[MOD] Civilian Fleets (v3.03)

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
User avatar
Misunderstood Wookie
Posts: 369
Joined: Mon, 15. Mar 04, 09:07
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Misunderstood Wookie » Wed, 15. Apr 20, 18:40

If you ever feel adding back support a lot of work has been done to the mules you used to know.
https://github.com/Misunderstood-Wookie ... s-Extended
*modified*
MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

User avatar
Malakie
Posts: 907
Joined: Tue, 13. Apr 04, 23:08
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Malakie » Thu, 16. Apr 20, 20:02

Would like to try this mod but has Right Click API been fixed so it works with the current version of X4 and Split V?
Take it light.....

Malakie

----------------------------------------------------

bbn
Posts: 85
Joined: Mon, 31. Jan 11, 19:30
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by bbn » Thu, 16. Apr 20, 22:18

Malakie wrote:
Thu, 16. Apr 20, 20:02
Would like to try this mod but has Right Click API been fixed so it works with the current version of X4 and Split V?
It works with this version https://www.nexusmods.com/x4foundations/mods/322

bbn
Posts: 85
Joined: Mon, 31. Jan 11, 19:30
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by bbn » Thu, 16. Apr 20, 22:25

I seem to have one small issue with the mod. I have experienced mining fleets (4-5*) and fleet leaders are doing Expert AutoMine. Though, the subordinates get only "AutoMine" command with very limited mining/selling ranges compared to vanilla command (eg. 14 gates vs 5 gates).

ShiBDiB
Posts: 74
Joined: Mon, 7. May 07, 00:12
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by ShiBDiB » Fri, 17. Apr 20, 21:47

Commented on the nexus post. But I disabled the fleet renaming as it's immersion breaking and kind of annoying. Perhaps reconsider that portion of the mod
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

Vectorial1024
Posts: 189
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Sat, 18. Apr 20, 10:18

Hmmmmmmm

It seems we may need a v2.0 for this mod.

The v2.0 would be made to be put onto Steam (of course can still be available on Nexus, but there will be some extra steps), and would be adopting the SirNukes API to address users' queries about renaming fleets. As a result of shifting to SirNuke's API, the entire mod will have to be rewritten.

And also, with v2.0, I have the opportunity to declare support for the new version of TaterTrade and the Mules.

Of course, as usual, Imma take it slow and steady, to avoid problems and excess stress from working too fast...

Edit: on another thought, since the right click part of SirNuke's api is still not stable yet, I will only be using SirNuke's for the in-game option menu.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

DeadAirRT
Posts: 508
Joined: Fri, 25. Jan 19, 04:26
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by DeadAirRT » Sat, 18. Apr 20, 19:25

@Vectorial

What all do you need from tater? I haven't looked at the code but you basically just need to know the order params to pass on, correct?

Vectorial1024
Posts: 189
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Sun, 19. Apr 20, 09:00

DeadAirRT wrote:
Sat, 18. Apr 20, 19:25
@Vectorial

What all do you need from tater? I haven't looked at the code but you basically just need to know the order params to pass on, correct?
Yup, the list of parameters is what I need. Once the parameters are finalized I can safely add support to your newer v5 TaterTrade.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

Nyito
Posts: 109
Joined: Fri, 27. Jul 12, 22:37
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Nyito » Sun, 19. Apr 20, 11:16

In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.

Vectorial1024
Posts: 189
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Tue, 21. Apr 20, 07:17

Nyito wrote:
Sun, 19. Apr 20, 11:16
In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
Ah, thanks for reporting!

I will have to stick to the cat-dat format I guess... gotta figure out the technical details first
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

Erikk
Posts: 2
Joined: Sun, 19. Apr 20, 13:06

Re: [MOD] Civilian Fleets (v1.14)

Post by Erikk » Tue, 21. Apr 20, 11:53

Vectorial1024 wrote:
Tue, 21. Apr 20, 07:17
Nyito wrote:
Sun, 19. Apr 20, 11:16
In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
Ah, thanks for reporting!

I will have to stick to the cat-dat format I guess... gotta figure out the technical details first
Sorry for the late reply, I've been quite busy in the last few days...

Yes, same for me it doesn't work. Thanks anyway for your help and dedication, Vectorial !

DeadAirRT
Posts: 508
Joined: Fri, 25. Jan 19, 04:26
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by DeadAirRT » Tue, 21. Apr 20, 18:49

Vectorial1024 wrote:
Sun, 19. Apr 20, 09:00
DeadAirRT wrote:
Sat, 18. Apr 20, 19:25
@Vectorial

What all do you need from tater? I haven't looked at the code but you basically just need to know the order params to pass on, correct?
Yup, the list of parameters is what I need. Once the parameters are finalized I can safely add support to your newer v5 TaterTrade.
Here are the added parameters for tater:

Code: Select all

<param name="distancecheckpercent" default="2" type="number" text="% Penalty per Jump" comment="How much of a penalty each jump is.">
  <input_param name="startvalue" value="2"/>
  <input_param name="min" value="1"/>
  <input_param name="max" value="10"/>
  <input_param name="step" value="1"/>
</param>
<param name="trinityban" type="bool" default="false" text="{20203,2301}" comment="Ban faction from trade lists?" />
<param name="splitban" type="bool" default="false" text="{20203,2001}" comment="Ban faction from trade lists?" />
<param name="freesplitban" type="bool" default="false" text="{20203,1601}" comment="Ban faction from trade lists?" />
<param name="courtban" type="bool" default="false" text="{20203,1801}" comment="Ban faction from trade lists?" />
<param name="buccaneersban" type="bool" default="false" text="{20203,2401}" comment="Ban faction from trade lists?" />
<param name="fallensplitban" type="bool" default="false" text="{20203,1701}" comment="Ban faction from trade lists?" />

Vectorial1024
Posts: 189
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Thu, 23. Apr 20, 14:25

Erikk wrote:
Tue, 21. Apr 20, 11:53
Vectorial1024 wrote:
Tue, 21. Apr 20, 07:17
Nyito wrote:
Sun, 19. Apr 20, 11:16
In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
Ah, thanks for reporting!

I will have to stick to the cat-dat format I guess... gotta figure out the technical details first
Sorry for the late reply, I've been quite busy in the last few days...

Yes, same for me it doesn't work. Thanks anyway for your help and dedication, Vectorial !
There is this new CDE file now available on Nexus, see if that works for Win7. If it works, then I can try a bit with Steam upload.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

Vectorial1024
Posts: 189
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Thu, 23. Apr 20, 14:28

DeadAirRT wrote:
Tue, 21. Apr 20, 18:49
Vectorial1024 wrote:
Sun, 19. Apr 20, 09:00
DeadAirRT wrote:
Sat, 18. Apr 20, 19:25
@Vectorial

What all do you need from tater? I haven't looked at the code but you basically just need to know the order params to pass on, correct?
Yup, the list of parameters is what I need. Once the parameters are finalized I can safely add support to your newer v5 TaterTrade.
Here are the added parameters for tater:

Code: Select all

<param name="distancecheckpercent" default="2" type="number" text="% Penalty per Jump" comment="How much of a penalty each jump is.">
  <input_param name="startvalue" value="2"/>
  <input_param name="min" value="1"/>
  <input_param name="max" value="10"/>
  <input_param name="step" value="1"/>
</param>
<param name="trinityban" type="bool" default="false" text="{20203,2301}" comment="Ban faction from trade lists?" />
<param name="splitban" type="bool" default="false" text="{20203,2001}" comment="Ban faction from trade lists?" />
<param name="freesplitban" type="bool" default="false" text="{20203,1601}" comment="Ban faction from trade lists?" />
<param name="courtban" type="bool" default="false" text="{20203,1801}" comment="Ban faction from trade lists?" />
<param name="buccaneersban" type="bool" default="false" text="{20203,2401}" comment="Ban faction from trade lists?" />
<param name="fallensplitban" type="bool" default="false" text="{20203,1701}" comment="Ban faction from trade lists?" />
Misunderstood Wookie wrote:
Wed, 15. Apr 20, 18:40
If you ever feel adding back support a lot of work has been done to the mules you used to know.
https://github.com/Misunderstood-Wookie ... s-Extended
Thanks for the updates! Now it is time for me to provide support to the two mods; it will be a new golden age for trading.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

dnatabar
Posts: 29
Joined: Wed, 31. Dec 14, 15:33
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by dnatabar » Thu, 23. Apr 20, 16:11

Looking forward to TaterTrader support!
Keep up the good work :)

Post Reply

Return to “X4: Foundations - Scripts and Modding”