Script & Mod Requests
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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It would be posible to make a mod with new sandbox start, (new mod sectors welcome) where all factions in game, include player, will start from zero?
Well not absolutly from zero. Some money, a few empty ships, some builders, and maybe some basics stations for basic needs.
Real economy, and real needed ships building by NPC. Destructible stations?
Npc's AI will deal with all this? Doable mod?
Thanks
Well not absolutly from zero. Some money, a few empty ships, some builders, and maybe some basics stations for basic needs.
Real economy, and real needed ships building by NPC. Destructible stations?
Npc's AI will deal with all this? Doable mod?
Thanks
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The Civilizing of Devries
Civilizing of Devries.
At game start Devries can be compared to the "old wild west."
However as time goes on and the player builds up a large set of stations, with patrolling vessels etc. Would this not effect the Reivers?
Over time would they not abandon their current stations and move away from this civilizing influence to more remote parts of the system?
So basically overtime due to player stations in adjacent zones, Reiver stations are abandoned, become destructible or are colonized by Canterrans.
Reiver spawning of hostiles decreases in frequency.
At game start Devries can be compared to the "old wild west."
However as time goes on and the player builds up a large set of stations, with patrolling vessels etc. Would this not effect the Reivers?
Over time would they not abandon their current stations and move away from this civilizing influence to more remote parts of the system?
So basically overtime due to player stations in adjacent zones, Reiver stations are abandoned, become destructible or are colonized by Canterrans.
Reiver spawning of hostiles decreases in frequency.
It was a woman who drove me to drink... you know I never went back and thanked her.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
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- Moderator (Script&Mod)
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did you add your texture to the libraries/material_library.xml? with the ful patch uncluding Extensons/YourExtension?NovaCameron wrote:Does anyone know the exact .dds compression format and .gz compression format for textures? I add them but they simple don't show up. Like the game knows it is there but can't render it right. The tutoral helps me none.
easily, i think all of them are defined in the md/Notifications.xml - not exactly sure about this msg, but removing the @instantiate from the related <cue/> may solve this i think..quazaque wrote:Is it possible to remove tutorial tips appearing on screen? They are annoying especially for Long Range scanner. Every time I use it I have my screen filled with this tutorial for 10 seconds. Its a big obstacle and I am getting very angry. I know how to use it why they did it like this?
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

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- Posts: 337
- Joined: Wed, 18. Dec 13, 04:36
[Request]
S&M ships
-Brief
After burn fews money testing S/M against XL/L based in cost
I believe to balance this
Increase all hulls in 10x (maybe 20x)
Put Random Enginner inside each ship(like astromech by yorrick did)
Add jump drive ( most us use no fuell cell , if need add small cargo with enough to 500 cell)
or
Reduce Cost in 10x (maybex 20x)
Add jump drive ( most us use no fuell cell , if need add small cargo with enough to 500 cell)
And put steamworkshop or tell me where i can find hull values and costs
[Request]
Container / Shipwreck decay
I just look in cuspid splint and see at last 300? S/M figther and capships wreck i believe its cost perfomace and others things engine atm dont be good sustain for now(ARE OUR GARBAGE COLECTOR ship ego)
S&M ships
-Brief
After burn fews money testing S/M against XL/L based in cost
I believe to balance this
Increase all hulls in 10x (maybe 20x)
Put Random Enginner inside each ship(like astromech by yorrick did)
Add jump drive ( most us use no fuell cell , if need add small cargo with enough to 500 cell)
or
Reduce Cost in 10x (maybex 20x)
Add jump drive ( most us use no fuell cell , if need add small cargo with enough to 500 cell)
And put steamworkshop or tell me where i can find hull values and costs
[Request]
Container / Shipwreck decay
I just look in cuspid splint and see at last 300? S/M figther and capships wreck i believe its cost perfomace and others things engine atm dont be good sustain for now(ARE OUR GARBAGE COLECTOR ship ego)
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- Joined: Wed, 18. Dec 13, 04:36
[Request]
Manager buy/replace S/M/L/XL ships with manager funds (include combat ships)
Manager buy drones/ammo/missiles
Architect start working expasion alone
I atm have 42 station over all places you cant imagine how many taks need to replace ships and add new ones to sustain my empire flow
[Request]
Auto Name for ships based in list
I feel bit tired put something generic like Lynea-0001 and decide rename all my ships to more organic , but if cool dont need name ship every time i build in special S/M i buy in large numbers
Manager buy/replace S/M/L/XL ships with manager funds (include combat ships)
Manager buy drones/ammo/missiles
Architect start working expasion alone
I atm have 42 station over all places you cant imagine how many taks need to replace ships and add new ones to sustain my empire flow
[Request]
Auto Name for ships based in list
I feel bit tired put something generic like Lynea-0001 and decide rename all my ships to more organic , but if cool dont need name ship every time i build in special S/M i buy in large numbers
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- Joined: Fri, 12. Dec 03, 02:13
Does anyone happen to have any chunks of code handy to delete/destroy objects that can be used as a cleanup script?
Specifically:
- Get list of Non-Player Ships in Cluster/Sector/Zone, Issue move.die or just detonate them so the Jobs will spawn new ones.
- Get list of Stations attached to npcbuildlocations nodes, hard delete the station, and free up the build location for a new station.
Trying to figure out the best way to do a hard reset of NPC Spawned assets in my Hiigaran Cluster so I can change the AI flow without requiring people to restart saved games. Switching out the code is easy, I am just not sure how to go about cleaning up the stuff the old code had spawned.
Specifically:
- Get list of Non-Player Ships in Cluster/Sector/Zone, Issue move.die or just detonate them so the Jobs will spawn new ones.
- Get list of Stations attached to npcbuildlocations nodes, hard delete the station, and free up the build location for a new station.
Trying to figure out the best way to do a hard reset of NPC Spawned assets in my Hiigaran Cluster so I can change the AI flow without requiring people to restart saved games. Switching out the code is easy, I am just not sure how to go about cleaning up the stuff the old code had spawned.
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- Moderator (Script&Mod)
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1. this should do the trick:
<find_ship name="$ship_list" multiple="true" space="$Cluster/Sector/Zone" />
just leave it as non-specific as possible/necesary
2. i would try the same as above for Stations with the buildspot as space.. or maybe with a <match_parent> resolving to the buildlocation.. and then just destroying it without wreck should resolve this
(if there is a wreck the Object still exists and you can still get values from it if any other Variable points to it - the destroyed variable is cleared it seems. - but if you destroy without wreck/explosion the Object is simply removed from the Universe completely and you cannt get values from it anymore)
<find_ship name="$ship_list" multiple="true" space="$Cluster/Sector/Zone" />
just leave it as non-specific as possible/necesary

2. i would try the same as above for Stations with the buildspot as space.. or maybe with a <match_parent> resolving to the buildlocation.. and then just destroying it without wreck should resolve this

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

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- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Thats what I was curious if someone had an example on. Its the specific code to properly "destroy" the stuff I find. I can't seem to find a simple example I can adapt as I am still learning this scripting lol
I'm better at reverse engineering code than writing it from scratch, though i am trying to learn this games scripts. Its rather different from code I have used in other games
I'm better at reverse engineering code than writing it from scratch, though i am trying to learn this games scripts. Its rather different from code I have used in other games

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- Joined: Mon, 23. Apr 12, 23:56
<find_ship name="$ship_list" multiple="true" space="$Cluster/Sector/Zone">UniTrader wrote: <find_ship name="$ship_list" multiple="true" space="$Cluster/Sector/Zone" />
<match owner="faction.player" negate="true" />
</find_ship>
to be more precise

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- Moderator (Script&Mod)
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@Phipsz
thanks, you're right ^^"
@Exavier
for Scripting/MD i prefer to use Xml Copy Editor over NPP because it has autocompletion based on xsds - with that you always can look up whats possible at the current point and pic out what you need
(dont forget to check the sub-Nodes ^^⁾
thanks, you're right ^^"
@Exavier
for Scripting/MD i prefer to use Xml Copy Editor over NPP because it has autocompletion based on xsds - with that you always can look up whats possible at the current point and pic out what you need

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: 118
- Joined: Fri, 12. Dec 03, 02:13
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- Joined: Fri, 29. Nov 13, 22:11
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- Joined: Mon, 10. Apr 06, 20:35
Is this even possible.
I want to be able to play darts with crew members in the back of the Skunk.
By the way where is the bar? So that I can have a pint and a packet of crisps while I'm throwing darts.
I want to be able to play darts with crew members in the back of the Skunk.
By the way where is the bar? So that I can have a pint and a packet of crisps while I'm throwing darts.
It was a woman who drove me to drink... you know I never went back and thanked her.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
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- Joined: Mon, 4. Aug 14, 05:18
I am looking for anyone who might be interested in helping to make a Multiple Player-Flyable Ships Mod. Any and all input welcome.
http://forum.egosoft.com/viewtopic.php?t=377533
http://forum.egosoft.com/viewtopic.php?t=377533
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mod request: full station storage list
builded a UAV factory
factory only build one type of UAV at a time and change to the next type once production is finished.
my problem:
i cant see how many of the dronetype i have storage for or how many i have builded, exept for the ongoing prodoction. is there someone able to make a posible to view the full list?
i got no knowledge in modding so hope some guru is up for the task... thx in advance.
PS. i would prefere a steam workshop - mod version
factory only build one type of UAV at a time and change to the next type once production is finished.
my problem:
i cant see how many of the dronetype i have storage for or how many i have builded, exept for the ongoing prodoction. is there someone able to make a posible to view the full list?
i got no knowledge in modding so hope some guru is up for the task... thx in advance.
PS. i would prefere a steam workshop - mod version
/Grast out