[Script][04-03-10] MarCon Ship Onboard Computer System Interface : [ V2 ]
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- Posts: 1468
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Hi All,
Ok, i'm about to ask an incredibly stupid question, and i know i'm just shooting myself in the foot!
Part of the upcoming v3 release is the ability to add missing ships to shipyards.
What it does;
-> looks through all the ships that are available for purchase at any races shipyards.
-> Then it gets a list of all the ships that are available to your game, this includes any ships from Ship packs or Single ships that you may have installed into the game but aren't or havn't been set to be sold at any shipyard.
Ok, so we now have a list of All the ships that aren't available for purchase anywhere.
So you have an idea of the possabilities, and my delema.
1. The script give the ability to select as many or as few ships as you like, from 1 to all.
2. It also has the same ability for shipyards, select as many or as few as you like from any race, again, from 1 to all.
Remember - It only looks for ships that aren't already in a shipyard somewhere, so this will only be able to be performed once. As after making them available at a shipyard this script will no longer list them. You need to choose carefully.
My Question is this;
How do you want to be able to add ships to various Shipyards?
1. Add any ship from any race to any races shipyards.
2. Only able to add the ship to the shipyard of the race that the ship belongs to.( ie, Argon ships can only go in Argon Shipyards)
If you get the drift of what i'm saying you will realise that there is also a whole range of other things that could be added in.
These ships will then be available to buy at their usual in game price from these shipyards.
I have no intension of making these ships spawnable. (cheated in) If you want to cheat them in, use Cycrows cheat package.
So don't ask for this feature, it will not be included.
If you want to voice your preference, i'm listening.
MarCon
Ok, i'm about to ask an incredibly stupid question, and i know i'm just shooting myself in the foot!
Part of the upcoming v3 release is the ability to add missing ships to shipyards.
What it does;
-> looks through all the ships that are available for purchase at any races shipyards.
-> Then it gets a list of all the ships that are available to your game, this includes any ships from Ship packs or Single ships that you may have installed into the game but aren't or havn't been set to be sold at any shipyard.
Ok, so we now have a list of All the ships that aren't available for purchase anywhere.
So you have an idea of the possabilities, and my delema.
1. The script give the ability to select as many or as few ships as you like, from 1 to all.
2. It also has the same ability for shipyards, select as many or as few as you like from any race, again, from 1 to all.
Remember - It only looks for ships that aren't already in a shipyard somewhere, so this will only be able to be performed once. As after making them available at a shipyard this script will no longer list them. You need to choose carefully.
My Question is this;
How do you want to be able to add ships to various Shipyards?
1. Add any ship from any race to any races shipyards.
2. Only able to add the ship to the shipyard of the race that the ship belongs to.( ie, Argon ships can only go in Argon Shipyards)
If you get the drift of what i'm saying you will realise that there is also a whole range of other things that could be added in.
These ships will then be available to buy at their usual in game price from these shipyards.
I have no intension of making these ships spawnable. (cheated in) If you want to cheat them in, use Cycrows cheat package.
So don't ask for this feature, it will not be included.
If you want to voice your preference, i'm listening.
MarCon
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
Hello MarCon,
Today i decided to take a look at this script of yours and i am having to give this a
Here is my feedback from the quick look i did.
Bug:
1) View my stations, By Type and when the type menu comes up and you click the back arrow the menu moves forward instead of going back to previous.
Now to the Requests:
2) With the major menus like View my stations the ability to return to the previous menu rather going back to the beginning.
3) When selecting trade/EQ docks have a detail menu listing what and how many of that item can be stocked
4) When listing unknown sectors for abandoned ships or any object/station for the matter. it would make it easier to locate which unknown. list the closest sector with a name. I.E. unknown off of xenon section 534 or maybe xenon 534 -> unknown
5) Would it be possible to strip the "your" from the display? maybe as an option?
6) Have an option to list those ships that are floating in space with no running commands?
sorry i don't have more since i only looked at it for about 10m
now for you question about adding ships to shipyards. this is my take on it:
Option 2: only add to race shipyard that is already defined.
Also like Nho i like the idea of restrictions:
Trade command software to access your stations,
Navigation/Explorer software to access your satellite net and located abandoned ships,
Bioscanner to list marines,
Best buy/best sell to access your high/lows
etc.... something along those lines
as for relations between races i hope you are aware terran/atf do not have police license
Today i decided to take a look at this script of yours and i am having to give this a



Here is my feedback from the quick look i did.
Bug:
1) View my stations, By Type and when the type menu comes up and you click the back arrow the menu moves forward instead of going back to previous.
Now to the Requests:
2) With the major menus like View my stations the ability to return to the previous menu rather going back to the beginning.
3) When selecting trade/EQ docks have a detail menu listing what and how many of that item can be stocked
4) When listing unknown sectors for abandoned ships or any object/station for the matter. it would make it easier to locate which unknown. list the closest sector with a name. I.E. unknown off of xenon section 534 or maybe xenon 534 -> unknown
5) Would it be possible to strip the "your" from the display? maybe as an option?
6) Have an option to list those ships that are floating in space with no running commands?
sorry i don't have more since i only looked at it for about 10m

now for you question about adding ships to shipyards. this is my take on it:
Option 2: only add to race shipyard that is already defined.
Also like Nho i like the idea of restrictions:
Trade command software to access your stations,
Navigation/Explorer software to access your satellite net and located abandoned ships,
Bioscanner to list marines,
Best buy/best sell to access your high/lows
etc.... something along those lines
as for relations between races i hope you are aware terran/atf do not have police license
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- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05
draffutt
I'm glad you liked my little script
Firstly, thanks for the feedback.
Ok, on to the rest,
Fixed : In Upcoming release.
So your asking for the MAX the Station can hold of each ware as well ? I'll Look into it and see what room i've got in the menu.
IF i get time and can find a way to implement that im happy with without making it to restrictive for those who don't want it. But, i have been looking into how i can do it.
Thanks again for the feedback, i hope this answers some of your Q's.
After a bit more of a look you may find some more, so looking forward to hearing from you.
MarCon
I'm glad you liked my little script

Firstly, thanks for the feedback.
Ok, on to the rest,
Bug:
1) View my stations, By Type and when the type menu comes up and you click the back arrow the menu moves forward instead of going back to previous.
Fixed : In Upcoming release.
Will look into it, i have to be carefull doing this as sometimes it causes Hinky behaviour.Now to the Requests:
2) With the major menus like View my stations the ability to return to the previous menu rather going back to the beginning.
If you go -> View My Stations -> By Station Class -> All Docks -> (this gives you options of 1. List Products Only - this only lists station products and if you have FDN it will list them. 2. List All Station Wares - this lists all wares at the Station and their qty's (but not max can hold though). 3. Don't List Any Wares - this just gives you a list of the stations of this class that you have.)3) When selecting trade/EQ docks have a detail menu listing what and how many of that item can be stocked
So your asking for the MAX the Station can hold of each ware as well ? I'll Look into it and see what room i've got in the menu.
Already done and in upcoming release. it bugged me too!4) When listing unknown sectors for abandoned ships or any object/station for the matter. it would make it easier to locate which unknown. list the closest sector with a name. I.E. unknown off of xenon section 534 or maybe xenon 534 -> unknown
Already in the release you have, check out Bulk Asset renaming. to remove "your", enter "Your" in the 'text to replace' option, the enter ' ' (one blank space) in the 'replace with this text' option. At the moment a blank space will replace "Your". See further back in the POSTS to see a detailed description of how this has been changed for the upcoming release.5) Would it be possible to strip the "your" from the display? maybe as an option?
Just your ships or any race ships ? Can be done either way.6) Have an option to list those ships that are floating in space with no running commands?
Thats the way i was leaning. Prob how it will be.Option 2: only add to race shipyard that is already defined.
Also like Nho i like the idea of restrictions:
IF i get time and can find a way to implement that im happy with without making it to restrictive for those who don't want it. But, i have been looking into how i can do it.
Ahh yes ... But, you still have a race rank with them and i was looking at you needing a min Rank in replace of a Police lic, as above npo promises but i'm looking.as for relations between races i hope you are aware terran/atf do not have police license
Thanks again for the feedback, i hope this answers some of your Q's.
After a bit more of a look you may find some more, so looking forward to hearing from you.
MarCon
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- Joined: Wed, 21. Feb 07, 17:46
just to clarify; this is the info i was mentioning is circled here:mark_a_condren wrote:If you go -> View My Stations -> By Station Class -> All Docks -> (this gives you options of 1. List Products Only - this only lists station products and if you have FDN it will list them. 2. List All Station Wares - this lists all wares at the Station and their qty's (but not max can hold though). 3. Don't List Any Wares - this just gives you a list of the stations of this class that you have.)3) When selecting trade/EQ docks have a detail menu listing what and how many of that item can be stocked
So your asking for the MAX the Station can hold of each ware as well ? I'll Look into it and see what room i've got in the menu.
[ external image ]
currently if i select my trade dock in the menu you mention it takes me back to the setup menu (beginning menu)
i was just referring to the menus displayed. not permanent as some of the station names are quite long as is and the "your" is redundant.Already in the release you have, check out Bulk Asset renaming. to remove "your", enter "Your" in the 'text to replace' option, the enter ' ' (one blank space) in the 'replace with this text' option. At the moment a blank space will replace "Your". See further back in the POSTS to see a detailed description of how this has been changed for the upcoming release.5) Would it be possible to strip the "your" from the display? maybe as an option?

just player controlled ships. i have so many ships i sometimes forget which ship doesn't have a command running.Just your ships or any race ships ? Can be done either way.6) Have an option to list those ships that are floating in space with no running commands?
now a few more.......
1) i am puzzled here:[ external image ]
shouldn't the word i circled be 0 (zero) and not unknown? as i don't own any of the searched argon controlled ships...
2) bugs? here you can see the info is displayed as null. should it be displaying like that?
[ external image ][ external image ][ external image ]
3) bug? Example: My argon buster has 6 weapons slots and 2 are currently filled. but here as you can see:
[ external image ]
according to the stats i have a missile tube in position 3 where there shouldn't be?!?!?
4) limit what ships can set there home base as. for instance i could set my zeus (an M1) to an ore mine which isn't very feasable.
5) bug? it is really hard to see in this pic but..... there are 3 "..." of these under the 3 numbers i have circled. 19, 0 and 0 respectivaly. but for the one that only has 19 and if i had 1 more to make 20 the 3 "..." disappear.
[ external image ]
6) Request: would it be possible to improve the search parameters? for example in the "inventory tracking system:" and i select ship only--all ship. in the misc wares selection if i select mineral, food, energy or bio the listing is great

[ external image ][ external image ]
i believe it is possible to filter this out
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draffutt
Again, thanks for the great feedback
the fact that there are Bugs and probs, well that's a deffinate
I like the way you give feedback and even screenshots to illistrate, makes it so much easier to know exactly what your refering to, so thanks for that.
Just so you have a bit of an idea as to why i made some of the decisions i have in regards to content and functions. I looked at it from the point of view that maybe I didn't want ot use something or be able to do it a certain way didn't mean that somebody else using the script would think the same way. So i've kept it as flexable as possable and that is why at time it looks strange the way i've done it. That is why there are a lot of good Mods out there that i don't use because they force a change i don't want, and as it their Mod they have the right to do that. I just don't use them. I tried to minimise that approach to this script as much as i could, and kept it as flexable as i could, but it won't suit everybody. But i will always listen to suggestions, I just may not act on them, but make them anyway.
Also, due to the vast amount of Mods and Scritps that are available for people to mix and match the possability of getting this script to work absulutly correctly with all of them all the time is Extremly difficult, but i will try.
So,
Re: Commandless Ships.
)
(maybe they have their mistress stashed at the mine and want to protects them from the missus ? They might need 2 Zues's)
Oooo Yuck !
Reproduced, only happened if you had a display of exactly 3 ships. Is to do with how menus change size when the scroll bar is shown. Had fixed it as it was a known prob. But i set the change in text position to accure with only 1 or 2 ships showing, now fixed to include 3. Sorry, i'm bad.
Ok, lucky last.
Well i cant take credit for the thumbs up for the menu. This belongs to a2069, its his ware selection menu i used, thanks again a2069 for allowing me to use it.
It does a very good job of displaying wares in groups. I just added some colors into the menu.
As your running EMP and i'm not, i didn't know about this bit at the bottom of the menu, so i'll fix the display to fillter these entries out. I'll also do the same for the ***UNDEFINED*** entries and blanks at the top.
Again, thanks for the great feedback.
It took a bit for me to get back to you due to sleep requirements and wanted to check a few things before replying.
Hope this clears a few things up. I now have RSI.
MarCon
Again, thanks for the great feedback


I like the way you give feedback and even screenshots to illistrate, makes it so much easier to know exactly what your refering to, so thanks for that.
Just so you have a bit of an idea as to why i made some of the decisions i have in regards to content and functions. I looked at it from the point of view that maybe I didn't want ot use something or be able to do it a certain way didn't mean that somebody else using the script would think the same way. So i've kept it as flexable as possable and that is why at time it looks strange the way i've done it. That is why there are a lot of good Mods out there that i don't use because they force a change i don't want, and as it their Mod they have the right to do that. I just don't use them. I tried to minimise that approach to this script as much as i could, and kept it as flexable as i could, but it won't suit everybody. But i will always listen to suggestions, I just may not act on them, but make them anyway.
Also, due to the vast amount of Mods and Scritps that are available for people to mix and match the possability of getting this script to work absulutly correctly with all of them all the time is Extremly difficult, but i will try.
So,
Get what you mean now. At present there isn't a details screen for Trading Stations or Docks, Shipyards, that sort of thing. to honest i thought about it and in the end didn't put it in. Will work on getting one in the next version now it's been pointed out that it would be useful.just to clarify; this is the info i was mentioning is circled here:
On the right hand side of that menu is the blue "i" next to any entry in the menu that has a link for further info or to another menu and as docks and trading stations don't have a details screen this blue 'i' will be missing. This applies to all other menus and entrys in them as well, if 'i' there is more, if no 'i', no more. That is why it sent you back to the Main Menu (begining menu). Like i said, ill look into adding docks etc in next release.currently if i select my trade dock in the menu you mention it takes me back to the setup menu (beginning menu)
Ok, get what you mean now. Just remove the "Your' for display purposes in menus. May be hard to implement in this menu in a consistant way. But , i'll put it on the list of things to look at, but not a priority. Best i can offer at the moment.i was just referring to the menus displayed. not permanent as some of the station names are quite long as is and the "your" is redundant.
Re: Commandless Ships.
Useful ? Definatly ! Will put it on tthe list. Priority, NOW.just player controlled ships. i have so many ships i sometimes forget which ship doesn't have a command running.
Gulp ..... (starting to get prickly sweat on forehead)now a few more.......
This is due to me reusing the on menu display for a number of different displays (saved rewriting the same thing over and over). But i this case it refers to the total number of ships owned by the searched race. If it the player ships then it will display your fleet size. If it is another race as it only shows their ships in your nav sat network i didn't think it was consitant to show their whole fleet size as some of them you don't know about as they are outsode your field of knowledge, so their fleet size became "Unknown". ( and it saved me having to run the info through more variables and conditions to check and change the display to suit, it was already complicated enough1) i am puzzled here:
shouldn't the word i circled be 0 (zero) and not unknown? as i don't own any of the searched argon controlled ships...

Umm Err .... Damn 'null' bug! All Should have read 'Qty in Cargobay'. I messed up. Fixed now: in next release. For what i thought was going to be an easy menu, this one has given some headaces to get right.2) bugs? here you can see the info is displayed as null. should it be displaying like that?
3) bug? Example: My argon buster has 6 weapons slots and 2 are currently filled. but here as you can see:
Not a Bug, accurate info. To use your Buster as an example, they fire their missles from weapon slots 2 and 3. The script checks all the slots for installed weapons, if it finds some it lists them. then it does a check of all weapon slots to see which ones can fire missles, if it can fire a missle from the slot and no other weapon is installed in that slot it will show it as a 'missle tube'. Your Buster has a weapon in slot 2 but not slot 3, resulting in the display you got. You will also find the same kind of thing in the Turrets section for ships with turrets. I found this usefull for ships that could fire missles from a lot of slots ie, M7M's.according to the stats i have a missile tube in position 3 where there shouldn't be?!?!?
Understand your point, but would go againt my idea on not limiting player choice. I have know idea what another player might want to do with his M1 set to a Mine as a homebase, but it might be what they want to do, so, i say let em.4) limit what ships can set there home base as. for instance i could set my zeus (an M1) to an ore mine which isn't very feasable.

5) bug? it is really hard to see in this pic but..... there are 3 "..." of these under the 3 numbers i have circled. 19, 0 and 0 respectivaly. but for the one that only has 19 and if i had 1 more to make 20 the 3 "..." disappear.
Oooo Yuck !
Reproduced, only happened if you had a display of exactly 3 ships. Is to do with how menus change size when the scroll bar is shown. Had fixed it as it was a known prob. But i set the change in text position to accure with only 1 or 2 ships showing, now fixed to include 3. Sorry, i'm bad.
Eerrr ...6) Request: would it be possible to improve the search parameters? for example in the "inventory tracking system:" and i select ship only--all ship. in the misc wares selection if i select mineral, food, energy or bio the listing is great but if i select all misc wares here is the beginning and end of the list:
Ok, lucky last.
Well i cant take credit for the thumbs up for the menu. This belongs to a2069, its his ware selection menu i used, thanks again a2069 for allowing me to use it.
It does a very good job of displaying wares in groups. I just added some colors into the menu.
As your running EMP and i'm not, i didn't know about this bit at the bottom of the menu, so i'll fix the display to fillter these entries out. I'll also do the same for the ***UNDEFINED*** entries and blanks at the top.
Again, thanks for the great feedback.
It took a bit for me to get back to you due to sleep requirements and wanted to check a few things before replying.
Hope this clears a few things up. I now have RSI.

MarCon
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totally understand about want to keep it flexable and the decisions you made are fine with me. now that i understand why you went the way you did. except for one thing:
this is what i have a disagreement with. i am going to use the buster as an example again:
[ external image ]
again as before there are only 2 weapons installed and 1 missile tube. your explaination is very logical and i am able to go with it except for one thing:
[ external image ]
here i installed 6 weapons this time. but you will notice there is no missile tube listed even thou my buster has the ability to fire 6 weapons + 1 missile. i believe the script doesn't take into account most fighters are +1's.
mark_a_condren wrote:3) bug? Example: My argon buster has 6 weapons slots and 2 are currently filled. but here as you can see:Not a Bug, accurate info. To use your Buster as an example, they fire their missles from weapon slots 2 and 3. The script checks all the slots for installed weapons, if it finds some it lists them. then it does a check of all weapon slots to see which ones can fire missles, if it can fire a missle from the slot and no other weapon is installed in that slot it will show it as a 'missle tube'. Your Buster has a weapon in slot 2 but not slot 3, resulting in the display you got. You will also find the same kind of thing in the Turrets section for ships with turrets. I found this usefull for ships that could fire missles from a lot of slots ie, M7M's.according to the stats i have a missile tube in position 3 where there shouldn't be?!?!?
this is what i have a disagreement with. i am going to use the buster as an example again:
[ external image ]
again as before there are only 2 weapons installed and 1 missile tube. your explaination is very logical and i am able to go with it except for one thing:
[ external image ]
here i installed 6 weapons this time. but you will notice there is no missile tube listed even thou my buster has the ability to fire 6 weapons + 1 missile. i believe the script doesn't take into account most fighters are +1's.
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draffutt
It will only show them as missile tubes if no other weapon is installed in that slot, otherwise it shows the weapon instead. And yes it takes into account the +1, i got caught by that at the start.
I wondered why things were showing wrong, then fixed it before release.
On another note, Ware Menu now fixed, no more blanks or EMP wares or SS_ ....... wares.
Looking at doing the 'Ships with no commands running' after i finish the 'Locate Asteriods scanned' that im nearly done with. (LA, notice the first letters of the first 2 words ? just for you. )
MarCon
It will only show them as missile tubes if no other weapon is installed in that slot, otherwise it shows the weapon instead. And yes it takes into account the +1, i got caught by that at the start.

On another note, Ware Menu now fixed, no more blanks or EMP wares or SS_ ....... wares.
Looking at doing the 'Ships with no commands running' after i finish the 'Locate Asteriods scanned' that im nearly done with. (LA, notice the first letters of the first 2 words ? just for you. )
MarCon
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- Joined: Wed, 21. Feb 07, 17:46
almost forget since this was brought up. mod isn't really required. just need to reserve a emp slot and you could use this to help you with the rest of the requirements: linkmark_a_condren wrote:Marcon Analysis Software. i think would need a mod to bring the new ware into the game properly and for it to be for sale at whatever locations. I'm trying to stay away from mods (and i don't know how) and just keep it as a script. the Bio scanner and such is an option though.
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Hi All,
Not so long ago I posted that there was a new version coming (NOW HERE). Well it's still coming and i'm constantly working on it. It is however taking just a “little” bit longer than I had hoped.
So, just so you know where I'm upto, and how things are going, i'm going to post updates and progress here. I will keep editing this post so as i'm not constantly 'bumping' this to the top of the threads. So just check back if you want the latest updates.
If you have any questions, suggestions or the like, don't hessitate to post.
So, progress so far on Version 2; - Last Updated [ 04 – Mar - 2010 ]
Version 2 Now Released : [ 04 – Mar - 2010 ]
Proposed Additions / Changes NOT going to be Added :
This is not a reflection on the person or persons making the suggestion.
No suggestion will be dismissed out of hand, unless it is Really Stupid.
- > Vastly reduce the amount of color in menus [Suggested by - enenra]
Proposed Additions / Changes NOT going to be Added to THIS Release :
NULL
Proposed Additions / Changes Still to be Added :
NULL
Proposed Additions / Changes Under Development :
NULL - At present !
Additions / Changes Completed :
- > Added - 'MarCon Ind – Ship Onboard Computer System Interface' Option screen access to Cycrow's 'Community Configuration Menu'. [Suggested by - draffutt]
BUGS FIXED :
- > Individual Wares Transfer Menu. [Pointed out by - draffutt]
You can bet your left one that there is quite a bit I have left out. Trying to remember all the fiddles, tinkers, adjustments and what nots' is a hopeless task. I tried and failed dismally.
If there is anything I have missed or that you can think of, you know the drill.
Many thanks to the following people for their help with V2.
Draffutt, Logain Abler, Nho and Valkyrie004. For their testing, suggestions and help in the process of making this version. Any errors or problems that occur are entirly my fault any not due to their efforts. Thank you to these people and everyone else that has made suggestions, given feedback or pointed out errors.
MarCon
Not so long ago I posted that there was a new version coming (NOW HERE). Well it's still coming and i'm constantly working on it. It is however taking just a “little” bit longer than I had hoped.
So, just so you know where I'm upto, and how things are going, i'm going to post updates and progress here. I will keep editing this post so as i'm not constantly 'bumping' this to the top of the threads. So just check back if you want the latest updates.
If you have any questions, suggestions or the like, don't hessitate to post.
So, progress so far on Version 2; - Last Updated [ 04 – Mar - 2010 ]
Version 2 Now Released : [ 04 – Mar - 2010 ]
Proposed Additions / Changes NOT going to be Added :
This is not a reflection on the person or persons making the suggestion.
No suggestion will be dismissed out of hand, unless it is Really Stupid.
- > Vastly reduce the amount of color in menus [Suggested by - enenra]
- - After some consideration, I have decided not to implement this.
- I just happen to like color in my scripts and menus.
- Mind you, there does need to be a bit of a balance, well maybe.
- - After some consideration, I have decided not to implement this.
- There is no simple or effective way to implement this without Massive work.
- I an also thinking that most of the info that would be restricted without the upgrade software you have already paid to see anyway.
- You need to have purchased and deployed equipment (Nav or Adv Sats).
- Accounting for their purchase and maintainance/replacement, i think you have payed enough to see the info.
- - Trying to increase the simplicity reduces the effectivness of the results you get.
- Therefore, i have included predefine searches were i can and if there are any that people really want i will look into including them as predefined.
Proposed Additions / Changes NOT going to be Added to THIS Release :
NULL
Proposed Additions / Changes Still to be Added :
NULL
Proposed Additions / Changes Under Development :
NULL - At present !
Additions / Changes Completed :
- > Added - 'MarCon Ind – Ship Onboard Computer System Interface' Option screen access to Cycrow's 'Community Configuration Menu'. [Suggested by - draffutt]
- - Added access to 'MarCon Ind – Ship Onboard Computer System Interface' Options screen from this menu. Done :
- - You can now remove the Hotkey yourself via the Options menu (New) found under the Public Relations i heading.
- - The Hotkey will now be removed automatically for this script if the script is removed, if you have Cycrow's 'Hotkey Manager' installed.
-You still can however remove it yourself via the Options menu (New) found under the Public Relations i heading.
- - An option menu has been added and can be found under the Public Relations i heading.
- Current options include, Main Menu style and Manually remove hotkey.
- A new main menu style has been introduced.
- The blank lines between menu items has been removed and the menu seperated into individual sections.
- The option to retain the old style has also been implemented and can be set via the options menu.
- You can choose between the new and old styles.
- The new style is set by Default.
- Satellite Surveilance Devision.
- Requires an Advanced Satellite or Navigation Satellite in the sector to be able to retrieve information from a sector.
- - As with search race ships, you can now find other race stations that are in your satellite network.
- You have to ability to search by Race(s) and station class or type, or a combo of these.
- - As with other Sat Net Searches it requires an Advanced Satellite or Navigation Satellite in the sector to be able to retrieve information from a sector.
- This will only display asteriods that you or one of your explorers has previously Scanned.
- You have to ability to search by Sectors owned by Race(s), All Sectors you have Sats in, Mineral Type, Asteriod Yield or a combo of these.
- - Diplomatic Relations Devision.
- - View what the relations between Races is and what they think of each other.
- Select a minimum of 2 races from the races menu and them you can view their relations.
- 2 is the Min you can select but you can select 3, 4, 5 or all the way up to All.
- You can't select 1 because they wont tell you what they think of themselves, damn diplomats!
- - Reworked Bulk Asset Name Change to fix some issues and make some improvements.
- Now displays a menu with all the assets that fell into the change name category and highlights the ones that have been changed.
- Also does doulble blind check on assets before and after change to check for errors. Reports if it finds any.
- The rest of the info regarding this can be found in a previous post.
- - Reworked Wares selection menu used in various searches and selections.
- Removed Blank and *** Undefined*** entries.
- Also removed all entries that are for stock or EMP wares that use the SS_ or Z?_ entry system.
- As previously stated, this menu is used with the kind permission of its creator, alex2069.
- - Select it from the Main Menu.
- Select stations as usual, by All, Class or Type.
- Enter a min credit amount for stations to have.
- All your stations meeting criteria will be displayed.
- Select to remove the ones you don't want to change from the list.
- You can then bring all listed stations up to this min credit amount, this is deducted from your player account.
- Or, choose an amount to transfer to all listed stations.
- You can also remove credit from a stations account if it has to much.
- - I have expanded this to be searchable by any command running on your ships, ie – list commands, select it to find all ships running this command.
- A command must be running on at least 1 ship for it to be listed, keeps the list as short as possable.
- Have even included by All, Class or Type searches.
- This has been implemented under the View My Ships Search.
- Script only needs text put into t file and its finished.
- - I have expanded the View My Ships to be searchable by Ship Name or any part of.
- Select Search by ship name or part of.
- Enter the letters you want to search for.
- Have even included by All, Class or Type searches.
- So you can Search for 'Lof' then by Class "Carrier" and if you have any of Cadius's 'Lofn' Carriers (still with that name), they will be listed.
- - Apparently you can add an extra menu area to this menu to call your own scripts from, those removing the need for your own hotkey to call your menu.
- Looking into this, still reading up on it.
- Have checked with cycrow and apparently this is an intended use for his script.
- - Gives the ability to add any ships to shipyards that are available to the game but not purchasable anywhere.
- The script is up and running and all the final touches done.
- See previous post for further info on this topic.
- I have included this with the intension that it can be used as a tool to make Ships imported from modelers that are not available in shipyards to become available in Shipyards.
- This will allow those Ships to be added to ANY shiyard of your choice.
- Also, any ship that is available to the game can be made available in any Shipyard of your choice.
- Some will see this as a cheat, others as a way to expand their game experience. I can only say, if you don't like this idea, don't use it.
- All Ships implemented in this manner will still have to be bought from the shipyard for their usuall going rate, it dose not spawn ships for free.
- - As there is limited room in some menus, this has been implemented in 2 ways.
- Unknown Sector 8 – 8 , for in menus with little room. The numbers represent the Universe X and Y co-ordinates for the sector. The example shown is for the Unknown Sector next to Montalaar.
- Unknown Sector ----> Unknown Sector ----> Unholy Descent. This is the other format where room permits, in headings for example. I think you can figure this one out. No prizes for guessing.
BUGS FIXED :
- > Individual Wares Transfer Menu. [Pointed out by - draffutt]
- - The Individual Wares Transfer Menu causing the game to freeze if non transferable wares were selected.
- - As listed above.
- - Well I found a few of them!.
You can bet your left one that there is quite a bit I have left out. Trying to remember all the fiddles, tinkers, adjustments and what nots' is a hopeless task. I tried and failed dismally.
If there is anything I have missed or that you can think of, you know the drill.
Many thanks to the following people for their help with V2.
Draffutt, Logain Abler, Nho and Valkyrie004. For their testing, suggestions and help in the process of making this version. Any errors or problems that occur are entirly my fault any not due to their efforts. Thank you to these people and everyone else that has made suggestions, given feedback or pointed out errors.
MarCon
Last edited by mark_a_condren on Mon, 8. Mar 10, 23:29, edited 2 times in total.
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MarCon Ind - Ship Onboard Computer System Interface
Version 2 released
Available for Download from the OP.
Please see the above post for all (well most of) the latest updates and additions. There were so many i tried to list them all but may have missed some minor changes.
Many thanks to the following people for their help with V2.
Draffutt, Logain Abler, Nho and Valkyrie004. For their testing, suggestions and help in the process of making this version. Any errors or problems that occur are entirly my fault any not due to their efforts. Thank you to these people and everyone else that has made suggestions, given feedback or pointed out errors.
MarCon
Version 2 released
Available for Download from the OP.
Please see the above post for all (well most of) the latest updates and additions. There were so many i tried to list them all but may have missed some minor changes.
Many thanks to the following people for their help with V2.
Draffutt, Logain Abler, Nho and Valkyrie004. For their testing, suggestions and help in the process of making this version. Any errors or problems that occur are entirly my fault any not due to their efforts. Thank you to these people and everyone else that has made suggestions, given feedback or pointed out errors.
MarCon
Last edited by mark_a_condren on Mon, 8. Mar 10, 23:30, edited 1 time in total.
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- Joined: Wed, 3. Aug 05, 05:05
StarCrack
Here is a link for just the t file for whoever needs or wants it. I'll update the package asap and reupload. The t file is in the zip version, just not the SPK.
http://www.filefront.com/15743073/9737-L044.xml
Thanks for the notify StarCrack, sorry for the hassle.
EDIT: OP DL link now updated with corrected SPK. Just reinstall straight over the top of the last install.
MarCon
Ohhh ... Shhhh ..Sugar!Think you mised a text file in V 2 upload all entrys are readtext
Here is a link for just the t file for whoever needs or wants it. I'll update the package asap and reupload. The t file is in the zip version, just not the SPK.
http://www.filefront.com/15743073/9737-L044.xml
Thanks for the notify StarCrack, sorry for the hassle.
EDIT: OP DL link now updated with corrected SPK. Just reinstall straight over the top of the last install.
MarCon
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- Joined: Wed, 3. Aug 05, 05:05
Hi all,
Just a quick note to let you know that there has been a change to the file hosting.
The files are now hosted in the X3TC Section of FileFront.
The OP has been updated accordingly.
If you have already downloaded the file there is no need to redownload them as no files have been changed, only were they are hosted.
Many thanks to TSM for his help with this.
MarCon
Just a quick note to let you know that there has been a change to the file hosting.
The files are now hosted in the X3TC Section of FileFront.
The OP has been updated accordingly.
If you have already downloaded the file there is no need to redownload them as no files have been changed, only were they are hosted.
Many thanks to TSM for his help with this.
MarCon
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- Joined: Sun, 1. Mar 09, 12:25
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- Joined: Wed, 3. Aug 05, 05:05
lordmuck
Sorry, not the way it is when you Download it. But, it would take me about 15 mins to modify the script that does that search and PM it to you to copy over the standard one to remove the need for Sats in sector.
I was going to make it an option but i could just see myself being hit with lots of "Thats Cheating" and "Not Balanced" posts.
So if you like, i can do that, Just DL the std version and i'll send the Modified script to install over the top, i only have to change 6 lines in one script. The other option is if you know how to use the SE i'll tell you the lines you need to comment out. Let me know if either of these options are what you would like to do.
MarCon
Sorry, not the way it is when you Download it. But, it would take me about 15 mins to modify the script that does that search and PM it to you to copy over the standard one to remove the need for Sats in sector.

I was going to make it an option but i could just see myself being hit with lots of "Thats Cheating" and "Not Balanced" posts.
So if you like, i can do that, Just DL the std version and i'll send the Modified script to install over the top, i only have to change 6 lines in one script. The other option is if you know how to use the SE i'll tell you the lines you need to comment out. Let me know if either of these options are what you would like to do.
MarCon
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