This is actually all done in CWIR, I'll have to fix itNikola515 wrote:Hi BlackRain
Is there a way you could make some of PS ships compatible with Miscellaneous IZ Combat Tweaks mod ? For example Succellus Vanguard Destroyer wont act as long range destroyer and it wont use its main cannon anymore. According to w.evans Succellus Vanguard is not registered as long rage ships so that where problem is. Also is there a way you could add drone bay to Succellus Vanguard as well. I noticed that vanilla Sccullus have drones so I assume they all should have ????
Thanks in advance
[MOD] Player Shipyards and more
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I just noticed that new UI with stations made impossible for manager to order construction drones for shipyard use. I assume they wore increasing speed of ships being built in shipyards ???? Shipyard is still building ships but it seems to me it is slow.....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Nikola515 wrote:I just noticed that new UI with stations made impossible for manager to order construction drones for shipyard use. I assume they wore increasing speed of ships being built in shipyards ???? Shipyard is still building ships but it seems to me it is slow.....
You have to buy construction URVs and transfer them to the shipyard as drones.
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I don't know what you are talking about? Player shipyards do not automatically build anything, only NPC shipyards do that. If you are asking if you can turn off autobuilding at NPC shipyards then the answer is no, it is not possible.scotty1025 wrote:Hi,
Is there anyway to turn off autobuilding at the XL shipyard? Its constantly building frieghters & i want to build destroyers instead.
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Re: [MOD] Player Shipyards and more
Please teach me, how to add this ship (http://forum.egosoft.com/viewtopic.php?t=378483 Armed Scaldis/Scaldis Plus ingame name) to albion type shipyard.
I would be very grateful.
I would be very grateful.
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Hi, BlackRain
A question regarding this mod:
On debug log I found strange errors after installing the mod:
Investigating the error entries I found that the mod starts the script with parameter "range" (files NPC_Shiptrader.xml and NPC_Shiptrader_Small.xml):
I checked script "aiscript/mining.ship.free.xml and found that only one perameter is defined there:
I thought I missed a dependency of the mod but there are no dependencies defined in context.xml. So the question is:
Could you please clarify why you call the script putting non-existing parameter?
Thank you.
A question regarding this mod:
On debug log I found strange errors after installing the mod:
Code: Select all
[General] 0.00 ======================================
[=ERROR=] 0.00 When calling script mining.ship.free on entity 0x11456 - script parameter "$range" was not expected!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 When calling script mining.ship.free on entity 0x11465 - script parameter "$range" was not expected!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 When calling script mining.ship.free on entity 0x11474 - script parameter "$range" was not expected!
[General] 0.00 ======================================
Code: Select all
<start_script object="$soldship2.pilot" name="'mining.ship.free'">
<param name="basketoverride" value="[ware.plasma, ware.ions, ware.hydrogen]"/>
<param name="range" value="'cluster'"/>
</start_script>
Code: Select all
<aiscript name="mining.ship.free" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="aiscripts.xsd" version="10">
<params>
<param name="basketoverride" default="null" comment="list of wares that takes precedence over any defined warebasket" />
</params>
Could you please clarify why you call the script putting non-existing parameter?
Thank you.
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Thank you for the reply.
the script is called from IF/ELSE block therefore it doesn't look as error:
You implemented conditional branching so you foresaw this behavior. Sorry for the questions. I would like to use this mod and I would like to be sure that there are no bugs in the code.

Respectfully.
the script is called from IF/ELSE block therefore it doesn't look as error:
Code: Select all
...
<do_elseif value="$soldship2.primarypurpose == objectpurpose.mine and $soldship2.availableunits.{unitcategory.gascollector}.count gt 0">
<start_script object="$soldship2.pilot" name="'mining.ship.free'">
<param name="basketoverride" value="[ware.plasma, ware.ions, ware.hydrogen]"/>
</start_script>
</do_elseif>
<do_elseif value="$soldship2.primarypurpose == objectpurpose.mine and $soldship2.isclass.[class.ship_m, class.ship_s] and $soldship2.availableunits.{unitcategory.gascollector}.count gt 0">
<start_script object="$soldship2.pilot" name="'mining.ship.free'">
<param name="basketoverride" value="[ware.plasma, ware.ions, ware.hydrogen]"/>
<param name="range" value="'cluster'"/>
</start_script>
</do_elseif>
...

Respectfully.
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M... It isn't so easy... I just checked and found the same code in the same files in CWIR 1.60 RC (from nexus):
But... This code is senseless. The second ELSEIF condition in the example abowe will work never because first ELSEIF condition is more generalized.
Really the issue I described prove to be ralated to LostSectors mod, not to PlayerShipyards mod. Buggy code in the PlayerShipyards mod is never executed due to messy ELSEIF conditions...
Sorry for that...
Thank you for you great work.
Code: Select all
<do_elseif value="$soldship2.primarypurpose == objectpurpose.mine and $soldship2.availableunits.{unitcategory.orecollector}.count gt 0">
<start_script object="$soldship2.pilot" name="'mining.ship.free'">
<param name="basketoverride" value="[ware.ice, ware.ore, ware.silicon, ware.nividium]"/>
</start_script>
</do_elseif>
<do_elseif value="$soldship2.primarypurpose == objectpurpose.mine and $soldship2.isclass.[class.ship_m, class.ship_s] and $soldship2.availableunits.{unitcategory.orecollector}.count gt 0">
<start_script object="$soldship2.pilot" name="'mining.ship.free'">
<param name="basketoverride" value="[ware.ice, ware.ore, ware.silicon, ware.nividium]"/>
<param name="range" value="'cluster'"/>
</start_script>
</do_elseif>
Really the issue I described prove to be ralated to LostSectors mod, not to PlayerShipyards mod. Buggy code in the PlayerShipyards mod is never executed due to messy ELSEIF conditions...
Sorry for that...
Thank you for you great work.