[MOD] Player HQ Hack
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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...
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...

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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.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...
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After you finish the HUB plot is the HQ plot.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?
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added blueprints
figured out a way to add blueprints on the .xml file
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]

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]
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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
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
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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.
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Re: [MOD] Player HQ Hack
Thanks.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.
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.
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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. 

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Proud owner of an original copy of Tachyon The Fringe.
Proud owner of an original copy of Tachyon The Fringe.
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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
[/url]
Sorry if this is a stupid question and I should just install the cheat package

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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
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

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@ 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.
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.