account" holder to share his account with someone else
it is possible that Money might get lost by telling the last user of a shared Account to use another account or his own.
if this should happen transfer all Money back to your own Account before changing the Account!
Last edited by UniTrader on Sun, 29. Nov 15, 15:13, edited 1 time in total.
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 ;)
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Terre
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Post by Terre »

When picking up multiple crates, only the first one is listed, leaving the the rest of the monitor empty, so the player can not tell if they have picked up something illegal, without checking their inventory, colour coding would help as a visual clue.

This has been rattling around as an idea for sometime, there is no ideas forum, I'll put it here.
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w.evans
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Post by w.evans »

Alpha strike! Fire all of the Skunk's weapons at the same time! (Probably won't be very useful, but it's been bugging me for months now.)
pref
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Post by pref »

Black/whitelists for station managers..?
I could try to chip in if there is anything that can help you.
birdtable
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Post by birdtable »

A LOUD BELL that reminds you to save ..... would be nice....

Or Yisha going "Have you saved yet", "Have you saved yet", "Have you saved yet"
w.evans
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Post by w.evans »

birdtable wrote:Or Yisha going "Have you saved yet", "Have you saved yet", "Have you saved yet"
... after every line! "There. Shoot at these. Have you saved yet?" "... requesting permission to dock. Have you saved yet?" "Shut up Betty! Have you saved yet?"

I'm kidding. Oh God, no, please!
birdtable
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Post by birdtable »

Oh God Yes please .... only every 30 mins would be fine... 3 hrs of station building gone, kicking the backsides of Captains that have "None" when there are 3 trades waiting, this architect wants some money ..click click click click,...this trade manager wants more money ,,click click click click....
Oh God yes please..... :)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Oh, how about if we fly through the inactive gate in Silent Night, it initiates a mini game....of Christmas Lemings :D

...Ok, I'll try and think of something a little better.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I had a dig through the old grey matter...maybe an idea might tantalise.

"MoreCast"
1. Zone map: Replacing the greyed-out "Comm [3]" with "Broadcast [3]", in function if not in name (explained in greater detail with example here). I did some really rudimentary banging around in the dark with extracted cat/dats in March that I could send, but it might be more of a hindrance.

2. Widening Broadcast functionality to ships outside of the Skunk's squad (explained in greater detail with example here).

"Capital DroningOnBay"
Since numerous capitals get by fine without a Drone Launch Pad, how about removing them all? An option for bypassing the nuking of docked drones if one is destroyed, and that it is slow to repair the module after boarding and while nuked, we can't add drones to speed up repairs.

...I'll reply again if I remember/think of any other ideas :)




Edit...typos.
Last edited by Sparky Sparkycorp on Wed, 13. Jan 16, 20:27, edited 1 time in total.
Ezarkal
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Post by Ezarkal »

Sparky Sparkycorp wrote: "Capital DroningOnBay"
Since numerous capitals get by fine without a Drone Launch Pad, how about removing them all? An option for bypassing the nuking of docked drones if one is destroyed, and that it is slow to repair the module after boarding and while nuked, we can't add drones to speed up repairs.
I second that motion, but here's an idea:
How about simply removing the nuking of docked drones when the drone bay is busted? They stay in storage, but can't launch until the bay is functional.
To use repair drones quicker, you could alter the repair priority of the engineer, and put the drone bay nearer to the top... (At the very least before turrets and small shields generators.)
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jth
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Post by jth »

Bottom up trading mod

Stops the station from buying anything with its tradeships, only allowing selling of wares. Or at least stacking the odds firmly in the selling only direction.

jth
I3laze
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Post by I3laze »

A mod that I would like is when one of your ships is getting attacked I can com it and select Fly to : Home sector to force it to jump before it gets blown up. Time clicking through the map to find a safe sector and ordering there sometimes ends in disaster. I would say use a auto jump feature when hull reaches a set % but kind of cheating maybe?
w.evans
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Post by w.evans »

I3laze wrote:I would say use a auto jump feature when hull reaches a set % but kind of cheating maybe?
You could try bm01's Automated Emergency Jump mod. Not quite cheating when NPC ships do it too.
I3laze
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Post by I3laze »

w.evans wrote:
I3laze wrote:I would say use a auto jump feature when hull reaches a set % but kind of cheating maybe?
You could try bm01's Automated Emergency Jump mod. Not quite cheating when NPC ships do it too.
I thought that was for capital ships only. I'll have a check now.

Edit: description says all capital ships. Are miners and freighters classed as capital ships?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I3laze wrote:
w.evans wrote:
I3laze wrote:I would say use a auto jump feature when hull reaches a set % but kind of cheating maybe?
You could try bm01's Automated Emergency Jump mod. Not quite cheating when NPC ships do it too.
I thought that was for capital ships only. I'll have a check now.
In vanilla, the only ships that can jump are capitals.

If you were also thinking about smaller ships (e.g. small fighters or medium traders/miners), just selecting any location in your existing zone (the default location when the map opens when issuing orders) would likely at least getting them flying away. Although sadly, they are probably not going to escape an attacker given relative speeds, unless they were given jump drives via mods too.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I3laze wrote:Edit: description says all capital ships. Are miners and freighters classed as capital ships?
Just seen the edit. Yes, "capitals" include all ships of size L or XL regardless of their roles :)
tekknoid
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Re:

Post by tekknoid »

Buy all Metalscrap in Zone button \o/.

happy advent @ all
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I3laze
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Post by I3laze »

I am talking about trading ships like the Rahanas, Sanahar and miners the Midir etc. Are these classed as capitals? If no then the above mod will not work for what I want.
milytar
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Post by milytar »

There is somwhere mod , that dock all drones(galactic widhly) but it will be nice and better that i can give order directly to selected captain that he dock all drones after battle! Sadly there still (even beta 4.xxx)exist orphan drones!
So i ask command "Dock All Drones" like "Hold Position"
And one day ... one day i will be there ...
And if not... then i will be here ...

Me
I3laze
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Post by I3laze »

Sparky Sparkycorp wrote:
I3laze wrote:Edit: description says all capital ships. Are miners and freighters classed as capital ships?
Just seen the edit. Yes, "capitals" include all ships of size L or XL regardless of their roles :)


I missed your post. Thanks for the answer.

Having a home sector would still be nice to make it quicker to tell ships to go there. I'm sure it was a feature in X3.

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