[Request] equipmentmod to increase the Cargo percentually

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Nopileo [USC]
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[Request] equipmentmod to increase the Cargo percentually

Post by Nopileo [USC] »

Hi Guys & Galls,

does anyone has an idea how to go at it, if you want to create some "Equipment Mod" to increase the Cargo?

i found the ship Macros, with the values. And found out, that the storage is a Seperate Macro. but i dont really have an idea how to go at this.


thanks in advance
grinningstudio
Posts: 7
Joined: Mon, 10. Dec 18, 08:17
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by grinningstudio »

please forgive me as I write while I think. Kind of my way of tackling the thought so I can understand it better.

Shouldn't there be a storagecapacity bonus tag in equipmentmods? If there isn't a bonus tag of <storagecapacity min="*" Max="*"> then does that mean you would have to somehow call up the con_storage01 macro and change the value of the connection to some fixed amount.
<connection ref="con_storage01">
<macro ref="different ship storage macro here" connection="ShipConnection" />
But not sure if this can be done as a mod...

In the storagemodules macro folder, the value for storage is stored as <cargo max="***" tags="kind of storage, liquid solid...etc" />
So instead of <storagecapacity min="*" Max="*"> couldn't you use <cargo min="*" Max="*"> under bonus?
But what mod has a tag for storage capacity? If there is nothing to call up the con_storage01 ship connection, then it wouldn't be possible right? There should be a way though. Sorry, I am thinking about this while I am typing because I too want to understand it...

Edit 001: I finally unpacked the entire battery of .cat files. Will poor over it after work and see if this can be done. But if anyone else has any input on how to do this, or what I should be looking for, I'd appreciate it.
Nopileo [USC]
Posts: 366
Joined: Wed, 6. Nov 02, 20:31
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by Nopileo [USC] »

i tried the <Cargo min="*" Max="*"/> as well as a Cargocapacity, but it does not work.
and it is not really helpfull in this case to specify some storage amount with a fixed value, or you get some Ship with all Storage types. therefore my idea of percentually increased/decreased storage value besides the storage type. so it should work with all kinds, if they have a storage (0 * 100% iss still 0)

i think there is an modify to be done in the value modifying macro for the equipment mods. (just some ideas :P)
grinningstudio
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Joined: Mon, 10. Dec 18, 08:17
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by grinningstudio »

I just can’t figure what macros these mods are changing. I think the mod targets and targeting are hard coded. Would love to be wrong.

If I can figure this out, I’d also like to create a terror mod that increases the bail chance of ship crew under attack.
Nopileo [USC]
Posts: 366
Joined: Wed, 6. Nov 02, 20:31
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by Nopileo [USC] »

there is already a mod like that. look here
grinningstudio
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Joined: Mon, 10. Dec 18, 08:17
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by grinningstudio »

Nopileo [USC] wrote: Sun, 16. Dec 18, 16:09 there is already a mod like that. look here
Yes, that's a pretty good mod. But in my opinion it is a cheat. I think it would be better if I had to collect the proper items to create a ship mod, such as a fear inducing, psionic brain wave manipulator. I could go further and create tuned emitters that only affect certain races. But so far, I have not been able to figure out how to create workbench mods that can do anything other than the mods that are already available. This Workbench mods thing could work for all kinds of items. Another idea is, Instead of cheaty satellites that can see all trade offers in a sector, how about a workbench mod that can directly link that specific ship to space stations? Then only that ship could get the cheat function and if you want more ships to have that function, you would need to mod the other ships too. If this were possible, I could even create new workbench trade goods that can be collected from various places and ships to make it less of a cheat for these things and more of a bonus you earn.
jmattspartacus2
Posts: 73
Joined: Wed, 5. Dec 18, 07:04

Re: [Request] equipmentmod to increase the Cargo percentually

Post by jmattspartacus2 »

At some point, you end up going outside of the scope of what is achievable given the present set of tools we have for modding However, there is a possibility using some scripts that things beyond just the normal effects of the mod could happen, but it might be difficult to make things happen in combat on the fly.
grinningstudio
Posts: 7
Joined: Mon, 10. Dec 18, 08:17
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by grinningstudio »

jmattspartacus2 wrote: Mon, 17. Dec 18, 07:49 At some point, you end up going outside of the scope of what is achievable given the present set of tools we have for modding However, there is a possibility using some scripts that things beyond just the normal effects of the mod could happen, but it might be difficult to make things happen in combat on the fly.
Doing something on the fly is beyond the scope that even I had considered. I was hoping to make a workbench mod to do 1: permanently increase cargo percentage of a ship by X percent. 2: permanently increase bail percentage of ships attacked by this one ship (is this considered on the fly?) and 3: Permanently connect a single ship to all trade stations for updated trade values as if they had all been set with a satellite nearby. (Again, is this considered on the fly?)
jmattspartacus2
Posts: 73
Joined: Wed, 5. Dec 18, 07:04

Re: [Request] equipmentmod to increase the Cargo percentually

Post by jmattspartacus2 »

In regard to speaking about things being on the fly, I meant about combat
1. Isn't on the fly.
2. Is definitely, it would imply having some property attached to the ship, after being attacked that would have to be checked every time the ship was attacked, etc (if this was possible there are some neat things that could be done with acid weapons or other cool stuff like that)
3. Wouldn't be exactly on the fly, but it'd need a script that ran to update the trade offers periodically as long as that one ship was alive and belonged to the player.
NewColours
Posts: 15
Joined: Mon, 18. Nov 13, 21:56
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Re: [Request] equipmentmod to increase the Cargo percentually

Post by NewColours »

Do you mean you wants the equivalent of 'tunings' from X3? That I think should be reasonably easy to implement

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