[MOD] Build Shipyards v2.02 (Updated : June 20, 2014)

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BlackRain
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Post by BlackRain »

Pref, if your manager bought resources then of course it would take money from you. There are no issues with the shipyard. I have been using it for a couple of days now without any issue.
BlackRain
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Post by BlackRain »

By the way, with the fight reloaded patch, are the small and medium ships balanced too? Also, do we no longer need the lore friendly ships compatibility files?
Berserk Knight
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Post by Berserk Knight »

The only stock ship that I altered the stats on is the Katana, and the only stat changed was the hull. Fight Reloaded only changes the hull value as well, by multiplying by 2.
Although, that reminds me...I haven't changed the prices on the new CVs for the FR addon.

Lore Friendly Build Terran Ships...was basically integrated into the base game with 1.24.
Err...wait, I forgot to remove the Titurels from the new build modules. Oops.
They'll show up but the prices will be 0 and unbuildable unless you have the wares.xml file, and the stock DV shipyard won't have it on their list unless you have the xl buildmodule file from it.

The "Lore Friendly Build Terran Ships - Addon 1" file in the optional files section of Build Terran Ships has the needed files. (And consists ONLY of those files.)
shawnbrown40
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just updated the mod no ship builders :/

Post by shawnbrown40 »

I updated the mod started new game ack no ship dealers lol
shawnbrown40
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saved and restarted fix it

Post by shawnbrown40 »

ok got the ship dealers :) woohoo!!!
Berserk Knight
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Post by Berserk Knight »

Just a minor update.

v 1.31 - Minor update.
Added pricetags for ships of sizes S/M/L/XL, all of them, except for the Super Freighter. This includes the clone versions of freighters and miners that NPCs randomly use, and the Rahanas Hybrids. Even Split, Xenon, PMC's Xenon-Tech fighters, and the completely unused Katana/Daito variants are added, in case you manage to capture them or whatever.
(Super Freighters were excluded due to several reasons, including "why the hell does a *freighter* NOT have any cargo space" and "there's simply no comparable ship to base the prices on".)
Added an addon to build Titurels from DeVries.
BlackRain
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Post by BlackRain »

Thanks, this is a must have for me.
BlackRain
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Post by BlackRain »

I don't know if it is something with the new version or because of some of the new stuff it isn't working right in my existing game. I originally had this mod, lore friendly ships, build small ships, fight reloaded and the compatibility files for lore friendly ships and fight reloaded. I installed the new version of this but now only 1 of my docks works. One L dock I can use to build ships, the other L and the XL dont work, both ship vendors just have the option of show available ships. This is on my albion shipyard.

On my other shipyard which builds Devrie ships, one dock was already constructing and isn't finished. The other two docks don't work either. Same thing. What do you think is the issue?
Berserk Knight
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Post by Berserk Knight »

That's a pretty odd situation...one L works but the other one doesn't? :/

If you updated from v1.2 of this mod, you might require a fresh start, or some extensive xml editing.
(The internals of the base shipyards has changed a bit, and my shipyards with them. It might be possible that the buildmodule is not recognized or something like that.)


Also, the wares.xml file's standard format for ships has changed a bit in patch 1.24, so mods made prior to the patch that add ships or change their prices might need to have their wares.xml updated.
(This applies to Lore Friendly Build Terran Ships, Build Small Ships and Fight Reloaded.)

Build Small Ships has been integrated into this mod and should be removed if you haven't done so already.
Lore Friendly Build Terran Ships doesn't do much now. I've got the Titurel's ware data updated in my wares.xml, (Gangrene Chaser from the non-Lore Friendly version too) so you should remove this one as well.
Fight Reloaded, I don't actually use, but I do know the wares.xml would need some updating. It WILL mess up Omicron Lyrae ship building back to patch 1.22. Guaranteed.
BlackRain
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Post by BlackRain »

K, I will need to do a restart then.
BlackRain
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Post by BlackRain »

Does Core shields still work with the latest version of X? Thinking if I should use it or not along with your compatibility files.
BlackRain
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Post by BlackRain »

By the way, Berserk, it is great we can build small and medium ships now but they don't seem to follow you into different zones? Do you think you could script something so that they do follow or spawn or whatever. Told one to escort me using the MEC mod and told it to even move to a zone but it just sat there. It works fine in zone but they don't follow out of the zone.


Edit-- just found out if you are in the same zone they will go out of zone but not if you are not in the zone.

Hmm, seems strange, not sure. I think if you are in the zone when the ship leaves the zone, it will continue on to other zones too, not entirely sure but it is moving now, weird.

edit2--- Seems like it might be a problem with the escort command in MEC that is messing it up. When i asked it to leave squad and then added it to squad it follows me fine.
Berserk Knight
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Post by Berserk Knight »

Hmm...found the problem with the commands.
For commands that's supposed to work in "local" space indefinitely like "escort", I put in interrupts that's supposed to cancel the current script and execute a different one that'll move the ship into place so it can do it's job. Neither the "escort", nor the "follow" scripts for the escort command are being interrupted.
So, if it starts the "escort" script, it doesn't cancel it to follow you when you change zones, and if it's given the command while out of zone, it'll start the "follow" script but never cancel that to escort you when it's in your zone.
(Apparantly, those interrupts are being ignored. ...And looking at the xsd files, run_script is a blocking command, but doesn't have a "blockingaction" group. I should've read it more carefully. Damn it.)

Looks like I'll just have to make a full copy of the stock ones and modify them a lot, put the interrupt in the scripts themselves.
Well, at least I don't have to worry about breaking anything in the stock scripts now...

Oh, and thanks for pointing that out.
IRaven
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Post by IRaven »

Berserk Knight wrote:Hmm...found the problem with the commands.
For commands that's supposed to work in "local" space indefinitely like "escort", I put in interrupts that's supposed to cancel the current script and execute a different one that'll move the ship into place so it can do it's job. Neither the "escort", nor the "follow" scripts for the escort command are being interrupted.
So, if it starts the "escort" script, it doesn't cancel it to follow you when you change zones, and if it's given the command while out of zone, it'll start the "follow" script but never cancel that to escort you when it's in your zone.
(Apparantly, those interrupts are being ignored. ...And looking at the xsd files, run_script is a blocking command, but doesn't have a "blockingaction" group. I should've read it more carefully. Damn it.)

Looks like I'll just have to make a full copy of the stock ones and modify them a lot, put the interrupt in the scripts themselves.
Well, at least I don't have to worry about breaking anything in the stock scripts now...

Oh, and thanks for pointing that out.
Yeah it seems to me like Egosoft was in a rush when writing those ai.scripts

Had to change lots of stuff for my Real War Mod (especially the Shiptrader Script is bugging around because it is not registering a ship as building if there is a little lagg (had to put a <wait /> command in to make it work correctly)


for sending my ships to the Warzone i also use an Interrupt to make them stop when changing Sector and start with the next label (instead of waiting until they reach <pos. 0,0,0 />)

Code: Select all

- <interrupts>
- <handler>
- <conditions>
- <check_any>
- <!--  To stop ships flying around in the sector without reacting to enemy ships we use this 
  --> 
  <event_object_changed_cluster object="this.ship" cluster="$destiny.cluster" /> 
  <event_object_changed_sector object="this.ship" sector="$destiny.sector" /> 
  </check_any>
  </conditions>
- <actions>
- <!--  Abort move.generic and resume to label patrolcheck 
  --> 
  <abort_called_scripts resume="patrolcheck" /> 
  </actions>
  </handler>
  </interrupts>
you would have to put a label for the <run_script> then.
Blackb1rd0
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Post by Blackb1rd0 »

Hi. Built a ch in Albion. Asked that to build div shipyard but when finished no traders onboard only my manager and def officer so can't build next cv or anything else
Berserk Knight
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Post by Berserk Knight »

The ship trader spawns in the "shipyard" type dock, and spawns once you dock anywhere (including the shipyard dock) after building the shipyard.

[ external image ]
This is the dock icon you're looking for.
Blackb1rd0
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Post by Blackb1rd0 »

Thanks BK. I'm not new to the game and I have used many shipyards many times. I had the mod back on v 1.21 and couldn't build ships then. I have used the cv I built in Albion and have entered the station to drop off the manager and defence officer. However when I go around the station and collect info and walk around the station there are no traders at all. I have nesa installed and running 1.24 could nesa be stopping the NPC from spawning.
BlackRain
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Post by BlackRain »

Bk, think you could also make an escort target command to have ships escort other ships, even if it is just fighters escorting other ships would be nice. Perhaps even an attack target command. As of right now, assigning ships to the defense officer of other ships does nothing so we really need something for this.
Blackb1rd0
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Post by Blackb1rd0 »

[Thanks BK. I'm not new to the game and I have used many shipyards many times. I had the mod back on v 1.21 and couldn't build ships then. I have used the cv I built in Albion and have entered the station to drop off the manager and defence officer. However when I go around the station and collect info and walk around the station there are no traders at all. I have nesa installed and running 1.24 could nesa be stopping the NPC from spawning.
] Wow, sorry BK. School boy error. I was building the civ shipyard instead of the one I should have been building. Sincere apologies, this mod works great and I am on the way to producing my first sequana, rahanas hybrid m and titurel. Thank You BK.[/quote]
BlackRain
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Post by BlackRain »

BK did you change something in your BKCreateshiptraders script? It isn't creating the ship trader on the station. I went and changed your script, edited out the /break you had in there and also changed <event_object_docked object="player.ship"/>

Now it works with those edits.

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