Script & Mod Requests

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

SirDeathwalker
Posts: 385
Joined: Fri, 6. Aug 10, 03:15
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Post by SirDeathwalker »

alexalsp wrote:Someone tell me how to remove the bushes at the stations.

Thank you.
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)
antoniut
Posts: 198
Joined: Sat, 4. Oct 14, 13:07
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Post by antoniut »

A mod that simulates purchase contracts of a certain amount of wares not yet manufactured with npc stations. Doable? I have no idea :?
UniTrader
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Post by UniTrader »

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.
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 ;)
antoniut
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Post by antoniut »

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.
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)
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Post by Conbadicus »

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
antoniut
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Post by antoniut »

Conbadicus 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
I agree with this demand. I think its time to have capital fleets flying in perfect formation

Edit: But maybe it will better to have this in vanilla
HunZolka
Posts: 108
Joined: Fri, 5. Jun 09, 08:29
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Post by HunZolka »

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.
Last edited by HunZolka on Sun, 22. Mar 15, 00:19, edited 1 time in total.
bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
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Post by bm01 »

It's even worse with missiles, DPS shown is just completely wrong.
HunZolka
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Joined: Fri, 5. Jun 09, 08:29
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Post by HunZolka »

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...
Vandroy2
Posts: 11
Joined: Fri, 17. Dec 10, 20:00

Post by Vandroy2 »

Can someone make or update for 3.5v no local highway mod Like RS_NOLANES or Transcend - Lost Colony.
birdtable
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Joined: Sat, 7. Feb 04, 20:42
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Post by birdtable »

Not sure if it has been asked before ...Is it possible to create a sector free of zones, highways and any form of industry .... just free space to be explored and built in ... and no sooty murky areas... ?
UniTrader
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Post by UniTrader »

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)
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 ;)
bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
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Post by bm01 »

The beacon in Serpentine Haze isn't in any zone, how was it placed? Relatively to another zone? So you need at least one zone to place the gate and the beacon relatively to it?
birdtable
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Post by birdtable »

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)
Last edited by birdtable on Thu, 2. Apr 15, 13:59, edited 1 time in total.
UniTrader
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Post by UniTrader »

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.
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 ;)
xirsoi
Posts: 9
Joined: Wed, 25. Mar 15, 23:18
xr

Post by xirsoi »

I'd like to request a mod that adds the Integrative URV Forge (the plot station) to the RoC CV's build list.

The plot CV was destroyed in my game and I'm stuck without it. I'm too far along to want to start over either.
stodi no na ka cenba
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I have no idea how it would be done but I imagine it may be possible to edit a save game to make new plot CV become available.
ZaphodBeeblebrox
Posts: 1849
Joined: Mon, 10. Apr 06, 20:35
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Mod Request Treasure Hunt

Post by ZaphodBeeblebrox »

[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.
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.
cheysuli
Posts: 9
Joined: Fri, 3. Apr 15, 10:17
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Post by cheysuli »

[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.
Varek Raith
Posts: 331
Joined: Thu, 23. Aug 07, 21:33
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Post by Varek Raith »

Would it be possible to make a ware collector drone that picks up wares?
The loot magnet feels....gamey.
:wink:

Something else I'd like to ask.
I want to make the new VIP visas illegal. How would a xml patch for this look?

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