More Orders ( Request mod )
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More Orders ( Request mod )
Thank you all modders!
I'd very like the possibility to tell to my ships "Cancel all action and stop" and "go to the sector X".
There are a lot of other orders i'd like to see, but this two are very important in my opinion.
I'd very like the possibility to tell to my ships "Cancel all action and stop" and "go to the sector X".
There are a lot of other orders i'd like to see, but this two are very important in my opinion.
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Awesome.
Any idea when you will have a first working version?
The mentioned commands will make me want to play this game again and actually start enjoying it (most of the other bugs and problems can be tolerated/worked around). I quit Rebirth until those very basic commands are available.
And can you please upload the mod to http://xrebirth.nexusmods.com//? so we have one place to go for all the mods?
Any idea when you will have a first working version?
The mentioned commands will make me want to play this game again and actually start enjoying it (most of the other bugs and problems can be tolerated/worked around). I quit Rebirth until those very basic commands are available.
And can you please upload the mod to http://xrebirth.nexusmods.com//? so we have one place to go for all the mods?
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It will be on nexus and a thread here, thats becoming standard practise for XR mods very quickly...EnemyWithin wrote:Awesome.
Any idea when you will have a first working version?
The mentioned commands will make me want to play this game again and actually start enjoying it (most of the other bugs and problems can be tolerated/worked around). I quit Rebirth until those very basic commands are available.
And can you please upload the mod to http://xrebirth.nexusmods.com//? so we have one place to go for all the mods?
Probably have a release soon im on my final testing passes of the first few commands now, and ill add more commands to new release as i finish them.
Barring some freak errors or glitches, probably a few hours.
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3 at first:snaxx wrote:You are the best. This would solve one of my biggest gripes.
What commands do you plan to include in the first release?
Hold Position (also known as STOP FREAKING FOLLOWING ME ALREADY...)
Follow Me
Move to Me - intended for capital ships, they move to you once then stop, otherwise they just sit wherever they come out of jump.
I have many otheres in mind including:
Patrol Area
Patrol ... (Select Area)
Fly To Sector ...
Refuel Jumpdrive
Recall Drones
Escort Me (Same as follow but in full combat readiness mode)
the the future perhaps if i can figure out a safe way to do them:
Pause Trade
Resume Trade
Cancel Trade
More as they come to mind or are requested if possible.
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this is apparently already in the game, or at least the code would suggest so, but i think the response signal is buggedchefman21 wrote:Turret control and/or the usual attack when fired upon/attack when I'm fired upon/destroy missiles/etc etc would be good too. Lost half a dozen carriers already after being attacked without retaliating...
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Jack08 do you think it will be possible to make them auto trade.
I find it wierd that you hire a pilot (amazing idea) and then.... he dosent do anything would it be amazing if he traded based on his skill so you would fire him if he was lame etc.... I think ego were going for that but never finished
I find it wierd that you hire a pilot (amazing idea) and then.... he dosent do anything would it be amazing if he traded based on his skill so you would fire him if he was lame etc.... I think ego were going for that but never finished
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
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Bloody brilliant mate! Was just discussing this elsewhere. I'm assuming you are in effect just exposing these additional commands to the UI and they are all fairly standard?Jack08 wrote:
3 at first:
Hold Position (also known as STOP FREAKING FOLLOWING ME ALREADY...)
Follow Me
Move to Me - intended for capital ships, they move to you once then stop, otherwise they just sit wherever they come out of jump.
I have many otheres in mind including:
Patrol Area
Patrol ... (Select Area)
Fly To Sector ...
Refuel Jumpdrive
Recall Drones
Escort Me (Same as follow but in full combat readiness mode)
the the future perhaps if i can figure out a safe way to do them:
Pause Trade
Resume Trade
Cancel Trade
More as they come to mind or are requested if possible.
Might I request the following please?
- "Protect..." - protect a selected target
- "Fly to Zone..." - ship will FLY to a zone, not jump, assuming target location makes that possible *
* Big ships are often pretty fast, so I'd rather save their fuel for when I really need it.
These commands are in effect for the Captain of the ship right? Can you also readily add commands for other crew members? We have some already for Engineers and Defence Officers, but this could be expended upon to make it clear what their duties are. Something to ponder.
The BIG task ultimately would be to make the AI use these commands intellegently when a ship Captain is assigned as a subordinate to another AI... So far any ship I've assigned in such a way...still follows me around lol.
Keep up this excellent modding work!
Scoob.
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Jack08 gets a cookie. I'll be pulling this one down IMMEDIATELY when you're done.
Also - it gives me hope that this is something that can be done in a matter of hours. Seems like this game a masterpiece framed in poorly nailed balsa. Any masterpiece can be reframed. ^^
Also - it gives me hope that this is something that can be done in a matter of hours. Seems like this game a masterpiece framed in poorly nailed balsa. Any masterpiece can be reframed. ^^
My music - Von Neumann's Children - Lasers and Tactics
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
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as much as i hate to say this, the crew is mostly fake. for interactions like that the entire control code for ships is going to need a rewrite, which sadly it already does need rewriting lol.
as for the fly vs jump, that will require editing or patching of the movement scripts, i may look into that later.
[ external image ]
as for the fly vs jump, that will require editing or patching of the movement scripts, i may look into that later.
[ external image ]
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Very nice. ^^
It sure is a pain in the ass to have to drill so far down through menus to get anything done, even without modifications being done. I wonder if there's any way to circumvent the radial menu...
Either way, you're my hero
It sure is a pain in the ass to have to drill so far down through menus to get anything done, even without modifications being done. I wonder if there's any way to circumvent the radial menu...
Either way, you're my hero
My music - Von Neumann's Children - Lasers and Tactics
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
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@Jack08
Looking good!
Re: crew. So, do we then, if effect, contact the SHIP that has it's options influenced by the crew on board? I.e. Captain present = basic commands, Engineer Present = enable Engineer options etc?
I assume the crews skill values have some influence on abilities, it'd be intersting to see how this is actually coded. I.e. how much worth is there in getting that 100k cr Engineer vs. the 20k cr applicant...
Scoob.
Looking good!
Re: crew. So, do we then, if effect, contact the SHIP that has it's options influenced by the crew on board? I.e. Captain present = basic commands, Engineer Present = enable Engineer options etc?
I assume the crews skill values have some influence on abilities, it'd be intersting to see how this is actually coded. I.e. how much worth is there in getting that 100k cr Engineer vs. the 20k cr applicant...
Scoob.
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