[MOD] Player HQ Hack

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

orion_1394
Posts: 199
Joined: Tue, 8. Jul 08, 00:44
x3tc

Post by orion_1394 »

is there a way to reduce build times of larger ships even more to like 5-20 mins?
Time You Enjoy Wasting, Was Not Wasted
meddluk
Posts: 83
Joined: Wed, 21. Apr 04, 19:16
x4

Post by meddluk »

How do you open the .cat files to edit them?
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo »

Malkuth74, does your "mod" reduce the needs for materials, or does it get rid of material requirements altogether?
cale_online
Posts: 669
Joined: Sun, 6. Jul 08, 20:16
x3ap

Post by cale_online »

just messing with your mod.. hope you dont mind... lol

am i right in thinking, if the build time for the M5 is set to 1,000,000.. which is about 15 seconds if i read it right?
would setting it to 100,000 take 150 seconds? and 10,000 take 1500 seconds? or is it not that simple?

just trying to tweak it, cos i dont want super faster building, nor free ships, but i did want it sped up, and the money thing removed cos it works out nearly as exspensive to buy as it does to build... :P
rcso
Posts: 20
Joined: Thu, 17. Nov 05, 03:41
x4

Post by rcso »

I just started the terran game, where in the story line do you pick up this HQ? I am currently doing a default vanilla game, not one of the specific starting packages.

ps I'm not talking just about this script, I mean in game when do you normally get an HQ?
Malkuth74
Posts: 295
Joined: Fri, 31. Dec 04, 19:31
x3tc

Post by Malkuth74 »

cale_online wrote:just messing with your mod.. hope you dont mind... lol

am i right in thinking, if the build time for the M5 is set to 1,000,000.. which is about 15 seconds if i read it right?
would setting it to 100,000 take 150 seconds? and 10,000 take 1500 seconds? or is it not that simple?

just trying to tweak it, cos i dont want super faster building, nor free ships, but i did want it sped up, and the money thing removed cos it works out nearly as exspensive to buy as it does to build... :P
No it just cuts down on whats needed. I did that mod way back in dec and I think I got rid of some of the harder stuff to get. Cuts the time a little too, but not as much as the op.
User avatar
defiant1
Posts: 1141
Joined: Sun, 7. May 06, 03:53
x4

Post by defiant1 »

I looked for this XML file but havent found it yet, am I looking in the wrong area? or where should I look? I just got the game and I already want to mod it....ironic...
Teladi Next Minute Shipping®
sazanami
Posts: 187
Joined: Mon, 12. Jan 09, 05:49
x3tc

Post by sazanami »

rcso wrote:I just started the terran game, where in the story line do you pick up this HQ? I am currently doing a default vanilla game, not one of the specific starting packages.

ps I'm not talking just about this script, I mean in game when do you normally get an HQ?
After you finish the HUB plot is the HQ plot.
Fith
Posts: 79
Joined: Sun, 1. Jul 07, 16:54

Post by Fith »

defiant1 wrote:I looked for this XML file but havent found it yet, am I looking in the wrong area? or where should I look? I just got the game and I already want to mod it....ironic...
Read page 3 and 4 again. You need modmanger and the info about percentages.
TylerEvarts
Posts: 27
Joined: Wed, 27. May 09, 01:39

added blueprints

Post by TylerEvarts »

figured out a way to add blueprints on the .xml file :P
just add the id of the ship so itll look like this

original:

<blueprints>
<blueprint typename="SS_SH_A_M4" />
</blueprints>

new: (added a collususs)
<blueprints>
<blueprint typename="SS_SH_A_M4" />
<blueprint typename="SS_SH_A_M1"/>
</blueprints>

and there you go you have added on blueprints that come free with ur purchase of an HQ... Billy Mays died today :(
[/quote]
c5123
Posts: 139
Joined: Thu, 4. Dec 03, 19:50

Post by c5123 »

i am not sure why but i get error when i try to extrat the hq file out of 03.cat

so i am looking for sameone that can upload the hq file to same website


and i was reading that this chang will not take effect on the hq i allrdy have
is this true ? i have gonr aran in the qu for a week and a haf now trying to rev eng it ;/ will be painfull to get a new one
for new hq
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

cale_online wrote:just messing with your mod.. hope you dont mind... lol

am i right in thinking, if the build time for the M5 is set to 1,000,000.. which is about 15 seconds if i read it right?
would setting it to 100,000 take 150 seconds? and 10,000 take 1500 seconds? or is it not that simple?

Yes. To decrease RE/build time, you need to increase those values. To increase time, decrease the value. It's opposite.

Simple math:
Double the number, halve the time.
Quadruple the number, quarter the time.
Add a zero = time*10
Remove a zero = time/10


I'm not sure what the actual values relate to, as far as a formula, but altering the values has an effect on times.
User avatar
Avadhuta
Posts: 55
Joined: Fri, 31. Jul 09, 15:59
x4

Re: [MOD] Player HQ Hack

Post by Avadhuta »

Graxster wrote:The hack also had a weird side effect of causing the HQ to produce random resources, lol. You can always just leave them, or sell them if you want to cheat even more. :D
Thanks.
I had little problem with my HQ. I repaired one ship... and got full stock of resources in my HQ. Actually, it's impossible to get rid of all these products (like 600000 silicon or 90000000 batteries). So I was forced to use some "cheat" script to delete them.
User avatar
Avadhuta
Posts: 55
Joined: Fri, 31. Jul 09, 15:59
x4

Post by Avadhuta »

One more question. Can you also decrease production time and required resources for all weapon? M2 ship is produced for 30 minutes. But I need 256 factofies to get 32 foton canons with the same pace. It's insanity. :roll:
User avatar
DevilDog_016
Posts: 136
Joined: Thu, 8. Jan 09, 01:56
x3

Post by DevilDog_016 »

I was wondering, what do I have to edit for the PHQ to have 5 mil storage space, and only use Credits, ECells, Microchips and Teladianium to create ships? And of course, what do .XML file I have to edit? I want to fiddle around with the game and thought of this. TIA. :D
Yo dawg, I heard you like plasma, so we put HEPTs in yo HEPTs so you can blast foos while you blast foos!

Proud owner of an original copy of Tachyon The Fringe.
chrisb2244
Posts: 16
Joined: Tue, 30. Dec 08, 22:02
x4

Post by chrisb2244 »

Was wondering if by using the Station Repackager script here will in effect recreate the HQ and so allow it to be modified? I had no success but could just be that I edited my .xml file wrong, or failed to save it back into the .cat file properly. Will keep trying now but wondered if anyone knew?

Sorry if this is a stupid question and I should just install the cheat package :P[/url]
chrisb2244
Posts: 16
Joined: Tue, 30. Dec 08, 22:02
x4

Post by chrisb2244 »

Have discovered that it may have been me badly editing/saving the cat03 file where the hq.xml file is stored.
Seems that now, if i extract the file, edit using notepad or something, and then readd to cat03 replacing the original file, it reads at least (currently tested) credit cost for production and storage size/capacity.
Now just to look at the million available files and experiment until I get all the values I want sorted :)
Incidentally, why is it that changes are made even though the PHQ is already in existence? (I'm docked at it on the save I'm loading without problems)

Sorry now for the double post but thought I'd highlight what seems to be a possible way to edit existing hqs without destruction and scripting left, right and centre :)
vayu76
Posts: 9
Joined: Fri, 19. Jun 09, 05:19
x3tc

Post by vayu76 »

having trouble installing this when i go to extract it to my scripts folder it says "no files to extract" help please.

:(
lordmuck
Posts: 1793
Joined: Sun, 1. Mar 09, 12:25
x4

Post by lordmuck »

Can any1 edit this mod and upload some place to:

Build times decreased (nothing too cheatish but reasonable not DAYS to make a ship)

but keeping materials as default ?
lordsoulstrike
Posts: 65
Joined: Sun, 6. Jun 04, 23:34
x2

Post by lordsoulstrike »

@ lordmuck

About a year ago I tinkered around with that thought and it can be found here:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

11th post in I explain how to modify the PHQ via it's xml file. It's quite easy actually.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”