[MOD] Capital Ship Bridge
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Let's see
t = Time between announcements
a = minimum time between announcements to not interfer
A = maximum time between announcements
c = current shield Capacity
t = a + c * (A-a) / 100
<------------------------------------>
Some random ideas for messages when shield capacity is below 100%
> "Generator [Number] overloaded! Immeadiate shutdown in section [Character]"
> "Oxygen loss in Area [Number]. Area gets hermetically sealed!"
> "Critical hull damage!"
> "Jumpdrive malfunction! Engineers in this section shall gather on the engine deck!"
> "Power outage in Section [Character]."
> "Don't Panic!" (Easteregg)
> "Fire Detected! In Area [Number]!"
<------------------------------------>
And of course if possible
if( c <= 0% ) "ALERT! Shields collapsed! All civilians are advised to immediatly evacuate the ship! REPEAT! Shields collapsed! Evacuating the ship!"
else if( c <= 25% ) "Attention! Shields are below 25 percent!"
else if( c <= 50% ) "Warning! Shields are below 50 percent!"
else if( c <= 75% ) "Shields capacity is at 75%!"
<------------------------------------->
Awww to come up with some sentences from scratch is really hard. I will let you know if I come up with more.
I never watched sci-fi series, but maybe it is a good reason to start watching them.
Let me know if you think they are good enough to use, so I know how things stand and come up with more or with better ones.
t = Time between announcements
a = minimum time between announcements to not interfer
A = maximum time between announcements
c = current shield Capacity
t = a + c * (A-a) / 100
<------------------------------------>
Some random ideas for messages when shield capacity is below 100%
> "Generator [Number] overloaded! Immeadiate shutdown in section [Character]"
> "Oxygen loss in Area [Number]. Area gets hermetically sealed!"
> "Critical hull damage!"
> "Jumpdrive malfunction! Engineers in this section shall gather on the engine deck!"
> "Power outage in Section [Character]."
> "Don't Panic!" (Easteregg)
> "Fire Detected! In Area [Number]!"
<------------------------------------>
And of course if possible
if( c <= 0% ) "ALERT! Shields collapsed! All civilians are advised to immediatly evacuate the ship! REPEAT! Shields collapsed! Evacuating the ship!"
else if( c <= 25% ) "Attention! Shields are below 25 percent!"
else if( c <= 50% ) "Warning! Shields are below 50 percent!"
else if( c <= 75% ) "Shields capacity is at 75%!"
<------------------------------------->
Awww to come up with some sentences from scratch is really hard. I will let you know if I come up with more.
I never watched sci-fi series, but maybe it is a good reason to start watching them.
Let me know if you think they are good enough to use, so I know how things stand and come up with more or with better ones.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
@Tamina
Great suggestions! I can play various announcements when hull damage is <25%, <50%, <75%, <100%.
Time between announcements should be different when shield is >75% and when it is 0% and so on. When hull starts to take damage I would like to play alarm along with screaming announcement to evacuate or pray.
If you have a savegame with action where your ship takes damage, maybe you could send it to me for testing?
Great suggestions! I can play various announcements when hull damage is <25%, <50%, <75%, <100%.
Time between announcements should be different when shield is >75% and when it is 0% and so on. When hull starts to take damage I would like to play alarm along with screaming announcement to evacuate or pray.
If you have a savegame with action where your ship takes damage, maybe you could send it to me for testing?
I have sended you a savegame. Should be good enough for testing.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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Hi Litauen.
Tested your mod the first time yesterday. It's just astonishing and creates a sort of "wow" effect I can't describe. Really good work
While looking around on your bridge I had an idea for another room:
What about a sort of command room, where you have interactive monitors.
You can click the different monitors and they will displays the menus from the Albion Skunk (Maps, Trade Offers, Property Owned, Ship Info and so on).
Don't know if it's possible to add this though but if you could manage your empire from a capital ship without using any external menu.
Tested your mod the first time yesterday. It's just astonishing and creates a sort of "wow" effect I can't describe. Really good work
While looking around on your bridge I had an idea for another room:
What about a sort of command room, where you have interactive monitors.
You can click the different monitors and they will displays the menus from the Albion Skunk (Maps, Trade Offers, Property Owned, Ship Info and so on).
Don't know if it's possible to add this though but if you could manage your empire from a capital ship without using any external menu.
this is already plenned to be included it anyone would know how to do it - see earlier pages of this topic
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
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
@Tamina - thank you, but your save requires Automated Emergency Mod. This mod killed my old saves, I will not touch it until it is fixed. Will have to manage myself. Thanks for trouble.
@Lord Morpheus - I don't know how to implement working/interactive monitors. If I knew, I would implement your suggestion.
@Lord Morpheus - I don't know how to implement working/interactive monitors. If I knew, I would implement your suggestion.
I am confused, I thought the save is completly AEMod clean, especially because I do not have this mod installed anymore and it works fine for me.
Of course I do not know if there is anything left from the mod which causes any debug log spamming.
Of course I do not know if there is anything left from the mod which causes any debug log spamming.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
I am sorry, Tamina, maybe I misunderstood your PM. Anyway, I can test with Skunk at first, cause it is way easier and faster for the Skunk to receive damage.
Already played with it in my little mod: Betty Plus
Already played with it in my little mod: Betty Plus
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- Joined: Tue, 3. Jun 14, 17:58
For capship bridge announcements
-Engine shields are fully operational!
-Engine shields at (number) percent!
-Engine shields are failing/critical
-Engine shields are down!
-Engines taking damage!
-Engines critical!
-Engines destroyed!
-Engines repaired!
-Engines operational!
-Engines fully operational
-Jumpdrive ^^
-Drone Bay ^^
-Weapon systems are (number) percent operational
-Drones under attack
-Drone destroyed
-Unit lost
-Launching drones
-Disabling the first law (when launching combat drones/easter egg)
-We shall send wave after wave.
-All your base are belong to us (now it's just getting silly)
-Judgment Day! (REALLY!?)
Ok thats all i've got for now.
BONUSES (just thought of them)
(detection announcements)
-Warning (hostile faction) detected (smaller than Capship)
-Warning (hostile faction) Capital Ship approaching
-THEY..... Are Coming!
-Engine shields are fully operational!
-Engine shields at (number) percent!
-Engine shields are failing/critical
-Engine shields are down!
-Engines taking damage!
-Engines critical!
-Engines destroyed!
-Engines repaired!
-Engines operational!
-Engines fully operational
-Jumpdrive ^^
-Drone Bay ^^
-Weapon systems are (number) percent operational
-Drones under attack
-Drone destroyed
-Unit lost
-Launching drones
-Disabling the first law (when launching combat drones/easter egg)
-We shall send wave after wave.
-All your base are belong to us (now it's just getting silly)
-Judgment Day! (REALLY!?)
Ok thats all i've got for now.
BONUSES (just thought of them)
(detection announcements)
-Warning (hostile faction) detected (smaller than Capship)
-Warning (hostile faction) Capital Ship approaching
-THEY..... Are Coming!
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
Great looking mod, just one of things I was waiting for to return to rebirth.
But I tried it last night and got loads of lag/freezing, now I did have an old save game loaded with a list of mods attached, so gonna try a fresh start with this mod only to test it.
My questions are:
Is there any known issues with performance or other mods.
And will this be updated for x-rebirth 3.0 in December.
But thanks, great work.
But I tried it last night and got loads of lag/freezing, now I did have an old save game loaded with a list of mods attached, so gonna try a fresh start with this mod only to test it.
My questions are:
Is there any known issues with performance or other mods.
And will this be updated for x-rebirth 3.0 in December.
But thanks, great work.
Last edited by Nosscar on Mon, 27. Oct 14, 11:57, edited 1 time in total.
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center place is reserved for the one above him - you (this Seat has collisions disabled so you can "sit" in it by walking into it )Luke0086 wrote:I love this mod! though I do miss my engine sounds now
Is the Captain supposed to be sitting on the left as opposed to the center?
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
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
It is with performance for some players as reported. Test it yourself. Easy to remove. Does not mess save file. With other mods - no as far as I know, except the mod which places landing platforms on the Xenon ships. Bridge is backwards and in wrong position as reported.Nosscar wrote: Is there any known issues with performance or other mods.
Depends. Maybe Egosoft will release their own bridges.Nosscar wrote:And will this be updated for x-rebirth 3.0 in December.
Engines sounds are present. I only disabled shield generator's sound.Luke0086 wrote:though I do miss my engine sounds now
I believe I ran into a possible random bug, as since the update the first time I got onto a bridge, the engine sound was really quiet, and I thought I read somewhere that it had been replaced with an ambient sound from Youtube?!
But now i'm on a bridge again and engine sounds are back. Strange!
Collision seems normal for the middle chair.
Are shield generator sounds only disabled when on the bridge or are they disabled outright?
But now i'm on a bridge again and engine sounds are back. Strange!
Collision seems normal for the middle chair.
Are shield generator sounds only disabled when on the bridge or are they disabled outright?
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- NZ-Wanderer
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I posted a short video of a battle taken from on the bridge of one of my Arawn's, you get a pretty good idea of what I hear when I on one of them..
http://forum.egosoft.com/viewtopic.php? ... 24#4449924
http://forum.egosoft.com/viewtopic.php? ... 24#4449924
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- Sandalpocalypse
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