ah you mean #1 and #2 will be 1 mod and #3 will be the second mod ? i think that can be done.palm911 wrote:hi,
From your own description : split #1 and #2 from #3. 2 different mods,
one will use hired NPC , and allow player to populate their stations, with the HIRED NPCs.
the other mod , should allow NPC (non hired NPC to populate the station)
(those changes will be welcome)
Features
1. Allow hired NPCs to "stay here" in stations and retrieve them with "Come with me" option. currently only include Managers,Defense Officers,Architects,Engineers,Captains,Pilot,Marine Officer,and Specialists. trade NPCs are not included.
2. Allow hired NPCs to "stay here" in player owned capital ships and retrieve them with "Come with me" option. currently only include Managers,Defense Officers,Architects,Engineers,Captains,Pilot,Marine Officer,and Specialists. trade NPCs are not included. in vanilla at some point it did not allow me to replace or remove a captain on my capital ship same with architect, this solves it.
3. Player owned stations is populated based on neutral to friendly factions in the same sector. these NPCs are not permanent and will change every time you enter this zone. you can buy some of their stuffs and even hire some pilot and engineers but these usually comes with low stats ( may adjust in the future anyway they are just there so your stations wont look dead and abandoned). the number of NPCs is currently limited to the number of relation points you have with each faction on the same sector. max relation pts 30 + some bonus .. you can adjust this but i dont know if this will have a massive effect on your performance.
Station Population Beta 2015
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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i have updated the links.Vim Razz wrote:@ J3ANP3T3R,
Splitting things up where possible just makes it easier for people to mix and match mods to suit their games.
Station NPCs and employee functions may be similar in the sense that they both involve stations, but they use very different game resources and have completely different compatibility requirements.
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Possible to expand the list of specialists or will be problems?
Code: Select all
<diff>
<add sel="/characters">
<character name="argon.all">
<select character="albion.trader" />
<select character="albion.equipmentvendor" />
<select character="albion.dronetrader" />
<select character="albion.foodmerchant" />
<select character="albion.junkdealer" />
<select character="albion.licencetrader" />
<select character="albion.armsdealer" />
<select character="albion.miningsupplier" />
<select character="albion.pilot.female" />
<select character="albion.commander" />
<select character="albion.manager" />
<select character="albion.spacefarmer" />
<select character="albion.shadyguy" />
<select character="albion.engineer" />
<select character="albion.specialengineer" />
<select character="albion.shiptechnician" />
<select character="albion.equipment" />
<select character="albion.architect" />
<select character="albion.defencecontrol" />
<select character="albion.humanresources" />
<select character="albion.lawenforcement" />
<select character="albion.marine" />
<select character="albion.recruitment" />
<select character="albion.shiptech" />
<select character="albion.shiptrader" />
<select character="albion.specialistagriculture" />
<select character="albion.specialistaquatics" />
<select character="albion.specialistchemical" />
<select character="albion.specialistfood" />
<select character="albion.specialistgeophysics" />
<select character="albion.specialistmetals" />
<select character="albion.specialistpharmaceuticals" />
<select character="albion.specialistpowerstorage" />
<select character="albion.specialistpowersupply" />
<select character="albion.specialistprecision" />
<select character="albion.specialistsurfacesystems" />
<select character="albion.specialistweapons" />
<select character="albion.upgradetrader" />
</character>
</add>
</diff>
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I love the idea of this mod. I always thought it was dumb that the players stations were all but vacant. But on my game this mod causes the station icons and information points to disappear. Not just my stations but all stations. Is there a fix for this? I'm only using the populated stations part of your mod. Thanks
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hello i apologize for the bug. are the icons permanently gone ? i never encountered such and its already my second game play with the mod. ill look into the mod and see if there is any icon changing script there but currently there is none that i can think of.brusher wrote:I love the idea of this mod. I always thought it was dumb that the players stations were all but vacant. But on my game this mod causes the station icons and information points to disappear. Not just my stations but all stations. Is there a fix for this? I'm only using the populated stations part of your mod. Thanks
by the way are you in devries ? when a mission animation is triggered like when you finished building a station in devries and borman hails you sometimes it gets bugged and the icons disappear and no animation playing but it should return when you enter a platform then return outside.
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Hi, palm911
There is a small problem with the mod.
1) If I build a station mod works well. It generates all the NPC at my station.
2) If I use a mod, TempZoneStationBuilder (v0.3 June 26, 2015) - http://forum.egosoft.com/viewtopic.php?t=376268 , NPC is not generated at the stations created with this mod.
Could you see and try to solve the problem?
Thanks.
There is a small problem with the mod.
1) If I build a station mod works well. It generates all the NPC at my station.
2) If I use a mod, TempZoneStationBuilder (v0.3 June 26, 2015) - http://forum.egosoft.com/viewtopic.php?t=376268 , NPC is not generated at the stations created with this mod.
Could you see and try to solve the problem?
Thanks.
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First off I'd like to say this is another excellent mod that should have already been in the game.
I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.
Also defense officers and specialist don't seem to generate.
I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.
Also defense officers and specialist don't seem to generate.
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The npc spawning in this mod has nothing to do with cap ship traders. Also, the mod does not spawn defense officers and specialists. Spawning Specialists creates problems and will break things. The game handles specialists in a different way from other NPC's and it doesn't work properly with a mod like this.dfm5000 wrote:First off I'd like to say this is another excellent mod that should have already been in the game.
I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.
Also defense officers and specialist don't seem to generate.
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Hello and thank you for your feedback. i haven't been able to look at any of my threads because i was either playing other games or got busy with work and i apologize. but can you clarify to me if the Capital Ship Factory you were referring to are player owned by help of a mod ? or do you mean the vanilla factories in the game ? and defense officers don't generate in NPC stations or your own stations ?dfm5000 wrote:First off I'd like to say this is another excellent mod that should have already been in the game.
I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.
Also defense officers and specialist don't seem to generate.
this mod will only activate once the player entered a zone. on zone enter, the mod will search the zone for player owned stations. by default these stations are empty ( vanilla ). so the mod creates random NPCs on these player owned stations on a random dock platform to make them lively. sadly though it only creates random trader type npcs with the exception of pilots and i think some engineer. the mod does not create managers, defense npcs, architects, captains, and specialists. also this mod does not interfere with the vanilla scripts that creates NPCs all throughout the galaxy. also, before the mod creates random npcs, it will check first if there are any NPCs inside player owned stations that the mod created before, then the mod removes them before the process is recycled. it should also be noted that this mod creates the number of random NPCs base on the number of factions ( with stations ) in the sector. simulating friendly factions from nearby zones visiting your own stations to trade, so needless to say if all factions in the sector are your enemies then you wont get any visitors. also if you are in an empty sector ?
thanks

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this .. beat me to it.BlackRain wrote:The npc spawning in this mod has nothing to do with cap ship traders. Also, the mod does not spawn defense officers and specialists. Spawning Specialists creates problems and will break things. The game handles specialists in a different way from other NPC's and it doesn't work properly with a mod like this.dfm5000 wrote:First off I'd like to say this is another excellent mod that should have already been in the game.
I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.
Also defense officers and specialist don't seem to generate.