[SCRIPT] Overtune BBS V1.50 : Updated 19/06/2006
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Well if you pick up a satelite that you had dropped it records in your log satelite destroyed in sector whatever. So I don't see that as much of a problem. We all know the truthCycrow wrote:the only problem i can c is that it might display in the logbook that ur ship is destroyed ?
but im not sure

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edit: maybe some1 has already noticed this, but i didn't read all the posts...
i like your scripts a lot, but i think i may have stumbled on another bug.
i was in my nova when i read about overtuning my ship in the bbs. my ship was already overtuned enough, so i thought, maybe one of my wingmen could use the tuning better.
so i changed the ship, but the bbs message still showed that the tuning is available for my other ship, not the one i'm in now.
so i guess, the message gets made for the ship that first sees it, not the one that i am in at the moment.
i noticed this with the 'sell me your adv. mineral scanner' bbs message, too. it offered me to sell my scanner, although i didn't have one and the scanner was on my other ship.
so maybe this is a problem with the game itself, not just the scripts...
i like your scripts a lot, but i think i may have stumbled on another bug.
i was in my nova when i read about overtuning my ship in the bbs. my ship was already overtuned enough, so i thought, maybe one of my wingmen could use the tuning better.
so i changed the ship, but the bbs message still showed that the tuning is available for my other ship, not the one i'm in now.
so i guess, the message gets made for the ship that first sees it, not the one that i am in at the moment.
i noticed this with the 'sell me your adv. mineral scanner' bbs message, too. it offered me to sell my scanner, although i didn't have one and the scanner was on my other ship.
so maybe this is a problem with the game itself, not just the scripts...
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its a limitation of the script editor, or we havn't found out how
basically, you cant edit the message on the BBS onces its been posted so it sets it to the first that view it
i could make it so if you accept it, it will overtune your current ship, the only problem is the price will be differnet, so you might be paying more than you first thought
i shall have to look into the option for doing this, and find out the best way to solve it
basically, you cant edit the message on the BBS onces its been posted so it sets it to the first that view it
i could make it so if you accept it, it will overtune your current ship, the only problem is the price will be differnet, so you might be paying more than you first thought
i shall have to look into the option for doing this, and find out the best way to solve it
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Crush wrote:edit: maybe some1 has already noticed this, but i didn't read all the posts...
i was in my nova when i read about overtuning my ship in the bbs. my ship was already overtuned enough, so i thought, maybe one of my wingmen could use the tuning better.
so i changed the ship, but the bbs message still showed that the tuning is available for my other ship, not the one i'm in now.
I've noticed this, but if you go to another station in the other ship the BBS will change for the other ship
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I've got a problem with this script, I overtuned my nova raider but only the max steering got higher the speed didn't change.
(when I installed it I didnt overwrite the existing file because it was newer)
btw your mercenaries script is great I just finished my first khaak invasion.
Edit: Reloaded the savegame and overtuned again now the ship got faster

(when I installed it I didnt overwrite the existing file because it was newer)
btw your mercenaries script is great I just finished my first khaak invasion.

Edit: Reloaded the savegame and overtuned again now the ship got faster

Last edited by n!ghtshade on Wed, 21. Dec 05, 18:29, edited 1 time in total.
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hmmm
how hard would it be to try and put your scripts together into a mod with the added functionality of being able to change hardcoded stuff? I've noticed that most people who have any of your scripts have them all lol. Then again, maybe making a mod is an entirely different beast
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Set a man on fire, he'll stay warm for the rest of his life
Set a man on fire, he'll stay warm for the rest of his life

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putting the scripts together isn't all that hard, and its something i am planning on doing at some point, when i feel each of them is close to a finished state 
making a mod is abit different, and the problem with it is, that you can only run one mod, so it could cause conflicts with other mods that ppl are using
the problem about using a mod to change stuff simlar to how the overtune works, is that if u mod something, u change all ships in the universe, not just urs
so u cant really have a bbs entiry to upgrade say the power generator of ur ship, as a mod cant be controlled within the game and is fixed for all ships, the only way to make it work would be to create multiple ship entries, so u have a normal disco, and a disco with a bigger power generator, which is basically what the variants do

making a mod is abit different, and the problem with it is, that you can only run one mod, so it could cause conflicts with other mods that ppl are using
the problem about using a mod to change stuff simlar to how the overtune works, is that if u mod something, u change all ships in the universe, not just urs
so u cant really have a bbs entiry to upgrade say the power generator of ur ship, as a mod cant be controlled within the game and is fixed for all ships, the only way to make it work would be to create multiple ship entries, so u have a normal disco, and a disco with a bigger power generator, which is basically what the variants do
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hmmm
but aren't there cases of rare ships and ships that aren't used?
as for mod compatability, it's dead easy to fix. you rename your mod to be like an update. so in this case if you rename it to 003.dat then it will be classed as the latest update and it's settings will override the previous stuff where there is a clash. when update 1.3 comes out you'll probably have to rename it to 004, and another other mods you have to 005, 006, etc depending on what you want to take preference over what.
as for mod compatability, it's dead easy to fix. you rename your mod to be like an update. so in this case if you rename it to 003.dat then it will be classed as the latest update and it's settings will override the previous stuff where there is a clash. when update 1.3 comes out you'll probably have to rename it to 004, and another other mods you have to 005, 006, etc depending on what you want to take preference over what.
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life
Set a man on fire, he'll stay warm for the rest of his life

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