[MOD] Improved Fleets 0.15 - XR 1.15

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lasmori
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Joined: Sun, 30. Sep 12, 04:40
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Post by lasmori »

Harag wrote:Really great mod, keep it up as I'm finding it very useful.

I just downloaded the latest 0.05 version and noticed the refueling XML file is all commented out. Should this be like this? Something still WIP? or another late night and forgot to uncomment it :)

Keep it up!
Thanks! My bad... I was working on something and left them commented out. I just uploaded a new version which has this addressed along with some bug fixes.
lasmori
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Post by lasmori »

dsoden wrote:This sounds great. I installed it last night but it didn't seem to do anything. Should the messages show up automatically or do you do something to request them? Thanks.
The messages should display when the fleet ship is doing something. If you are using 0.05 there was some notifications disabled. 0.07 adds them back. Try the latest version and take a highway to another system. Your other ship should eventually tell you when it's moving.

If your trade ship is stuck and not responding to commands... nothing will be shown.
bbeach
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Post by bbeach »

Pora wrote:now if you want to expand on this great mod, do yoy think you can add buttons on top of the event monitor and make it so people can switch event displays and eventualy minimap/radar too?
All of the UI stuff is Lua. So any meaningful updates to the UI especially when it comes to adding controls that don't exist are probably going to have to wait until we get access to the lua code. People are working on decompiling it, but I'm sure egosoft will give us access when they release their official modding tools.
Aesran
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Post by Aesran »

Great idea & mods,

i see you want do translation, so if i can help to translate English to French, this will be great :)
Zakuak
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Post by Zakuak »

We should like totally kiss or something...or atleast hug?

Good WORK!
lasmori
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Post by lasmori »

Released version 0.15 which now includes the ability to ask your Trade pilots to reset their trade queue.
simdimdim
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Post by simdimdim »

Time to celebrate? :3
Zothen
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Post by Zothen »

lasmori wrote:Released version 0.15 which now includes the ability to ask your Trade pilots to reset their trade queue.
OMG, can this be true? I think... I... *sobs of joy*
Zothen
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Post by Zothen »

Erm, how do you ask you pilot to reset the trade queue? I found no option for it?! (You should also add this info the to the first post)

Edit: Tried it with a Fedhelm. 0.15. No option found.
Realspace
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Post by Realspace »

patch 1.16 changed something in the trader AI I guess
lubatomy
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Post by lubatomy »

Yes it changed a few things dealing with parking and unparking so to prevent ships from getting stuck that i saw...did not look real close.
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pilakin
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Post by pilakin »

if you try an unfueled jump, message sais it's gonna take 5 minutes. an unfueled jump takes 10 minutes though.
monsto
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Joined: Sat, 16. Nov 13, 07:31

Post by monsto »

So the "Call to empty queue" feature does not work any more. Is this correct?
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kaehla
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Post by kaehla »

hi

Are you interested in the French translation? I finished it.

Thanks for this mod
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Adreiaan
Posts: 6
Joined: Wed, 2. Jul 08, 14:44

Post by Adreiaan »

Hi, I translated the file 0001-L049.xml to german, but it doesn't show the texts in german. I used it in English at the beginning. I have no idea where the error is and why it only shows the readtext errors.

If you want the german translation I can send you the file.
Wonderbugg
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Joined: Thu, 8. Apr 10, 02:58
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Post by Wonderbugg »

How do I get my ships from Albion to Devries?

Rahanas, Arawn, Sequana, Fedhelm, Construction Vessel and Taranis. They are all in my squad.
I have them all at the jump gate. I have them all loaded with Fuel Cells. they all have a Captain, Defense Officer and an Engineer.
When I go through the gate into DeVries, I get a message from ALL of them saying 'Moving to jump gate", then a few seconds later, I get a message .."Jump Failed." This repeats continuously until I load up the save from right before I traveled into the gate.

How do I fix this?
Lazerath
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Post by Lazerath »

Wonderbugg wrote:How do I get my ships from Albion to Devries?

Rahanas, Arawn, Sequana, Fedhelm, Construction Vessel and Taranis. They are all in my squad.
I have them all at the jump gate. I have them all loaded with Fuel Cells. they all have a Captain, Defense Officer and an Engineer.
When I go through the gate into DeVries, I get a message from ALL of them saying 'Moving to jump gate", then a few seconds later, I get a message .."Jump Failed." This repeats continuously until I load up the save from right before I traveled into the gate.

How do I fix this?
If you are doing the campaign and at the spot where you go through a jump gate, as far as I can tell any ships you owned prior will NOT follow you... That happend to me!

if not doing the campaign, free play for example or somewhere else in the campaign.... well... I can't help you there :(
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Putmacher
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Post by Putmacher »

your mod is incombatible with 1.18 and 1.19.

If you remove a ship from your fleet it still follows you, without this mod it does work as intended. Please update it, thanks :)
Haraldson
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Post by Haraldson »

Does it works with 3.53 ?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Haraldson wrote:Does it works with 3.53 ?
Based on the date and content of the post just above, I expect not.

You're best bet would be to check out the more-recent mods under "Fleet Management" and "Combat Extensions" in the list of mods:

http://forum.egosoft.com/viewtopic.php?t=370788

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