i will look into trying to detect "unassigned" - i think that's what causing my builder ship dosent have the menu.dblade wrote: sure but i was thinking more along the lines of unassigned ships.
[MOD] Manual Command Extension v0.10.2 {Discontinued}
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Jack08
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dblade
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Scoob
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Jack08
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Add it to your squad, order it to sit still, boot it - it will obey the last order without question.Scoob wrote:I think being able to order un-assigned ships would be useful at the moment. The main reason for this is of course the "I'll follow your EVERYWHERE" bug, that leads unassigned ships to get stuck following the player. Hopefully this will be properly bug-fixed by Egosoft soon.
Scoob.
NanoLion wrote:Hey Jack, just want to thankyou in advance for this mod![]()
It's goin to make things a smidge easier, only problem I have at the moment is that Nexusmods won't allow me to DL it at all, says there is a server problem.
Anyway again thanks in advance, can't wait to use this get in-game
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//v0.02
http://download.xtimelines.net/ManualCo ... ension.zip
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NanoLion
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KRM398
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anyone having and problems with this? its in and working great but now my info screens are all gone, no ship list, no info about my own or even me personally, all the info page is gone it seems.
also would love to see commands for fighters like: protect me or attack all enemies, also dock at station, so if we cap one we can get it repaired.
also would love to see commands for fighters like: protect me or attack all enemies, also dock at station, so if we cap one we can get it repaired.
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Scoob
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Question: How persistant are your new commands? I mean, in theory, could I say add my Rahanas to my squad, order it to stay put, then remove it from my squad to save on trade / property screen clutter?
The reason I ask is because I assume the "follow Albion Skunk" command my un-assigned ship always action, is simply "stuck" from when they were in my Squad previously, possibly that an incorrect assumption though.
Scoob.
The reason I ask is because I assume the "follow Albion Skunk" command my un-assigned ship always action, is simply "stuck" from when they were in my Squad previously, possibly that an incorrect assumption though.
Scoob.
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Jack08
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In theory, they are persistent untill you add them to your squad again, and - even then im not sure they may stay persistent depending on how the game handles it.Scoob wrote:Question: How persistant are your new commands? I mean, in theory, could I say add my Rahanas to my squad, order it to stay put, then remove it from my squad to save on trade / property screen clutter?
The reason I ask is because I assume the "follow Albion Skunk" command my un-assigned ship always action, is simply "stuck" from when they were in my Squad previously, possibly that an incorrect assumption though.
Scoob.
But yes, if you add it, order it, remove it - it should persist like that forever. if it does not please tell me.
The action of the captain will never change, i havent figured that part out yet.
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98abaile
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Jack08
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someone else on the forums made a mod that ignores fuel, that and this should work togetherHopscotch wrote:Can your commands force ships without fuel to jump between sectors? I need to get fuel for a new cap ship I got but it won't jump to the sector with a Cell Recharge Fac even if I tell it to not use fuel for the jump.
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