Shiptrader definition
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Shiptrader definition
Where is the definition for shiptrader?
Specifically, which xml file defines what the shiptrader sells on npc warfs/shipyards?
EDIT: Just as I was typing this I managed to succeed in creating my own fully functional player shipyard. I would still like to be able to customise which ships the trader sells since right now it's only Argon ships.
Specifically, which xml file defines what the shiptrader sells on npc warfs/shipyards?
EDIT: Just as I was typing this I managed to succeed in creating my own fully functional player shipyard. I would still like to be able to customise which ships the trader sells since right now it's only Argon ships.
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Re: Shiptrader definition
Can you please do a Shipyard module for each faction for player
Just curious 

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Re: Shiptrader definition
I tried making my own buildmodule macro but surprise, it does not work.
<builder>
<macro ref="A VALID MACRO WHATEVER" />
</builder>
<equip>
<macro ref="A VALID MACRO WHATEVER" />
</equip>
if I do
<builder classes="ship_xl">
<macro ref="A VALID MACRO WHATEVER" />
</builder>
<equip classes="ship_xl">
<macro ref="A VALID MACRO WHATEVER" />
</equip>
it does exactly the same as the default generic buildmodule.
Please some dev weight in and help.
<builder>
<macro ref="A VALID MACRO WHATEVER" />
</builder>
<equip>
<macro ref="A VALID MACRO WHATEVER" />
</equip>
if I do
<builder classes="ship_xl">
<macro ref="A VALID MACRO WHATEVER" />
</builder>
<equip classes="ship_xl">
<macro ref="A VALID MACRO WHATEVER" />
</equip>
it does exactly the same as the default generic buildmodule.
Please some dev weight in and help.
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Re: Shiptrader definition
There is only one that every race uses, buildmodule_gen_ships_xl_macro for XL ships but you get gist.
My problem is that the game uses the class of the ship to determine what the buildmodule can build but I cannot find anywhere how it determines which macros it can actually build, because it obviously doesn't list ALL the size_xl ships.
My problem is that the game uses the class of the ship to determine what the buildmodule can build but I cannot find anywhere how it determines which macros it can actually build, because it obviously doesn't list ALL the size_xl ships.
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Re: Shiptrader definition
Maybe is will help here is a blueprint list viewtopic.php?f=181&t=403460
Just curious 

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Re: Shiptrader definition
That has absolutely nothing to do with this thread.
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Re: Shiptrader definition
are you look for stuff like this units_size_m_liquid_transporter_macro.xml.sig
Just curious 

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Re: Shiptrader definition
What are you even trying. Again, this has nothing to do with the thread.
This is something only Egosoft can answer, I've already gone through ALL the game files and explained my findings.
This is something only Egosoft can answer, I've already gone through ALL the game files and explained my findings.
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Re: Shiptrader definition
Just stop, you are not understanding the objective of this thread and are just posting random stuff and linking to piracy material (you are not allowed to redistribute the files of the game).
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Re: Shiptrader definition
Ship trade lists are auto generated based on the class and faction of the ship. Shipyards build L/XL, Wharfs build S/M. Teladi stations build Teladi ships, etc. The ownership of ship is declared in the 'libraries\wares.xml' file.
example:
The ship can be built in Alliance and Paranid wharfs.
example:
Spoiler
Show
<ware id="ship_par_s_scout_01_a" name="{20101,30102}" description="{20101,30112}" group="ships_paranid" transport="ship" volume="1" tags="ship">
<price min="82297" average="96820" max="111343" />
<production time="6" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="energycells" amount="34" />
<ware ware="hullparts" amount="74" />
</primary>
</production>
<component ref="ship_par_s_scout_01_a_macro" amount="1" />
<restriction licence="generaluseship" />
<owner faction="alliance" />
<owner faction="paranid" />
</ware>
<price min="82297" average="96820" max="111343" />
<production time="6" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="energycells" amount="34" />
<ware ware="hullparts" amount="74" />
</primary>
</production>
<component ref="ship_par_s_scout_01_a_macro" amount="1" />
<restriction licence="generaluseship" />
<owner faction="alliance" />
<owner faction="paranid" />
</ware>
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Re: Shiptrader definition
Actually, if the ware has no license it will be available at every buildmodule of that size, so it's not as trivial as you make it look.
Factions like Xenon, for example don't seem to have licenses yet their wares DO use licenses to restrict their ships to their own buildmodules.
I would love to hear a dev weight on this.
Factions like Xenon, for example don't seem to have licenses yet their wares DO use licenses to restrict their ships to their own buildmodules.
I would love to hear a dev weight on this.
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- Moderator (Script&Mod)
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Re: Shiptrader definition
@JJJJ222: I've removed your post with the link to uploaded gamefiles. Consider this as an official warning.
Please (and that for all) do not upload the game or parts of it anywhere.
Cheers Euclid
Please (and that for all) do not upload the game or parts of it anywhere.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: Shiptrader definition
I figured it out:
GetContainerBuilderMacros uses GetWares with filter tags "ship" and then compares the results' macros' ship size with that of the buildmodule's macro.
The problem with my player shipyards is the parameter "const char* licenceownerid" since the player does not have licenses. This causes the engine to spazz out and return random garbage from GetContainerBuilderMacros.
/thread.
GetContainerBuilderMacros uses GetWares with filter tags "ship" and then compares the results' macros' ship size with that of the buildmodule's macro.
The problem with my player shipyards is the parameter "const char* licenceownerid" since the player does not have licenses. This causes the engine to spazz out and return random garbage from GetContainerBuilderMacros.
/thread.