Buyable Shipyards......

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Bullseye113
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Buyable Shipyards......

Post by Bullseye113 »

Hey all

Just wondering whether there is a mod out there (or maybe egosoft can include this in the next patch) for buyable shipyards........

I whould love it if you could buy your own shipyards and put them in systems , also make them fairly cheap (about 60 million) so you can make money from selling ships, of course the player whouldent get free ships......
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Bullseye113
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Post by Bullseye113 »

Also buyable wharfs whould be good because they sell all of the trading ships ETC.
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esd
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Re: Buyable Shipyards......

Post by esd »

Bullseye113 wrote:or maybe egosoft can include this in the next patch
Given that X³ is around the corner, you can be sure there won't be any more patches for X² - there could be more bonus plugins though, who knows?

Also, if you want to add to something you've said before someone replies, try the Edit button :)
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Bullseye113
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Post by Bullseye113 »

Lol, i do that on IPB but i hate editing stuff on PHPBB.
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Post by holo_doctor »

a proper functional player owned shipyard in X2 could really only work via a patch due the the fact that shipyards and warf do not handle wares the same as all other stations.

I shouldl know ive tried i trieded adding teladianium to a shipyard/warf and you only get 2 units of storage and its a 4000/5000 odd volume station container go figure

Ther other thing is to is if you ass a ship as a ware in the station you can only reove it as a ware (EG your TS will pick it up in its cargohold)

You coupld probably put all manner of script into play to correct all this but a ture functional shipyard in X2 is a deam thats never going to come true

HELL i dont even think X3 going to give us this option.
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RagX
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Post by RagX »

At least a shipyard that isnt called a shipyard. More along the lines of "repair-only and outfit premade capships" shipyard. You wont be able to make your own ships, but you can dock your capships to it and load them up with their needed supplies :P

I SERIOUSLY want something like this in both X2 and X3. Chances are higher with X3 this time, since the fanbase asks...no...DEMANDS it :twisted:
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Post by AdmiralTigerclaw »

holo_doctor wrote:a proper functional player owned shipyard in X2 could really only work via a patch due the the fact that shipyards and warf do not handle wares the same as all other stations.

I shouldl know ive tried i trieded adding teladianium to a shipyard/warf and you only get 2 units of storage and its a 4000/5000 odd volume station container go figure

Ther other thing is to is if you ass a ship as a ware in the station you can only reove it as a ware (EG your TS will pick it up in its cargohold)

You coupld probably put all manner of script into play to correct all this but a ture functional shipyard in X2 is a deam thats never going to come true

HELL i dont even think X3 going to give us this option.
Not quite. Myself and Nuke have worked out and planned a PLONSY (PLayer OwNed ShipYard) script system that would manage and handle resources, calculate ship build times and supplies needed, and do it dynamicly for each ship in the game. Not only will it work, but we've planned out a whole series of 'modules' to be put onto a player purchased shipyard. We've got the assembly yard, repair yard, sales office... Nuke's even got a functional basic layout up somewhere in his backed up files. We even know how the shipyard will get access to ship designs, how the modules will be installed... and other fun things.

It's nowhere near completion, in light of work on the Terradine missions... but we have it pretty much done up here *puts a finger to his temple*

Now, you can choose what you would rather have us work on first... Just drop a line in the terradine thread saying if you'd rather have the missions or the PLONSY... Nuke wants to do missions first, I just don't care, as long as we get it done.
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Serial Kicked
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Post by Serial Kicked »

I shouldl know ive tried i trieded adding teladianium to a shipyard/warf and you only get 2 units of storage and its a 4000/5000 odd volume station container go figure
You still can simulate it using local variables. Each time a TS dock at the SY, you had the amount of wares to a variables like "storage.teladianium" and you destroy the wares. When the ressources are high enough a command binded to the SY appears allowing the construction of the ships.
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Red Spot
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Post by Red Spot »

made a mod/scripts that allows the use off SY as Equip. dock ..
(for the rich players .. without the mod-part it becomes a script for the cheap players ..:P)


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Post by NavaCorp »

You can download the station editor here: X2-source- Station editor

You can do EVERYTHING with this powerful and very easy editor. You can create any kind of working station for any race included you, with ships and even stations that don't exist in the normal game.

You can also spawn for yourself a shypyard that doesn't produce factories or ships but can be used as a giant EQ dock.

If you (like me) don't like cheating you can add shipyards as a buyable stations in the NPC shipyards using this tool and buy them normally: anyway you'd better open the factory.pck file and set a fair price for them before buying them because they're sold at about 649.000 cr (I think their price should be twice the price of an EQ dock).

When you buy and build a SY it's all similar to the other stations (movie included): the only difference is that you can't add tradable wares using the signed Waremanager but you have to use the add.products script in the editor (look that in this way you could cheat and add stations and ships as starting products but stations won't be produced anymore after you download them in your TL and ships are not buildable at all: anyway if you want make the game richer but not cheated just add wares and put the starting amount at 0).

I don't understand why Ego haven't done it in the original game giving us the possibility to equip cap ships by our own as corvettes rather than struggle with transporter devices, TS, etc...

Bye

EDIT: there's a difference beetween spawned and bought shypyards: if you spawn a SY for yourself you can repair your ships by your own while instead if you buy it from a NPC SY you can't.
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Post by The Necromancer »

Hmm interesting subject but I can not really see the tactical or strategic advantage of owning and running your own shipyard.
as the only reason I would dock an M1 or M2 to a SY would be to repair any hull damage.
My main capital ship fleets are supplied by my TL's.(controled by me of course)
Feather more most SY are pritty much well places thou out the universe to use.
I would find that scripting The supply TL's more intelegent to replace or refit damage sustained to its capital ship fleet, say like the home base command alocate M1's or M2's to a TL to which it has the job to resupply.
I refer to for example real life battle senarios like WW2 were battle ships very rearly went to port it was much safer and stategicly advantagess to keep them at sea and use merchantmen to resupply them same applies here M1 & M2 class ship do the job of protecting my resources in the universe so like to keep them in there aloted sectors.
So really why would i require my own SY.
Lets say we want to write a script for a SY u would have to lets say supply huge resources to a yard to build an M1 class ship 1000's of units of basic resources and a huge time scale in which to produce such a ship would also script as a NPC prime target to enemys so would need extremely large defences in that sector.
Well anyway thats how I look at this idea
What do u think?
Well If I can't sell it Kill it!
Harlock776
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not so

Post by Harlock776 »

Actually I'm one of those mega empire building types and I use a player owned shipyard to outfit newly bought capships with equipment that isn't included at time of purchase. Triplex scanner jump drive transporter device ecells weapons shields etc all get loaded onto my newly bought capship from either my shipyard or from an MSU docked with it. I usually take over all of the pirate sectors and use sector bala gi's joy as my military sector and park all new capships there for fleet building purposes. I have four m6 ships running around in sector as well as several fighters and some laser towers deployed everywhere. As long as I stay out of sector the khaaka can't damage anything in that sector. The defenses aren't all that massive but just enough to get the job done.

While it would be nice to get free repairs I don't worry about it since my home sector is so close to an argon sector with it's own sy I just send battle weary capships there for repairs and refit any lost equipment at both the argon sy and my own. From that sector I can jump massive amounts of capships into the khaaka sectors at one time. I usually take over most of the unknown sectors too and use them as secondary supply bases and strategic locations for attacking the xenon from.

Bottom line... yeah I want a player owned shipyard but I think that it should be available in X3 since one of the features in the canceled addon for X2 was some sort of player HQ.
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Post by AdmiralTigerclaw »

The advantage of your own shipyard, assuming you have the resources and terratory to supply it, is that you don't have to rely on keeping decent relations with anyone. And if you build said shipyard in the core of your own terratory, where the defenses will be greatest... you don't have to risk the cross galaxy jaunt with a high value vessel that has the current armament of a fly.

Next is that such a facility can really be your headquarters, and with such a facility you can launch an all out war with every race in the galaxy and not worry about underrunning your vessel supplies. A shipyard that functions means self sufficiency. As long as you have the resources from the ground floor to the shipyard, you don't even have to stop and spend money.

Plus, the way I want to do things with the modules, you can build and sell ships for profitsss. It's a different way of doing things really.
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Drainy
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Post by Drainy »

well ATC, that actually sounds good but id have to see it working and in my game before I could believe that it could be pulled off.
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apricotslice
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Post by apricotslice »

Once you reach a certain level, I dont see why you have to pay to fix hulls. You just buy your own shipyard and fix your hulls for nothing.

I think you should also be able to merge the functions of shipyard and equipment dock. In X3 by the sounds of it, we will be able to join them together at any rate.

My current game, I have something like 100 ships with damaged hulls sitting in places waiting for me to bother repairing them. I cant be bothered unless I decide I need one. But I wish I could just send them all to my shipyard for immediate repair and have them wait there for my need later.

There is a script for a shipyard, but it wont allow you to repair hulls.
e033x
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Re: Buyable Shipyards......

Post by e033x »

Bullseye113 wrote: I whould love it if you could buy your own shipyards and put them in systems , also make them fairly cheap (about 60 million) so you can make money from selling ships, of course the player whouldent get free ships......
are you crazy? if you got the patch that enables you to buy trading stations and equipment docks, you will see that they cost many hundred mills, so dont expect them to be cheap. i would think that 1000000000cr would be a fair price. but alas, the patch is close but at the same time so far away that i cant reach it..... thats the irony of life................damn it! why on earth did i say(write) that?
The reason: because we can!!

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