"So what will happen if a npc faction looses so much ships, that it cant build new ones?"
Well you have to ask the question where did the money come from in the first place (ignoring the fact NPCs don't use money). X has always been missing the bit that gets it all started - all you have to do is develop the method for the faction to be reborn. Fluff wise this could be that the corporation has built up the funding again from station-side (or planet-side) to buy what they need to be competitive, just as the player would.
I know it sound like a cheat for the NPCs (which it kind of is...) but you have to remember not everything is represented in game.
Can we mod God ?
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I thought about the same thing a month ago.
I still think about it from time to time.
By needing to remove the Job ships because they respawn, the workload increases quite a bit.
That's when I threw this idea into the "perhaps later, maybe not even then" bin.
X Rebirth itself got thrown into the same bin a few days later, when I put in a 1 month subscription for EVE Online. (The sub expired 2 weeks ago. I just couldn't force myself to get back at XR until now.)
Some ideas in case anyone wants to actually make this.
Build queue for the shipyards? Have a global background script with a list of ships the NPCs need to replace, and change the shipyard script to build the first local job on it when idle.
How do we know which ships the NPCs need to replace? Since we need to remove the Job ships...
1. If we place everything manually, we know everything. Periodically check all the ships and find what's missing. (Inefficient. SEVERELY inefficient.)
2. If we automate the initial ship placement by giving each station type a quota, we can leave it to the station manager's script. Periodically check subordinates and put up orders when the count falls short. (Those that aren't on a station manager's payroll would need to be in the global background script.)
Setting up accounts for each and every faction and station? Station wallet = Manager's wallet. Faction? Umm...shove that one in the global background script?
I still think about it from time to time.
By needing to remove the Job ships because they respawn, the workload increases quite a bit.
That's when I threw this idea into the "perhaps later, maybe not even then" bin.
X Rebirth itself got thrown into the same bin a few days later, when I put in a 1 month subscription for EVE Online. (The sub expired 2 weeks ago. I just couldn't force myself to get back at XR until now.)
Some ideas in case anyone wants to actually make this.
Build queue for the shipyards? Have a global background script with a list of ships the NPCs need to replace, and change the shipyard script to build the first local job on it when idle.
How do we know which ships the NPCs need to replace? Since we need to remove the Job ships...
1. If we place everything manually, we know everything. Periodically check all the ships and find what's missing. (Inefficient. SEVERELY inefficient.)
2. If we automate the initial ship placement by giving each station type a quota, we can leave it to the station manager's script. Periodically check subordinates and put up orders when the count falls short. (Those that aren't on a station manager's payroll would need to be in the global background script.)
Setting up accounts for each and every faction and station? Station wallet = Manager's wallet. Faction? Umm...shove that one in the global background script?
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I am doing exactly this in my Real War Mod.Berserk Knight wrote:Build queue for the shipyards? Have a global background script with a list of ships the NPCs need to replace, and change the shipyard script to build the first local job on it when idle.
How do we know which ships the NPCs need to replace? Since we need to remove the Job ships...
1. If we place everything manually, we know everything. Periodically check all the ships and find what's missing. (Inefficient. SEVERELY inefficient.)
But i let the shipyard check everytime it wants to produce a ship if all the global.$ships.exists
And i can tell you... the list is long
