so I am guessing that the map would have to be changed in some way? Any ideas how this could be done?UniTrader wrote:i would guess thats because the Station is definied of the Map, therefore a static Part of the Universe, the PMC Overwatch on the other hand is built during the Plot, there is just a NPC build Slot defined for it (which probably exists again after the Station is removed)
How do you permanently get rid of stations you destroy?
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
map Modding, done pretty much the same way as any other mod (file to mod would be maps/XR Uni Ep1/zones.xml or similiar). in addition the Station has to be removed from the Save afterwards i think..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 79
- Joined: Sun, 1. Dec 13, 03:04
Sorry, first time I've had time to read the forum in a while.UniTrader wrote:map Modding, done pretty much the same way as any other mod (file to mod would be maps/XR Uni Ep1/zones.xml or similiar). in addition the Station has to be removed from the Save afterwards i think..
I'll try going to Albion, I need more Supplies for stations anyway, then delete the stations again and see if they are still there when I come back. Because, yes, I am in the zone when I tried deleting them before now.
I would think the map is hard coded so unless you could go into the game code, which i'm not sure any company in their right mind would give you access to, theres no way to get rid of them.
Basically, imo, we're just putting band aids on a soon to be bigger problem for Egosoft. This needs an end game function. Now that the game is running pretty smooth maybe they will give us a option or change the "Free mode" so that you can eliminate and take over the universe. Its up to you to supplies the stations to make your own economy work. This is what I think you need to do:
1. Any NPC stations eliminated need to "Move" their NPC's to one of your stations. That way you don't need to write NPC generation code. Just transfer them off the destroyed station.
2. Make Shipyard Stations board-able or have a construction vehicle that can make them. They should be VERY expensive to make.
3. Stop generating NPC raiders in an area where there's no station. I'm talking in "Devries" e.g not Fell Affliction.
4. Make station you attack "buy" the supplies to repair themselves. Do not make it an auto repair function. That way if you 1/2 destroy a station them have to pull out to repair your ships all the damage doesn't "Magically go away". If that's possible for NPC's then it you have to make your Engineers on ship be able to repair damage to 100% as well over time. The latter doesn't really appeal to me.
Anyway, I'm sure I'll think of more as the day goes on. I wish they would of concentrated on this game version rather than the secret service missions. I haven't tried the SSM so, of course, I should probably keep quiet about those until I do.
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
Well it is already possible to have NPCs spawn on your own stations. The 5 star crew mod, or whatever it is called, does it. To edit the map, you have to unpack the game files and then edit the map file in there. You would still need to edit your save as unitrader said.
k, I see some stuff about stations in there, not sure how to make it so they still appear but can be deleted?
Maybe if you have a preexisting save and just delete the stations from the map file, they will already have spawned there and can now be deleted, I will try it out and let you know.
k, I see some stuff about stations in there, not sure how to make it so they still appear but can be deleted?
Maybe if you have a preexisting save and just delete the stations from the map file, they will already have spawned there and can now be deleted, I will try it out and let you know.
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 883
- Joined: Sat, 10. Dec 11, 03:10
You could try to write an MD script and use
If the station still respawns after a reload just make the cue run after each game load.
Code: Select all
<destroy_object object="$station"/>
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 79
- Joined: Sun, 1. Dec 13, 03:04
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
well, my approach to this one would be to replace all Stations in the Map wich NPC buildslots and "Insta-Build" Stations in these Slots instead of defining the Stations directly in the Map..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
Any idea how to make this work? I know euclid has been working on this kind of thing for some time. He wanted to be able to make stations destructible and have the player able to take over the build spot but he hasn't been successful yet.UniTrader wrote:well, my approach to this one would be to replace all Stations in the Map wich NPC buildslots and "Insta-Build" Stations in these Slots instead of defining the Stations directly in the Map..
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
didnt do anything in that direction yet, but its within the Scope of my current Project
dont expect fast results, thoug.. still have long way to work and next month i will be working on saturdays, too probably..

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 1110
- Joined: Sat, 30. Oct 10, 14:14
Just wanted to chip in my own woes.
I haven't tried deleting the Reiver stations yet, but they are indeed game-breaking. Here's why.
It's not even the fact that stations automatically regenerate that bothers me - it's the fact that no matter how "destroyed" it is (or its various parts are), its overall "hull" still registers as 100% (since they never "entirely" blow up).
This causes an issue where, if you have assigned some ships to patrol a sector, once they decide to attack an enemy station, they will simply be attacking it FOREVER. This leaves your own ships and stations in the sector completely open to attacks - particularly any Construction Vessels that have already been expanded to build a station (since once they expand, they will NOT defend themselves in any way or form)
For example, I built two stations in Sanguine Agony before I realized this problem - and now every time I go in I will see some Reiver fighters harassing my CV's, which my capital ships assigned to the sector completely ignore because they are busy shooting at the Reiver stations (which often are completely destroyed but still register as valid targets to them)
What the game really needs to do is make it so that:
I haven't tried deleting the Reiver stations yet, but they are indeed game-breaking. Here's why.
It's not even the fact that stations automatically regenerate that bothers me - it's the fact that no matter how "destroyed" it is (or its various parts are), its overall "hull" still registers as 100% (since they never "entirely" blow up).
This causes an issue where, if you have assigned some ships to patrol a sector, once they decide to attack an enemy station, they will simply be attacking it FOREVER. This leaves your own ships and stations in the sector completely open to attacks - particularly any Construction Vessels that have already been expanded to build a station (since once they expand, they will NOT defend themselves in any way or form)
For example, I built two stations in Sanguine Agony before I realized this problem - and now every time I go in I will see some Reiver fighters harassing my CV's, which my capital ships assigned to the sector completely ignore because they are busy shooting at the Reiver stations (which often are completely destroyed but still register as valid targets to them)
What the game really needs to do is make it so that:
- Stations that are destroyed should no longer register as targets. This allows the ships attacking them to "take a break" and find other targets in the sector. If this were the case, the self-repair mechanism won't really be an issue, since the sector patrols can just come and blow them up every once in a while.
- Station repair needs to be slower - a LOT slower. The Reiver stations were not only generating its hull points rapidly while I was attacking them - their HP was going up faster the the shield regeneration rate of some capital ships! Also, the moment a destroyed section is repaired (even if at just 1% hull), all of its defenses (turrets, shield generators) magically respawn. It's worse than fighting the Borg.
-
- Posts: 5625
- Joined: Sat, 10. Nov 12, 17:55
Simoom wrote:
- Stations that are destroyed should no longer register as targets. This allows the ships attacking them to "take a break" and find other targets in the sector. If this were the case, the self-repair mechanism won't really be an issue, since the sector patrols can just come and blow them up every once in a while.
- Station repair needs to be slower - a LOT slower. The Reiver stations were not only generating its hull points rapidly while I was attacking them - their HP was going up faster the the shield regeneration rate of some capital ships! Also, the moment a destroyed section is repaired (even if at just 1% hull), all of its defenses (turrets, shield generators) magically respawn. It's worse than fighting the Borg.
- Rather asset control issue. There should be different commands to destroy stations, to kill ships (attack ships of this or that kind..), and to have sector/station defence. And the commanded ship should really do only what the player requested.
- It would be nice if they respawned somewhere else. They should be more elusive, not just sit at the same spot all the time. And harder to get rid of (assuming stations could be destroyed somehow).
-
- Posts: 79
- Joined: Sun, 1. Dec 13, 03:04