X3TC/AP Station Blueprints
Moderator: Moderators for English X Forum
- ConCorDian
- Posts: 1538
- Joined: Wed, 15. Jun 11, 21:12
X3TC/AP Station Blueprints
i was just wondering, why cant we RE/Scan (or just buy the blueprints) a station and then build our own stations with the PHQ?
surely all the mechanics are in place it would just be a matter of giving them resource values required to build. for most stations it would'nt really help, but then take into acount say an Argon player in AP who has captured Terran ships and now wants to get more weapons. we could get th blueprints and build our own small complex if we could (might also allow us to get those IBL forges or perhaps a second PHQ albeit taking a hell of a long time) we could make our own weapons rather than counting on drops and other captures in order to get enough.
surely all the mechanics are in place it would just be a matter of giving them resource values required to build. for most stations it would'nt really help, but then take into acount say an Argon player in AP who has captured Terran ships and now wants to get more weapons. we could get th blueprints and build our own small complex if we could (might also allow us to get those IBL forges or perhaps a second PHQ albeit taking a hell of a long time) we could make our own weapons rather than counting on drops and other captures in order to get enough.
Re: X3TC/AP Station Blueprints
The HQ functionality as it stands places the built item into a docking bay, which wouldn't be terribly useful for a station. I believe it also makes a number of other assumptions based on the built item being a ship, so it's almost there but not quite.ConCorDian wrote:surely all the mechanics are in place...
Re: X3TC/AP Station Blueprints
Hmmm, I remember in TC I was "conjuring" those stations via PHQ by changing the code of a ship in the production queue to that of a station using a memory editor. And after being produced, the station was placed in the PHQ storage just fine. The same was true for guns. This part of mechanics apparently is in the game.CBJ wrote: The HQ functionality as it stands places the built item into a docking bay, which wouldn't be terribly useful for a station. I believe it also makes a number of other assumptions based on the built item being a ship, so it's almost there but not quite.
Maybe it's a function we'll see in a PHQ (or PHQ like station) in Rebirth, and CBJ is deliberately obfuscating the point
Madder than a bastard on Fathers Day
My DiD Stories: Peace(s) of Eight (Inactive) - Way of the Gun [KIA] - Status: Online (Active)
An Illustrated Idiots Guide to CLS
My DiD Stories: Peace(s) of Eight (Inactive) - Way of the Gun [KIA] - Status: Online (Active)
An Illustrated Idiots Guide to CLS
What I was trying to say is that the function apparently *is* in the current game as well. It is just nobody bothered to implement a mission or another way to obtain those station blueprints. I am actually amazed how many such features are lost because they were implemented but weren't enabled in the end product. Think of the development effort spent and essentially wasted. *sigh*. This is essentially a trademark of our venerable space-sim vendor You think it won't be a pattern for Rebirth?Kirlack wrote:Maybe it's a function we'll see in a PHQ (or PHQ like station) in Rebirth, and CBJ is deliberately obfuscating the point
http://www.xai-corp.net/en/node/3508
The above mod actually allows you to add anything to the PHQ as a blueprint. Though I stil haven't tested it because of work. I took this mod and modded it a little bit to just add Stations to the PHQ. All you have to do is have one in storage at the PHQ and it can then take it and reverse eng it for a fee. Its through a different interface for the REing then the ship one, but the building is the same. I use this with a modded version of Ccrowys equipment research script that allows for ship upgrades to make my PHQ a real centralized HQ.
The above mod actually allows you to add anything to the PHQ as a blueprint. Though I stil haven't tested it because of work. I took this mod and modded it a little bit to just add Stations to the PHQ. All you have to do is have one in storage at the PHQ and it can then take it and reverse eng it for a fee. Its through a different interface for the REing then the ship one, but the building is the same. I use this with a modded version of Ccrowys equipment research script that allows for ship upgrades to make my PHQ a real centralized HQ.
A mod is a bit too much for the functionality that is essentially already in the game. The same thing can obviously be done with just a script as somebody pointed here . Why it is not in vanilla? Probably because nobody bothered to create a signable script or MD mission that adds it. We could use a nasty mission from Yaki that would give us some IBL forge blueprints Something like capture and bring us Argon One and we will share the blueprints with you
Then we could use the same #deca trick to get our own Argon One, complete with Betty soundtrack on the info screen.kurush wrote:We could use a nasty mission from Yaki that would give us some IBL forge blueprints Something like capture and bring us Argon One and we will share the blueprints with you
Re: X3TC/AP Station Blueprints
I just took another look and you're right. Funny thing that because even though I wrote that bit of code myself, I have no memory whatsoever all of having done so! It was nearly 5 years ago though, so perhaps I can be forgiven.kurush wrote:Hmmm, I remember in TC I was "conjuring" those stations via PHQ by changing the code of a ship in the production queue to that of a station using a memory editor. And after being produced, the station was placed in the PHQ storage just fine. The same was true for guns. This part of mechanics apparently is in the game.
Developers have deadlines to meet, and sometimes tough decisions have to be made about what features to finish for the final product given the time available. This isn't the only HQ feature that has suffered that fate over the years. Your implication that this happens as a result of laziness or apathy on the part of the developers is really quite insulting, so I'd appreciate it if you kept those insinuations to yourself in future.kurush wrote:It is just nobody bothered to implement a mission or another way to obtain those station blueprints.
-
- Posts: 4
- Joined: Wed, 14. Mar 12, 21:10
Re: X3TC/AP Station Blueprints
To be fair, most gamers genuinely do not know how a game goes from Imagination to Physical Copy. Even fewer have been in a situation where they truly understand development timelines. Try not to take it too personally, most people assume that developers have as much time as they want.CBJ wrote:Your implication that this happens as a result of laziness or apathy on the part of the developers is really quite insulting, so I'd appreciate it if you kept those insinuations to yourself in future.
"There's so much to see past the point of no return." - Me
Re: X3TC/AP Station Blueprints
I can hardly suspect developers in laziness, so I probably used some wrong language that got you ticked off. I was trying to say that nobody was interested in implementing a singable script or MD mission to get those blueprints available in vanilla. That does not really imply developers in any way, does it?CBJ wrote:Your implication that this happens as a result of laziness or apathy on the part of the developers is really quite insulting, so I'd appreciate it if you kept those insinuations to yourself in future.
In my projects half-implemented features usually happen because of screwed up planning and lack of design, but of course I must be unique in this
As far as I can see, hq.xml is referenced as the place where to change how fast your stuff is produced while lasers and other wares are added via simple script. I'm actually about to try writing one to test in my game.RoverTX wrote:@ kurush what you links is also a mod, in a matter of fact is mods the same file, the hq types file.
Every company drops volumes of conceptual and embryonic content before the final release of a product. The cutting room floor is part of the development process, and for video games it's filled wall-to-wall.kurush wrote:This is essentially a trademark of our venerable space-sim vendor You think it won't be a pattern for Rebirth?
For Egosoft I imagine it's mostly stability and performance issues caused by X3s aging engine. Rebirth has a new one, so it will likely be much more adaptable.
Admitting you have a problem is the first step in figuring out how to make it worse.
You have a good imagination then I can't imaging how performance concerns would relate to something produced on your HQ. It is not a script running on half of the ships in the game after all. Time constraints are obviously a factor here, but it is amazing how much unpublished stuff you can uncover in X via some hacking. I don't remember finding that much cut content in any other games.KloHunt3r wrote: For Egosoft I imagine it's mostly stability and performance issues caused by X3s aging engine. Rebirth has a new one, so it will likely be much more adaptable.
- ConCorDian
- Posts: 1538
- Joined: Wed, 15. Jun 11, 21:12
Re: X3TC/AP Station Blueprints
does this mean that for someone like yourself (or EGOSOFT as a whole) that this functionality could be added with relative ease? because if that is the case i think you could make a good few people happy with having this brought in.... then of course you would be forgivenCBJ wrote:I just took another look and you're right. Funny thing that because even though I wrote that bit of code myself, I have no memory whatsoever all of having done so! It was nearly 5 years ago though, so perhaps I can be forgiven.
as Kurush has said perhaps wording hasn't been implemented correctly here but overal the point is valid. its true to pretty much the entire Entertainment industry, look at Movies/TV how many hours of work can be put in to bring a show or new special effect etc into fruitation and it be pulled at the last moment.. and in many cases the time required to finnish the job compaired to how much time has already been spent on it can be tiny in comparison, its a shame at times and it does come across as a waste of money (money is time after all) but i do understand that deadlines and so on still have to be met and its not down to just "we cant be arsed finnishing it"CBJ wrote:Developers have deadlines to meet, and sometimes tough decisions have to be made about what features to finish for the final product given the time available. This isn't the only HQ feature that has suffered that fate over the years. Your implication that this happens as a result of laziness or apathy on the part of the developers is really quite insulting, so I'd appreciate it if you kept those insinuations to yourself in future.
Klo is probably right here, dont forget he did not say that this function itself was dropped due to preformance issues, but it still could have been due to stability, lets face it something like a tiny script can crash the game. AND i definatly think he is correct about the cutting room floor point. a lot of game developers will probably remove the functions they did not have complete from the coding entirely... EGOSOFT leave their game open for modding which is great, so a lot of these "unfinnished" parts you speak of being left in is kind of good in that aspect. for someone who understands the coding involved these little parts are kind of gifts..kurush wrote:You have a good imagination then I can't imaging how performance concerns would relate to something produced on your HQ. It is not a script running on half of the ships in the game after all. Time constraints are obviously a factor here, but it is amazing how much unpublished stuff you can uncover in X via some hacking. I don't remember finding that much cut content in any other games.KloHunt3r wrote: For Egosoft I imagine it's mostly stability and performance issues caused by X3s aging engine. Rebirth has a new one, so it will likely be much more adaptable.
i actually find this quite insulting, perhaps i dont know the technical stuff about coding and so on... but the largest part of the population now a days have to work to timescales... pretty much every shop on your local highstreet has similar issues, getting stock from suppliers to their shelves before the demand for it passes... the workers in these stores should understand this, if they dont its more ignorance from the individual than that of understanding. what most people will struggle to grasp at times with games development/software development is how to place any sort of intrinsic value to the work... this is largly due to the fact that the product sits as lines of code rather than a physical entity.SanguineHaze wrote:To be fair, most gamers genuinely do not know how a game goes from Imagination to Physical Copy. Even fewer have been in a situation where they truly understand development timelines. Try not to take it too personally, most people assume that developers have as much time as they want.
Re: X3TC/AP Station Blueprints
As RoverTX explained to us in this thread, this functionality requires both a bit of modding and some scripting (or perhaps MD coding). Because of this modding obstacle, it is unlikely to find its way in vanilla unless Ego decides to spend effort and finish that part, unlikely after so many years. It looks like mods for this are already available though...ConCorDian wrote: does this mean that for someone like yourself (or EGOSOFT as a whole) that this functionality could be added with relative ease? because if that is the case i think you could make a good few people happy with having this brought in.... then of course you would be forgiven