maybe a ware something like a Teladi tree worm that eats the plants, just leave a container on a station, and after they escape, all the foliage in the station is gone. (though it could be considered a hostile or possibly an illegal act)alexalsp wrote:Someone tell me how to remove the bushes at the stations.
Thank you.
Script & Mod Requests
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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certainly do-able. my approach would be to save the desired ware, amount, price and Buyer in the blackboard of the Target Factory Manager, make a n Event handler for him when the Production Cycle has finished and when it triggers crate an Offer and make a reservation immediately.
To avoid complications i would only add this possibility to a Station Manager who has multiple Ships able to carry the Ware though, so it is assured someone will get the Wares ASAP (first Ship under his command which has time) or heavily restrict its usage (only one pre-order per Ship) to avoid overuse/abuse
PS dont consider this request as taken - i just gave a starting point to anyone who wants to create this, but i have no intention of implementing it myself.
To avoid complications i would only add this possibility to a Station Manager who has multiple Ships able to carry the Ware though, so it is assured someone will get the Wares ASAP (first Ship under his command which has time) or heavily restrict its usage (only one pre-order per Ship) to avoid overuse/abuse
PS dont consider this request as taken - i just gave a starting point to anyone who wants to create this, but i have no intention of implementing it myself.
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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Thanks for response. I think this feature could help new players to build their stations more quickly without despair (As always, sorry for my english)UniTrader wrote:certainly do-able. my approach would be to save the desired ware, amount, price and Buyer in the blackboard of the Target Factory Manager, make a n Event handler for him when the Production Cycle has finished and when it triggers crate an Offer and make a reservation immediately.
To avoid complications i would only add this possibility to a Station Manager who has multiple Ships able to carry the Ware though, so it is assured someone will get the Wares ASAP (first Ship under his command which has time) or heavily restrict its usage (only one pre-order per Ship) to avoid overuse/abuse
PS dont consider this request as taken - i just gave a starting point to anyone who wants to create this, but i have no intention of implementing it myself.
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Can we get some better scripts for AI combat. My Capital ships keep doing stupid stuff like charging in and ramming other ships. My missiles boats could be launching missiles from far away, etc.
How about traveling? Can't we get them to align as a group, boost together so they arrive together, etc.
Why can't cap ships boost in zone? They boost to the edge then slow boat it for another 10 minutes
How about traveling? Can't we get them to align as a group, boost together so they arrive together, etc.
Why can't cap ships boost in zone? They boost to the edge then slow boat it for another 10 minutes
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I agree with this demand. I think its time to have capital fleets flying in perfect formationConbadicus wrote:Can we get some better scripts for AI combat. My Capital ships keep doing stupid stuff like charging in and ramming other ships. My missiles boats could be launching missiles from far away, etc.
How about traveling? Can't we get them to align as a group, boost together so they arrive together, etc.
Why can't cap ships boost in zone? They boost to the edge then slow boat it for another 10 minutes
Edit: But maybe it will better to have this in vanilla
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WEAPON INFO
Hi, I don't know if this has been requested before, but it would be great if there was a proper weapon description when looking at ship(type) details, and weapon details in encyklopedia.
There are several types of HIT/MA, plasma/ma, etc. weapons, that vary in looks/dmg,barrel number but when I look at a ship's details, it only sais it has x amount of HIT/MA, and y amount of HIT/MA, but these 2 are not the same.
Edit: Several weapon points to the same encyklopedia description text, but hull strength, turn speed, DPS are taken (calculated) from various .xmf files.
Also noticed that the Xenon I has 4 barreled guns named plasma/MA, but actually firing those red HIT bullets (at least it looks so), but so far I have not found but one kind of plasma/MA turret type in the encyklopedia....
When comparing ships, it does matter what exactly the name HIT/MA hides, but it isn't obvious from the info available in the menus.
Also it wouldn't be bad if missile ranges were displayed in at least in the encyklopedia, so I could at least find out from what distance can I start firing at a target and not just waste ammunition is the target is too far.
Hi, I don't know if this has been requested before, but it would be great if there was a proper weapon description when looking at ship(type) details, and weapon details in encyklopedia.
There are several types of HIT/MA, plasma/ma, etc. weapons, that vary in looks/dmg,barrel number but when I look at a ship's details, it only sais it has x amount of HIT/MA, and y amount of HIT/MA, but these 2 are not the same.
Edit: Several weapon points to the same encyklopedia description text, but hull strength, turn speed, DPS are taken (calculated) from various .xmf files.
Also noticed that the Xenon I has 4 barreled guns named plasma/MA, but actually firing those red HIT bullets (at least it looks so), but so far I have not found but one kind of plasma/MA turret type in the encyklopedia....
When comparing ships, it does matter what exactly the name HIT/MA hides, but it isn't obvious from the info available in the menus.
Also it wouldn't be bad if missile ranges were displayed in at least in the encyklopedia, so I could at least find out from what distance can I start firing at a target and not just waste ammunition is the target is too far.
Last edited by HunZolka on Sun, 22. Mar 15, 00:19, edited 1 time in total.
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TARGET RELATED UI CHANGES
Another suggestion, a features that existed in X2 but not in this game for some reason.
1.)
If I target an enemy I can see the distance from it, next to the target itself. My problem is, that if I am not directly facing it, but turn away 90+ degrees, I can no longer find where it is displayed. It would be great if the distance would also be displayed on the computer or at some fixed location.
2.)
Target selection from zone map.
- function is kind of self explanatory I think, as for how it could be done, not so much...
Another suggestion, a features that existed in X2 but not in this game for some reason.
1.)
If I target an enemy I can see the distance from it, next to the target itself. My problem is, that if I am not directly facing it, but turn away 90+ degrees, I can no longer find where it is displayed. It would be great if the distance would also be displayed on the computer or at some fixed location.
2.)
Target selection from zone map.
- function is kind of self explanatory I think, as for how it could be done, not so much...
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possible yes, but some things would be missing so i dont see the point of it:
-> it can not contain any static Object like Jump beaconse since these are defined at Zone Level (Asteroid/Gas Fields are fine though because they are defined on cluster level)
-> therefore there is also nothing to explore, it just contains emptiness.
-> it couldnt have blue tubes since the Entry and Exit Gate each require their ownn zone
--> as a sideeffect of that no capships could jump there
you can get practically the same by flying far out of an existent Zone (about 300km) and building there - with the added bonus that Capships can get there (and small ships, too)
-> it can not contain any static Object like Jump beaconse since these are defined at Zone Level (Asteroid/Gas Fields are fine though because they are defined on cluster level)
-> therefore there is also nothing to explore, it just contains emptiness.
-> it couldnt have blue tubes since the Entry and Exit Gate each require their ownn zone
--> as a sideeffect of that no capships could jump there
you can get practically the same by flying far out of an existent Zone (about 300km) and building there - with the added bonus that Capships can get there (and small ships, too)
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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So a large sector that contains 1 zone (jump point + blue entry/exit) the rest made of free space's ... It would be nice to have one virginal sector free of any other construction....
The 1 zone entry point could then be well protected.
I suppose a sector you could call your own for development... zone free or not.
Plus...It would/could make for a massive mission to create a stable economy from the ground up starting with water/power/ore and food under guidance from one or another faction.
Clownmug's Build Station Mission Mod would be a good start along with wisywig's MitchTech Station Logistics.
It would serve as a good long running mission and an understanding of effective/sustainable commercial development.....
(fingers crossed)
The 1 zone entry point could then be well protected.
I suppose a sector you could call your own for development... zone free or not.
Plus...It would/could make for a massive mission to create a stable economy from the ground up starting with water/power/ore and food under guidance from one or another faction.
Clownmug's Build Station Mission Mod would be a good start along with wisywig's MitchTech Station Logistics.
It would serve as a good long running mission and an understanding of effective/sustainable commercial development.....

Last edited by birdtable on Thu, 2. Apr 15, 13:59, edited 1 time in total.
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it is in a static Zone which is just named Empty space and prevented from appearing on the map
also this Zone has no buildconnections oppsed to the usual empt space zones.
also this Zone has no buildconnections oppsed to the usual empt space zones.
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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Mod Request Treasure Hunt
[REQUEST] A new type of treasure hunt.
Take one of the destroyed looking stations, put it in an area of "freespace" well off the beaten track and stock it with goodies.
Have a station based NPC offer the player a "treasure map" with directions, for a price.
If at all possible put some hazardous areas/items on the station that could potentially lead to an End Game.
Make some areas only accessible via hacking or coded locks.
Have the area around the station hostile to the player with baddies likely to turn up at anytime.
Take one of the destroyed looking stations, put it in an area of "freespace" well off the beaten track and stock it with goodies.
Have a station based NPC offer the player a "treasure map" with directions, for a price.
If at all possible put some hazardous areas/items on the station that could potentially lead to an End Game.
Make some areas only accessible via hacking or coded locks.
Have the area around the station hostile to the player with baddies likely to turn up at anytime.
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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[REQUEST] - Cargolifter Drone Mk 2
Can someone create Cargo drone version 2?
This drone should be way faster than current cargo drone (like drones used for Skunk trading) and is maneuverable. It's equipped with AI so it can find proper cargo dock and fly there.
Ship equipped with these drones doesn't need to undergo docking and undocking procedure, but it is sufficient to be within 2 km sphere around the dock.
These drones are quite expensive (500k for each).
Since trading is extremely slow, this would dramatically speed up whole process.
Can someone create Cargo drone version 2?
This drone should be way faster than current cargo drone (like drones used for Skunk trading) and is maneuverable. It's equipped with AI so it can find proper cargo dock and fly there.
Ship equipped with these drones doesn't need to undergo docking and undocking procedure, but it is sufficient to be within 2 km sphere around the dock.
These drones are quite expensive (500k for each).
Since trading is extremely slow, this would dramatically speed up whole process.
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