[MOD] Player HQ Hack
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- Posts: 16
- Joined: Tue, 30. Dec 08, 22:02
Was wondering if by using the Station Repackager script here will in effect recreate the HQ and so allow it to be modified? I had no success but could just be that I edited my .xml file wrong, or failed to save it back into the .cat file properly. Will keep trying now but wondered if anyone knew?
Sorry if this is a stupid question and I should just install the cheat package [/url]
Sorry if this is a stupid question and I should just install the cheat package [/url]
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- Posts: 16
- Joined: Tue, 30. Dec 08, 22:02
Have discovered that it may have been me badly editing/saving the cat03 file where the hq.xml file is stored.
Seems that now, if i extract the file, edit using notepad or something, and then readd to cat03 replacing the original file, it reads at least (currently tested) credit cost for production and storage size/capacity.
Now just to look at the million available files and experiment until I get all the values I want sorted
Incidentally, why is it that changes are made even though the PHQ is already in existence? (I'm docked at it on the save I'm loading without problems)
Sorry now for the double post but thought I'd highlight what seems to be a possible way to edit existing hqs without destruction and scripting left, right and centre
Seems that now, if i extract the file, edit using notepad or something, and then readd to cat03 replacing the original file, it reads at least (currently tested) credit cost for production and storage size/capacity.
Now just to look at the million available files and experiment until I get all the values I want sorted
Incidentally, why is it that changes are made even though the PHQ is already in existence? (I'm docked at it on the save I'm loading without problems)
Sorry now for the double post but thought I'd highlight what seems to be a possible way to edit existing hqs without destruction and scripting left, right and centre
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- Posts: 65
- Joined: Sun, 6. Jun 04, 23:34
@ lordmuck
About a year ago I tinkered around with that thought and it can be found here:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
11th post in I explain how to modify the PHQ via it's xml file. It's quite easy actually.
About a year ago I tinkered around with that thought and it can be found here:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
11th post in I explain how to modify the PHQ via it's xml file. It's quite easy actually.
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- Posts: 10
- Joined: Sat, 21. Aug 04, 06:29
Has anyone gotten this to work with Albion Prelude 2.0? I tried to make my own with little sucess. Any tips would be welcome. BTW: The file has new entries in it with new values and im not sure how it all comes togeather. I did attempt to duplicate the "factor Values" and "Primary values" but did not work right. Please any help would be appreciated.
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<headquarters>
<upgrades>
<upgrade index="0" typename="SS_DOCK_P_HQ" storage="500000">
<blueprints>
<blueprint typename="SS_SH_A_M4" />
</blueprints>
<production time="100" money="100" resources="100">
<factor class="ship" value="1" />
</production>
<repair time="100" money="100" resources="100">
<factor class="ship" value="2" />
<factor class="hq" value="2" />
</repair>
<reverse time="100" money="0" resources="0">
<factor class="ship" value="1" />
</reverse>
<recycle time="5" money="0" resources="80">
<factor class="ship" value="1" />
</recycle>
</upgrade>
</upgrades>
<resources>
<!-- Time (uses the SETA upgrade as the typename!) -->
<resource typename="SS_WARE_TECH231">
<factor class="m5" value="10000" primary="1" />
<factor class="m4" value="12500" primary="1" />
<factor class="m3" value="16666" primary="1" />
<factor class="gonership" value="16666" primary="1" />
<factor class="freighter" value="5000" primary="1" />
<factor class="bigship" value="25000" primary="1" />
<factor class="hq" value="25000" primary="1" />
</resource>
<!-- Money -->
<resource typename="SS_WARE_CREDITS">
<factor value="3" primary="1"/>
</resource>
<!-- Energy Cells -->
<resource typename="SS_WARE_ENERGY">
<factor value="885" primary="1" />
</resource>
<!-- Ore -->
<resource typename="SS_WARE_ORE">
<factor value="21250" primary="1" />
</resource>
<!-- Silicon -->
<resource typename="SS_WARE_SILICON">
<factor value="28333" primary="1" />
</resource>
<!-- Nividium -->
<resource typename="SS_WARE_NIVIDIUM2">
<factor racemask="khaak" value="170000" primary="1" />
</resource>
<!-- Cloth Rimes -->
<resource typename="SS_WARE_F217">
<factor value="85000" />
</resource>
<!-- Rastar Oil -->
<resource typename="SS_WARE_F238" >
<factor value="42500" />
</resource>
<!-- Teladianium -->
<resource typename="SS_WARE_R255">
<factor value="28333" primary="1" />
</resource>
<!-- Crystals -->
<resource typename="SS_WARE_TECH205">
<factor value="85000" primary="1" />
</resource>
<!-- Quantum Tubes -->
<resource typename="SS_WARE_TECH206">
<factor value="85000" />
</resource>
<!-- Microchips -->
<resource typename="SS_WARE_TECH207">
<factor value="42500" />
</resource>
<!-- Computer Components -->
<resource typename="SS_WARE_TECH208">
<factor value="85000" />
</resource>
</resources>
</headquarters>
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- Posts: 19
- Joined: Tue, 14. Aug 12, 21:40
I modified my own hq.xml file and it does work with production times in AP.
I was a little pissed off at how the Aamon Prototype took 10 times the amount of time to produce. The #deca.cefa I have takes 40 minutes to produce, and the Aamon takes 4 hours and 50 minutes!!!
I edited the production time to 25% of the normal time, and the numbers changes accordingly. My only issue is I need to find out where the individual times / resources required are stored, because the amount of resources required to produce the Aamon Prototype is ridiculous... roughly 10 times the amount of other M3's.
Yes, I understand it's a "special" prototype, but damn! That ship would weigh so much it couldn't move with all those materials. I could understand 2x the resources, or even 3x.... But 10? Really?
I'll post again if I can find the location of the individual ship costs.
Khad
I was a little pissed off at how the Aamon Prototype took 10 times the amount of time to produce. The #deca.cefa I have takes 40 minutes to produce, and the Aamon takes 4 hours and 50 minutes!!!
I edited the production time to 25% of the normal time, and the numbers changes accordingly. My only issue is I need to find out where the individual times / resources required are stored, because the amount of resources required to produce the Aamon Prototype is ridiculous... roughly 10 times the amount of other M3's.
Yes, I understand it's a "special" prototype, but damn! That ship would weigh so much it couldn't move with all those materials. I could understand 2x the resources, or even 3x.... But 10? Really?
I'll post again if I can find the location of the individual ship costs.
Khad
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
PHQ Re-engineering time and resources are based on Production rel. value (NPC) in TShips.khadgarion wrote:if I can find the location of the individual ship costs.
Checking Your Math:
- - 4:50 / 0:40 = 7.25x (not 10x)
- Comparing to a #deca.cefa is an extreme case because #deca.cefa costs almost nothing at all. Most other M3's take more than 1.5 hours to re-engineer. That puts the Aamon Prototype squarely into 2x - 3x time (which you already said is reasonable).
For more information, see:
Last edited by DrBullwinkle on Fri, 17. Aug 12, 06:37, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Posts: 19
- Joined: Tue, 14. Aug 12, 21:40
Thanks for the links, I will check them out.
As for checking my math... All I did was a quick mental calculation, and ballparked it. Your calculations would be correct using a floating point number; Calculating minutes and seconds is different, because 1 minute does not equal 100 seconds.
4:50 = 4 x 60 + 50 = 290
0:50 = 50 = 50
290 / 50 = 5.8x (not 7.25x)
Neither one of us were correct, and my ballparking is even worse than I thought
As for ship resources, I will probably only modify the player HQ xml file, as trying to edit the TShips file would not allow me to use another mod that changed the file already.
As for checking my math... All I did was a quick mental calculation, and ballparked it. Your calculations would be correct using a floating point number; Calculating minutes and seconds is different, because 1 minute does not equal 100 seconds.
4:50 = 4 x 60 + 50 = 290
0:50 = 50 = 50
290 / 50 = 5.8x (not 7.25x)
Neither one of us were correct, and my ballparking is even worse than I thought
As for ship resources, I will probably only modify the player HQ xml file, as trying to edit the TShips file would not allow me to use another mod that changed the file already.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
LOL
Man, neither of us can do this right!
It's 4:50 / 40 , which does equal 7.25.
Apparently I typed a 5 instead of a 4.
Oh, well.... yeah, that's the problem with changing ship values. And, as we (probably) demonstrated, you don't need to change the relval for the Aamon anyway -- it is about "right" as it is.
Man, neither of us can do this right!
It's 4:50 / 40 , which does equal 7.25.
Apparently I typed a 5 instead of a 4.
Oh, well.... yeah, that's the problem with changing ship values. And, as we (probably) demonstrated, you don't need to change the relval for the Aamon anyway -- it is about "right" as it is.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- TheCoolSideofthePillow
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
It does not require a new game start, but it might require a new PHQ.
Tip: In order to create a PHQ that works, you must create the station inside the cargo hold of a TL, then deploy the PHQ from the TL.
Tip: In order to create a PHQ that works, you must create the station inside the cargo hold of a TL, then deploy the PHQ from the TL.
Last edited by DrBullwinkle on Fri, 19. Apr 13, 06:19, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- TheCoolSideofthePillow
- Posts: 243
- Joined: Wed, 22. Sep 10, 10:27
I already know about the second pointDrBullwinkle wrote:It does not require a new game start, but it might require a new PHQ.
Tip: In order to create a PHQ that works, you must create the station inside the cargo hold of a TL, then deploy the PHQ from the TL.
I will try building a new one. Hopefully it works.
EDIT: Nope. Didn't work.
Oh, and while I am at it: I can't remember how to make my headuarters *buy* goods. I don't know if this is just something removed from AP, it was something I had from a mod, or if I just haven't played in so long I completely forgot, but I do recall being able to set my headquarters to BUY the resources it needs to build a ship rather than SELL them in TC. Any clues how to get my HQ to buy it's resources in AP?
EDIT 2: I finally got the station hack to work correctly. I made it an SPK file for those looking for faster production times (2 minutes max on the biggest ships) and without the credit cost. It will still cost resources, however.
http://www.mediafire.com/?5e4v1077mocnh3s
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- Posts: 3
- Joined: Sat, 11. Jan 20, 23:23
Re: [MOD] Player HQ Hack
Hi There,
is there any chance this mod work for AP? i tried using it for AP but it doesn't work
Anyone have this for AP?
By the way i tried to open the package of this mod to a notepad but it always shown a chinese/japan word and i dont understand at all
is there any chance this mod work for AP? i tried using it for AP but it doesn't work
Anyone have this for AP?
By the way i tried to open the package of this mod to a notepad but it always shown a chinese/japan word and i dont understand at all