[MOD] Galaxy Station Range v1.4 (update 27th Feb '16)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
[MOD] Galaxy Station Range v1.4 (update 27th Feb '16)
Galaxy Station Range v1.4
===================
1.4
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Fixed for 4.0 release.
Now on steam or non steam here https://www.dropbox.com/s/0ll867zqa609u ... 4.zip?dl=0
Due to user error (mine) the mod no longer has same steam id. Please see Steam description for how to fix between versions.
1.3.6
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Updated with lua from 4.0 beta and added functionality to assign subordinate range to Architects. In vanilla a trade ship assigned to an architect can only trade in sector, but no feedback is given for this potentially leaving the trader wandering uselessly around. For now they can trade up to Galaxy range without needing the station to build the radar dish. Feedback on this welcomed.
Architect range is set in the same way as managers; Ship details > Architect Details > change range.
This version will not go up on steam until 4.0 is released - see d/l link at bottom of this post.
6th Mar update - 3.50b3 compatibility from Phipz
v1.3.5
-------
Phipz/Chudnofsky has patched the mod to work with 3.20 and 3.50 beta. Thanks and hugs to Phipz
Small update bypassing a decompilation error in the vanilla lua, final ui lockup should now be gone. The trade queue is no longer shown in the captain details, but displays normally in ship details.
v1.3
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Updated for XR v3.10
UI Lockups appear to be fixed, please let me know if you find otherwise.
v1.2
------
Redone for XR 2.50. Players not signed up for public will not receive this update until ES push 2.50 to main version
v1.1 bugfix
-------------
Fixed an error in ui file replacement, should be working correctly from Workshop now.
What is it?
------------
A mod with modified detail monitor file to allow station managers subordinate traders to work galaxy wide if the station has its radar dish built. Miners are unaffected, remaining at cluster range with cluster or galaxy set and Architects operate as usual.
Uninstall
----------
Make sure any managers are trading at cluster range maximum and uninstall mod. I take no responsibility for crashing games or burning architects if you try removing it with galaxy range set. I have no idea what will happen
Download
-----------
Steam workshop (v1.3.5 for XR 3.61)
1.3.6 for XR4.0 beta here : https://www.dropbox.com/s/yu1u9twrr3jjc ... e.zip?dl=0
===================
1.4
----
Fixed for 4.0 release.
Now on steam or non steam here https://www.dropbox.com/s/0ll867zqa609u ... 4.zip?dl=0
Due to user error (mine) the mod no longer has same steam id. Please see Steam description for how to fix between versions.
1.3.6
------
Updated with lua from 4.0 beta and added functionality to assign subordinate range to Architects. In vanilla a trade ship assigned to an architect can only trade in sector, but no feedback is given for this potentially leaving the trader wandering uselessly around. For now they can trade up to Galaxy range without needing the station to build the radar dish. Feedback on this welcomed.
Architect range is set in the same way as managers; Ship details > Architect Details > change range.
This version will not go up on steam until 4.0 is released - see d/l link at bottom of this post.
6th Mar update - 3.50b3 compatibility from Phipz
v1.3.5
-------
Phipz/Chudnofsky has patched the mod to work with 3.20 and 3.50 beta. Thanks and hugs to Phipz
Small update bypassing a decompilation error in the vanilla lua, final ui lockup should now be gone. The trade queue is no longer shown in the captain details, but displays normally in ship details.
v1.3
------
Updated for XR v3.10
UI Lockups appear to be fixed, please let me know if you find otherwise.
v1.2
------
Redone for XR 2.50. Players not signed up for public will not receive this update until ES push 2.50 to main version
v1.1 bugfix
-------------
Fixed an error in ui file replacement, should be working correctly from Workshop now.
What is it?
------------
A mod with modified detail monitor file to allow station managers subordinate traders to work galaxy wide if the station has its radar dish built. Miners are unaffected, remaining at cluster range with cluster or galaxy set and Architects operate as usual.
Uninstall
----------
Make sure any managers are trading at cluster range maximum and uninstall mod. I take no responsibility for crashing games or burning architects if you try removing it with galaxy range set. I have no idea what will happen
Download
-----------
Steam workshop (v1.3.5 for XR 3.61)
1.3.6 for XR4.0 beta here : https://www.dropbox.com/s/yu1u9twrr3jjc ... e.zip?dl=0
Last edited by YorrickVander on Sat, 27. Feb 16, 15:36, edited 14 times in total.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Ponders if I need this at the moment....
Hmmm, pictures my Rahanas captains trying to get out of Lost Colony..
Ohhh Nooooo, can't have my poor nearly defenseless captains getting clobbered by all those big nasty ships on other side of jump gate..
Methinks I wait till I can replace my Rahanas with Titurels..
Thanks anyway Yorrick
Hmmm, pictures my Rahanas captains trying to get out of Lost Colony..
Ohhh Nooooo, can't have my poor nearly defenseless captains getting clobbered by all those big nasty ships on other side of jump gate..
Methinks I wait till I can replace my Rahanas with Titurels..
Thanks anyway Yorrick
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.
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
just a question... when galaxy wide is selected, do ships go everywhere? Even maelstrom?
If yes, is there any way to be sure they don't get doomed by some xenons without warnings? I never (except in logbook) have infos on my ships being attacked... would be great to be informed before they blow...
Thanks
If yes, is there any way to be sure they don't get doomed by some xenons without warnings? I never (except in logbook) have infos on my ships being attacked... would be great to be informed before they blow...
Thanks
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59