[IDEA] NPC expand

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vadiolive
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Joined: Wed, 18. Dec 13, 04:36
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[IDEA] NPC expand

Post by vadiolive »

Dont sure its possible (script side)

But since now you travel around and find empty spaces
Why not each time empty zone has create by npc or you have minor chance respaw random faction construction ship to build new station

New station/expand be based actual most demand stuff
its probably push economy a bit but dont belive its possible right?

*plus
this game need more sectores since now have more factions can be use

One full sector economy to each faction probably make economy flow bit better (include pirates economy and ally self)

and Few sectors with neutral stations (random created in game start)
Exavier724
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Joined: Fri, 12. Dec 03, 02:13
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Post by Exavier724 »

technically its possible. I just finished getting the NPCs to build (through a spawned CV that setups buy orders for resources) about 12 stations in a cluster I am creating.

I don't have anything as fancy as a script to compare needs & economies to choose the stations based on that (beyond the scope of what i am doing) but I don't see any reason someone couldn't come up with something to look at the local economy and determine what station to build.

The hard part i think would be rigging up dynamic AI jobs (Ship spawns & where they are assigned) to expand the trade fleets to handle the extra stations. You could probably pre-create a few extra groups of system traders and turn on the spawn when needed but i don't think you can create a dynamic station assigned job on the fly. (So free Traders yes, Station Managed Traders not so much)

:)

EDIT: Would probably be alot of custom scripting though.
UniTrader
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Post by UniTrader »

Exavier724 wrote:The hard part i think would be rigging up dynamic AI jobs (Ship spawns & where they are assigned) to expand the trade fleets to handle the extra stations. You could probably pre-create a few extra groups of system traders and turn on the spawn when needed but i don't think you can create a dynamic station assigned job on the fly. (So free Traders yes, Station Managed Traders not so much)

:)

EDIT: Would probably be alot of custom scripting though.
there are Jobs with a per-Station(type)-quota and i think these are also spawned for the specific instances of the Station..
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 ;)
Exavier724
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Joined: Fri, 12. Dec 03, 02:13
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Post by Exavier724 »

I saw that but it looked like more of a global job (applied to every station of that type) rather than something you could restrict to "station in zone x". Adding a spawn of trade ships with station of albion energy station would probably end up dividing the spawn up across all stations of that type regardless of owner or location.

Unless you played with a mod that removed all the wares from those ships at spawn you might end up killing an economy due to overflow :P

Though now that I think about it pretty much every trade/miner in the game thats NPC is a free trader so I guess this is a moot point. Just spawn some extra if needed.

So yea you could probobly do it, just need a coder with the time for the custom scripts :P

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