Creating custom shipyard

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simduck
Posts: 103
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Creating custom shipyard

Post by simduck »

Hi, I am wanting to create a shipyard based on the Xenon shipyard model. I need some help please to do this:

1. Is it possible?

2. What do I have to mod in the T... files to make it player based.

3. Is it possilbe to turn it in to a Ware trading station? If so, how? (I have added a shipyard, and added a secondary resource and same product to it. I then instructed an owned ship to buy that ware but the ship didn't move. why?)

4. Is there a way to have it bought from a current ship yard?

5. How do I add an upgrade (eg: engine tuning or docking computer) to the shipyard so when an owned ship trades with the shipyard, the shipyard replaces the bought upgrade. (I added engine tuning to the shipyard I added and when I traded it with a ship, it just traded like a normal ware. I put 1000 engine tunings onto a dolphin & it had a max speed of over 1000 ms. Then I just traded the engine tuning back to the shipyard and dolphin speed normal. :?

6. (Future Idea) Is there a way to have the shipyard so it buys Teladianium; energy; food; chips; software amonts other things and uses these primary resources to build a ship?

I am trying to script a warehouse similar to Olis J's Goner Headquarters but with the ability to dock TL's & M1's so that a TL can trade with another Warehouse 70 jumps away.

I am also wanting the shipyard to have repair bays so that you can automatically repair your ship when it docks before heading out to trade again.

Thank you all again.
SimDuck
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shipstealer
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shipyard

Post by shipstealer »

Even i can`t answer ALL of your question, but here are some.

I played around shipyard creation for a while.

You can script yourselfe any shipyard in the game. Make it sell any ship/factory you want.

Since my goal was to make money with it, that part failed. The AI will not trade with a player owned shipyard. So you have just some kind of private warehouse after all.

How to add equpment dock functionality to a shipyard-->i couldn`t find out.

If you make the shipyard owned by any other "friendly or neutral" race it will work normal.

In a nutshell, a shipyard of your own is just decoration in your sector.
Vorsuc
Posts: 57
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Re: Creating custom shipyard

Post by Vorsuc »

1. If so, let me know, I'm also trying to create a "warehouse" that the larger ships can dock at, but to no avail.

2. Unfortunately, I've never messed with those files, so I'm unsure of what to do or the scope of what you can achieve with them. I've been unsuccessful just using scripts, so I'm assuming you'll have to mod those files.

3. Dock to it yourself. You can't trade products with it, you get a list of prices, but are unable to actually buy product. This is the same for ships and wares. Straaaaaange behaviour.

4. Again, I think this will mean unpacking and modding game files.

5. You could create a script to just keep checking ware levels and spawning a new one. But I don't think you can actually get the shipyard to "produce" missing wares normally.

6. Sounds good, and using traditional factories you'd normally say yes... but shipyards don't seem to behave like normal factories, so unless you modded a new factory that had the shipyard model and allowed the larger ships to dock, I'd say it isn't possible.

Also, with repairing, docking ships at player shipyards, you can't repair your ships. *pout*

So I'd love to hear HOW to do all this, as I'm as keen as you to have such a warehouse.
-v.
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giskard
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Post by giskard »

The galaxy editor appears to ask you several questions when you place a station.

1) What station.
2) What race.

So id guess that it is possible to have a Xenon station owned by the argons.

Giskard
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twistedtech
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Post by twistedtech »

In the "patched" 1.2 (allowed access to galaxy editor) you could and the galaxy editor in 1.3 appears to do it also.
Try not to let your mind wander... It is too small to be out by itself.
shipstealer
Posts: 52
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Re: Creating custom shipyard

Post by shipstealer »

Vorsuc wrote:1. If so, let me know, I'm also trying to create a "warehouse" that the larger ships can dock at, but to no avail.

2. Unfortunately, I've never messed with those files, so I'm unsure of what to do or the scope of what you can achieve with them. I've been unsuccessful just using scripts, so I'm assuming you'll have to mod those files.

3. Dock to it yourself. You can't trade products with it, you get a list of prices, but are unable to actually buy product. This is the same for ships and wares. Straaaaaange behaviour.

4. Again, I think this will mean unpacking and modding game files.

5. You could create a script to just keep checking ware levels and spawning a new one. But I don't think you can actually get the shipyard to "produce" missing wares normally.

6. Sounds good, and using traditional factories you'd normally say yes... but shipyards don't seem to behave like normal factories, so unless you modded a new factory that had the shipyard model and allowed the larger ships to dock, I'd say it isn't possible.

Also, with repairing, docking ships at player shipyards, you can't repair your ships. *pout*

So I'd love to hear HOW to do all this, as I'm as keen as you to have such a warehouse.
Creating a warehouse where capital class ships can dock, can not be done with the script editor alone. To see a good example of a well functioning warehousse MOD, look at the goner HQ mod from OlisJ. I think (not sure) he used the Terracorp HQ as base for the mod.

To change the docking class for a station you need to change files in the types folder. I suspect it to be tdocks.pck since there are the equipment dock class stations listed, as well as one unused type.

If your goal is just to have a good functioning warehouse (no capital class docking) go for the goner HQ first to play around with. I can`t find anything on shipyards so my wild guess is that they are coded in the exe, thus making it allmost impossible to use as warehouse or anything except decoration.
Vorsuc
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Re: Creating custom shipyard

Post by Vorsuc »

shipstealer wrote:Creating a warehouse where capital class ships can dock, can not be done with the script editor alone.
Figured as much. Thanks to the new mod tools download though, I'll be happily decrypting the game files and working my way through them.

Unfortunately though my motivation to play X2 has nose dived given the response to 1.3, so am currently playing Vice city until the "Modified" gets removed, or I become Vice city's greatest pizza boy, whichever happens sooner.
shipstealer wrote:To see a good example of a well functioning warehousse MOD, look at the goner HQ mod from OlisJ. I think (not sure) he used the Terracorp HQ as base for the mod.
have it, but haven't actually run it yet, as I while the mod itself is pretty cool, the actual warehouse bit isn't any different from any other script (create station, add ware) .

To change the docking class for a station you need to change files in the types folder. I suspect it to be tdocks.pck since there are the equipment dock class stations listed, as well as one unused type.
shipstealer wrote:anything on shipyards so my wild guess is that they are coded in the exe, thus making it allmost impossible to use as warehouse or anything except decoration.
I can appreciate why, though. Being able to simply "create" your own ships would unbalance the game completely, but the game could really do with a "base station" that ALL your ships could opperate from.

On the one hand X2 seems ache for you to build a fleet, but yet things like transfering wares, lack of player stations to dock at, small storage capacities at stations for the larger guns and shields, and lack of NPC "fleets" show the game isn't really geared up for it.

Shame as I'm determined to get together a nice "dirty half dozen" of Ray's to go terrorize the Xenon/Khaak with *evil grin*
-v.
shipstealer
Posts: 52
Joined: Fri, 19. Sep 03, 14:40
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Re: Creating custom shipyard

Post by shipstealer »

Vorsuc wrote: Unfortunately though my motivation to play X2 has nose dived given the response to 1.3, so am currently playing Vice city until the "Modified" gets removed, or I become Vice city's greatest pizza boy, whichever happens sooner.
Same here, i pulled out my GTA again. I am still onto figuring out the scripting/modding part of x2. Progress is rather slow due to the missing docs on this issue. I was trying to create an headoffice which actually becomes part of the economy, buying stuff cheap where ever found..selling for best price. That part failed completely, because all trading station type modells in the game don`t allow to set buying/selling prices (or i couldn`t figure out how). Their function appears to be the balancing of the NPC economy by providing most basic products (unlimited so it seems) at average price so NPC fabs don`t run dry.

A just storage facility type of headoffice (of course i know how to refill it with a cheat script) did not appeal to much to me.

So i just gonna wait for the docs to come out or a better brain then mine to create one fully functioning player owned headoffice.
simduck
Posts: 103
Joined: Wed, 6. Nov 02, 20:31
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Post by simduck »

Thanks to all for your input. Seeing as modding with the types files may be necessary, it is way over my head.

U well, I'll follow others & wait untill a superbrain does this.

:)
oodope206
Posts: 11
Joined: Fri, 13. Jan 06, 14:46

can u help

Post by oodope206 »

hello ther fellow scripter well i am having a litle prob with finding stations or even tool that let you make them i never tried making astation script befor and i wouldnt miend givin it a go quick lerner pluse i got plenty of time on my hands just wont to get started aty

do you no of eny links that could help me on my way

thank's

sorry about the spelling bit st**d :lol:

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