How to remove Captain and Architect from CV?

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NightlinerSGS
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How to remove Captain and Architect from CV?

Post by NightlinerSGS »

Hiya

So, my first station has finally be completed, all modules are built. Since I use the Station Engineer mod it will be repaired without the need for a CV around. I want to demolish that CV now and reassign the personell to a new one. But I can't seem to get the Architect and the Captain to get off the ship. They simply have no option to leave it, but I don't want to kill those two either.

Is there any way to remove them, or (even better) make the CV pack up and reuse it for something else? A mod would be nice, but I wouldn't mind savegame editing if that is necessary and someone tells me what to edit ;)
w.evans
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Post by w.evans »

Hi NightlinerSGS,

I don't have an answer to your question, but it might be best to keep the CV attached to the station with, at the very least, an architect on board unless you plan on rearming and replenishing the station's drones exclusively through the "transfer wares" command. Drone and ammo purchases are handled through the Architect in the CV.
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Lander1979
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Post by Lander1979 »

Easy to do with save game editing, however I would keep the CV attached to the station as w.evans has suggested.

Firstly, build a new CV at a Shipyard and hire crew for it. Note down the names of the new CV crew and the names of the CV crew you want to transfer. Save the game and back up a copy of it in case something goes wrong.

Now, Edit the save game with Notepad++ or other xml editor; Search for the names of the crew you want to swap and copy their related code to a temporary text file.

Once you have the related code for the crew of the two CV's in a temporary text file, Highlight the code of each crew member in your save game and paste the code over the top.

Start the game and load the save, If everything went well the crew for the two CV's should now be swapped.

For more in-depth help on this, check out Simooms post on save editing here; http://forum.egosoft.com/viewtopic.php?t=377686
Last edited by Lander1979 on Tue, 24. Feb 15, 03:32, edited 2 times in total.
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Simoom
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Post by Simoom »

If we are going to resort to save game editing, why bother transfering the crew and demolishing the CV? :P Just hack in some money, hire a new set of crew for a new CV, make all the crew 5/5/5 in skills, and leave the old CV alone.

@OP: The captain and architect are not able to be removed because you can only tell a crew to come back onboard if they aren't currently assigned to another commander. A CV is assigned to the station it has built by default, so that station is considered its commander - and the captain and architect of the CV are considered under its employment. That's why you can't remove them.
NightlinerSGS
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Post by NightlinerSGS »

Simoom wrote:If we are going to resort to save game editing, why bother transfering the crew and demolishing the CV? :P Just hack in some money, hire a new set of crew for a new CV, make all the crew 5/5/5 in skills, and leave the old CV alone.

@OP: The captain and architect are not able to be removed because you can only tell a crew to come back onboard if they aren't currently assigned to another commander. A CV is assigned to the station it has built by default, so that station is considered its commander - and the captain and architect of the CV are considered under its employment. That's why you can't remove them.
Aaah, so that's why. Ok, this sounds reasonable. The reason I wanted to remove them in the first place was because I thought I could use them on another vessel later and skilled them up to 5/5/5. At least I now know I don't have to bother with that anymore.

Edit: Although I have to say, I'd love to see the CV actually integrating with the station to build the first stage like it suggests in its description. Move the Architect and all crew over there as well, give all stations a construction material storage and build all other modules by giving the order to the architect on the station. Would also utilize the currently defunct URV Launchers on stations.
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Simoom
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Post by Simoom »

NightlinerSGS wrote:Aaah, so that's why. Ok, this sounds reasonable. The reason I wanted to remove them in the first place was because I thought I could use them on another vessel later and skilled them up to 5/5/5. At least I now know I don't have to bother with that anymore.

Edit: Although I have to say, I'd love to see the CV actually integrating with the station to build the first stage like it suggests in its description. Move the Architect and all crew over there as well, give all stations a construction material storage and build all other modules by giving the order to the architect on the station. Would also utilize the currently defunct URV Launchers on stations.
If you are going the "legit" route for crew skill training... it takes a long time to get crews up to 5/5/5; eventually you'll get to a point in your game where you likely won't want to bother because you have dozens of capital ships and stations that all need crew. IMO it's not worth the sort of time investment to get all of them to 5/5/5.

So I would say keep only a few set of 5/5/5 crews on capital ships you use as personal escorts/combat ships, and leave most of your crews untrained (especially for something like a CV crew - as far as I know the only thing you stand to gain from a skilled Architect is that he builds stations faster. Eventually that won't matter. Captain... doesn't matter since the CV won't be moving once it's attached to a station)
Vim Razz
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Post by Vim Razz »

If it's not particularly urgent, then an option will be available when I finish updating my employee menu mod ("Human Resources" -- I'd been away for a few months so it's currently out of date, but I'm back and in the process of fixing it up and there've been a lot of little menu changes to deal with recently, along with various new mods and mod changes to check compatibility with.)

Options to remove the Arch and captain had been in the very first version, but I blocked them later since I didn't know enough at the time to make sure they wouldn't cause station build script problems or issues with orphaned purchase orders -- especially since station construction in general was still pretty buggy at the time.

I've taken another look at things since your post reminded me, though, and I seem to have those issues under control now. So unless something horrific happens, then it'll be in my next update for that mod.
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Post by Nanook »

NightlinerSGS wrote:
Simoom wrote:If we are going to resort to save game editing, why bother transfering the crew and demolishing the CV? :P Just hack in some money, hire a new set of crew for a new CV, make all the crew 5/5/5 in skills, and leave the old CV alone.

@OP: The captain and architect are not able to be removed because you can only tell a crew to come back onboard if they aren't currently assigned to another commander. A CV is assigned to the station it has built by default, so that station is considered its commander - and the captain and architect of the CV are considered under its employment. That's why you can't remove them.
Aaah, so that's why. Ok, this sounds reasonable. The reason I wanted to remove them in the first place was because I thought I could use them on another vessel later and skilled them up to 5/5/5. At least I now know I don't have to bother with that anymore...
Can't you just hire another cheap captain and architect, then tell them to work aboard the CV? That would then force the current crew to return to the Skunk. Or doesn't that work? I haven't tried it myself.
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Vim Razz
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Post by Vim Razz »

Nanook wrote:Can't you just hire another cheap captain and architect, then tell them to work aboard the CV? That would then force the current crew to return to the Skunk. Or doesn't that work? I haven't tried it myself.
What? A simple and logical alternative approach? :? I dunno about that..... :P
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Vim Razz
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Post by Vim Razz »

Thanks!

I really need that hat. For reasons, of course.
Rubini
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Post by Rubini »

Vim Razz wrote:
Nanook wrote:Can't you just hire another cheap captain and architect, then tell them to work aboard the CV? That would then force the current crew to return to the Skunk. Or doesn't that work? I haven't tried it myself.
What? A simple and logical alternative approach? :? I dunno about that..... :P
This seems to work - changes the crew - but in some few tests the new crew on board the CV is sometimes just there but don´t do anything. Any idea??

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