[IDEA] Increase ships that use boarding pods.
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[IDEA] Increase ships that use boarding pods.
Hello all, im mostly a newbie, never modded only light scripting (HUH where did all these creds come from? ) but lately ive been getting an itch to do more. So here I am... I have this idea, and I really want to be able to do it. (In fact I have done it but only for my own game, dont know what to do to make it so that I can give it to everyone else, compatability and what not)... The idea is as follows....
What if it wasn't just the slow and unwieldy M7M that could use boarding pos????
What if your trusty M6 or M6+ could launch its compliment of marines by boarding pod?
Or your TP. Or your TM.
I would appreciate any feedback on whether this is a good idea. And also if some more accomplished modders could get in touch and give me a few hints and tips. (PM me and I will let you know what I need help with)
Thanks in advance...
MrReptile.
What if it wasn't just the slow and unwieldy M7M that could use boarding pos????
What if your trusty M6 or M6+ could launch its compliment of marines by boarding pod?
Or your TP. Or your TM.
I would appreciate any feedback on whether this is a good idea. And also if some more accomplished modders could get in touch and give me a few hints and tips. (PM me and I will let you know what I need help with)
Thanks in advance...
MrReptile.
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http://forum.egosoft.com/viewtopic.php?t=219597imperium3 wrote:It'd be cool to have pirate capital ships lobbing boarding pods at enemy ships.
Cycrow can I ask whether you mean that you have already added boarding pods to the ships or are you asking for compatability with my mod?
fallenwizard and imperium3 I have already managed to alter my own game, I am currently flying about in my spring blosssom lobbing boarding pods at enemies.
Now just a little problem of getting more marines on my ships. The problem is I dont know how to make the mod compatible with other mods. Because I am using Logain Industries Modv4 with FDN and Production complexes. and capital ship energy cell generator (BTW thanks to cycrow for the Plugin Manager great work). And I edited the .cat file that came with that mod, because otherwise it just ignored my change.. any help on this matter.
imperium3 as for a pirate cap ship lobbing pods at you I will probs need to make a script to let the new boarding pod enabled ships know that they can use them and so and buy the things. But when I manage to get them to recognize this fact then Cycrows Improved Boarding should make it happen, maybe when I get that sorted I will work on compatabillity with Improved Boarding.
fallenwizard and imperium3 I have already managed to alter my own game, I am currently flying about in my spring blosssom lobbing boarding pods at enemies.
Now just a little problem of getting more marines on my ships. The problem is I dont know how to make the mod compatible with other mods. Because I am using Logain Industries Modv4 with FDN and Production complexes. and capital ship energy cell generator (BTW thanks to cycrow for the Plugin Manager great work). And I edited the .cat file that came with that mod, because otherwise it just ignored my change.. any help on this matter.
imperium3 as for a pirate cap ship lobbing pods at you I will probs need to make a script to let the new boarding pod enabled ships know that they can use them and so and buy the things. But when I manage to get them to recognize this fact then Cycrows Improved Boarding should make it happen, maybe when I get that sorted I will work on compatabillity with Improved Boarding.
- apricotslice
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I think Cycrow was pointing out that his script means you dont need boarding pods at all.mrreptile wrote:Cycrow can I ask whether you mean that you have already added boarding pods to the ships or are you asking for compatability with my mod?
fallenwizard and imperium3 I have already managed to alter my own game, I am currently flying about in my spring blosssom lobbing boarding pods at enemies.
Now just a little problem of getting more marines on my ships. The problem is I dont know how to make the mod compatible with other mods. Because I am using Logain Industries Modv4 with FDN and Production complexes. and capital ship energy cell generator (BTW thanks to cycrow for the Plugin Manager great work). And I edited the .cat file that came with that mod, because otherwise it just ignored my change.. any help on this matter.
imperium3 as for a pirate cap ship lobbing pods at you I will probs need to make a script to let the new boarding pod enabled ships know that they can use them and so and buy the things. But when I manage to get them to recognize this fact then Cycrows Improved Boarding should make it happen, maybe when I get that sorted I will work on compatabillity with Improved Boarding.
Adding boarding pods to npc ships wont make them use them, that will take major scripting.
As for making a distributable mod, you should upgrade yours to LI_Mod v7, add in Complex Cleaner Mod, do the few changes for the mod part of Mars, then add your ship changes to it.
That makes a distributable mod that is compatible with FDN, CC and Mars. (Save incompatibility issues with them).
On the other hand, if you release it using plugin manager as a false patch, it only needs the ships file in it. Then it only has compatibility issues with other ship mods.
There is a way to get more marines on ships. There are 2 variables in the ships file that tell you what sort of ship it is. The second one defines marines, and if you change it to M7M, you get the full compliment of marines of lesser ships.
There is no way of getting more than 20 marines on a ship, thats hardcoded.
Well I have the Improved Boarding script installed, however the transporter is a nice idea. and more skilled people make good use of it, I always end up as one more piece of space debris.apricotslice wrote: I think Cycrow was pointing out that his script means you dont need boarding pods at all.
Well if I could get the other parts of my mod up and running would you be willing to work with me on making the newer ships use their new missile?apricotslice wrote: Adding boarding pods to npc ships wont make them use them, that will take major scripting.
I am currently only running 2.5 of TC and am planning on keeping it at this until the Superbox is released with 3.0 and just doing a re-install of all of it (Main game scripts mods the whole 9 yards) and also how would one go about making a new .cat file (newbie remember, I have modded Logains cat file for now, but it is still stored in his .cat file (thanks to x3 editor 2) some help would be appreciated.)apricotslice wrote: As for making a distributable mod, you should upgrade yours to LI_Mod v7, add in Complex Cleaner Mod, do the few changes for the mod part of Mars, then add your ship changes to it.
That makes a distributable mod that is compatible with FDN, CC and Mars. (Save incompatibility issues with them).
On the other hand, if you release it using plugin manager as a false patch, it only needs the ships file in it. Then it only has compatibility issues with other ship mods.
Which variable would that be I cant seem to find it. If you could inform me of which tab to look in and what to look for when looking in the Tships file using x3 editor 2. Thanks.apricotslice wrote: There is a way to get more marines on ships. There are 2 variables in the ships file that tell you what sort of ship it is. The second one defines marines, and if you change it to M7M, you get the full compliment of marines of lesser ships.
Gutting, ah well, 20 fully trained marines on my springblossom would certainly make me even more formidable with my boarding pods too.apricotslice wrote: There is no way of getting more than 20 marines on a ship, thats hardcoded.
Also I am a great fan of your work apricot, I have your version 5 of the handbook, and you gave me the inspiration for my in game entity (Frederick Reptile- Teladi, will tade in just about everything if there are profitssss to made )
- apricotslice
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In the X3Editor they are called Class and Type. Leave Class alone, but change type to M7. That should increase the marines to 20 on the ship and give it pod firing ability if its missiles include the pod.
I'm not a scripter, so I cant help getting npc ships to actually use a pod. You would need someone like Cycrow for that. My scripting ability is limited to minor changes to existing scripts, or basic code.
2.7 had a whole heap of bug fixes, so not updating to it is leaving yourself behind. There are a number of things that are now not compatible with 2.5.
2.7 was a preparation patch for 3. 3 is not supposed to introduce anything new to the game, just activate a few things added in 2.7, via MD code. So anything upgraded to 2.7 should also run 3 without modification.
There is no good reason I can think of for not upgrading to 2.7.1.
For cat/dat creation, read the modding 101 guide and the other modding guides. Get the modmanager and X3Editor programmes and just play with them. Thats how the rest of us learnt how to do it !
I'm not a scripter, so I cant help getting npc ships to actually use a pod. You would need someone like Cycrow for that. My scripting ability is limited to minor changes to existing scripts, or basic code.
2.7 had a whole heap of bug fixes, so not updating to it is leaving yourself behind. There are a number of things that are now not compatible with 2.5.
2.7 was a preparation patch for 3. 3 is not supposed to introduce anything new to the game, just activate a few things added in 2.7, via MD code. So anything upgraded to 2.7 should also run 3 without modification.
There is no good reason I can think of for not upgrading to 2.7.1.
For cat/dat creation, read the modding 101 guide and the other modding guides. Get the modmanager and X3Editor programmes and just play with them. Thats how the rest of us learnt how to do it !
I can, I wanna run round in an imortal #deca for a bit.... lol, then I'll upgrade, but like I said I am planning on getting the Superbox so....apricotslice wrote: There is no good reason I can think of for not upgrading to 2.7.1.
Also I have the modmanager... just need the libraries, and i dont have internet at home (currently at a friends place, or library when using net.) I have them now, only on pendrive. Alslo I came across the missile compatability by trial and error. I tried scripting it in... get compatable missile array, append array with boarding pod... no go. So I just started rooting in the cat files with the editor and I came across it by accident and then it was trial and error only modding my current fly about (Scripted in Springblossom) till I found the file that allowed me to use the pods.
Thanks to both apricotslice and Cycrow for replying. I am doing well on this one. I had an idea a while ago for hull regen... didnt go any where, this one is working. just gotta find out how to make compatible. I think I will wait for superbox for now.