[Mod] UT CaC v0.20 ( Old Name: Not Another Trader ) - Architect integrated

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UniTrader
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Post by UniTrader » Fri, 27. May 16, 01:50

i just released a new version about a week ago (which was developed and tested under 4.0)

using said mods shouldnt make any problems - the only possibe mod-conflicts with this project are menu slot incompatibilities which are easy to resolve - everything else is completely independent from the vanilla game. (iirc AutoTrain should still affect Personla running my Scripts, but i also have some levelling feature - i think autotrain was faster though so mine wont trigger at all)
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 ;)

UniTrader
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Post by UniTrader » Sun, 19. Jun 16, 19:33

just merged a few minor fixes for a few issues i noticed when testing the next Proper Version:
=> Random small ships were recognized as valid Target to send CV-Storage employees to
=> Managers automatically Transferred from CVs would not accept new Subordinates (please re-assign them)
=> fixed a few other minor issues with a few Variables related to the Range Waypoints
=> updated Name in content.xml
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 ;)

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Post by UniTrader » Thu, 21. Jul 16, 17:23

my Development Version is currently quite stable, but most stuff i did lately were no real new Features, but more Internal changes and perperations for other Stuff:
=> Split the whole Project into smaller Pieces which can be used mostly independently (except for a few parts which contain core functions everyone else depends on)
=> Finished the Framework for Ships "following" each other (NOTE: only the Framework for it - there is no actual Follow or Escort Order yet, but the functionality these will depend on works to a satisfying degree)
=> to complement the above i also added my own Parking Procedures to complement the Follow-Order Framewor above, which probably works better than EGOs parking queue i think (i have a log where the Game ran for almost 48 hours and i dont have a single Entry that any Ship in the whole Universe was actually waiting for a Docking Port)

that is about everything i worked on since the last update, and i wonder if i should make a proper next Version from that or if i should add some more noteworthy features first ^^
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 ;)

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ezra-r
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Post by ezra-r » Fri, 22. Jul 16, 14:49

Looks awesome!

I have an ignorant question though:

is it possible to just disable vanilla manager and architect behaviour by default to just have your script functionality?

By the description I can already see I want it better than vanilla behaviour.

UniTrader
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Post by UniTrader » Fri, 22. Jul 16, 14:57

this is something i planned to do following the modularisation because it would depend on it ;)
(i dont want to replace the default Manager for everyone without choice because there are still some functions i havent implemented yet, for example fleeing or custom Nav Scripts for small Ships, but both are planned for the near future)

my plan is to offer seperate Trigger/Convert Modules which add the conversion Options to NPCs (or even do that on default) - nothing done in that direction yet though, except maybe putting all current Convert-Options into a seperate Module..
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 ;)

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Post by Ojump » Mon, 29. Aug 16, 13:23

Hi UniTrader,

I currently have some oddity which, i think, come from UT CaC as you have modified the refuel handling from what I read ( for information, I use the mod with CWIR and Yat )

Some of my freighters are able to carry Fuel cells in their cargo bay (Lepton).
The "problem" appear when my freighters using Yat wants to refuel :
- They automatically refuel completely including "fuel bay" AND "cargo bay", Consequently, they become completely full and cannot carry anymore goods.

Do you think this could come from the modification that you have performed in your scripts ?

UniTrader
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Post by UniTrader » Mon, 29. Aug 16, 17:00

yep, i am responsible... sorry about that, made sense to me to make Energy Cargo a combined Storage for Fuel and regular Energy to make Logistics easier, but it seems i didnt look long enough for Sideeffects ingame.. or in the behavior of other mods in case of such a change :oops:
if you dont want this change just delete the Assets Folder from my Mod - this is the only change currently done there..

also this will be a more obvious choice in the next Version since i am splitting this Project in a Dozen Packages (most of them will be Core functionality of this Mod, and some are optional changes to Game Rules, like the Combination of Energy and Fuel Storage for Energy-Only Freighters)
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 ;)

UniTrader
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Post by UniTrader » Mon, 29. Aug 16, 18:28

Just for info: i am currently working on an bigger Update where i add a bunch new functionality and also seperate essential and non-essential parts of this Project into diffrent Mods - and i confirmed that this Optional Mod greatly improves Ship Behavior if they turn high up or down because it removes their usual Angular Limitations. Since its a non-essential part to improve general Behavior i am hereby releasing it as seperate Optional Mod for now.

https://www.dropbox.com/s/junfqsjl8nfxc ... on.7z?dl=1
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 ;)

Ojump
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Post by Ojump » Tue, 30. Aug 16, 05:31

UniTrader wrote:yep, i am responsible... sorry about that, made sense to me to make Energy Cargo a combined Storage for Fuel and regular Energy to make Logistics easier, but it seems i didnt look long enough for Sideeffects ingame.. or in the behavior of other mods in case of such a change :oops:
if you dont want this change just delete the Assets Folder from my Mod - this is the only change currently done there..

also this will be a more obvious choice in the next Version since i am splitting this Project in a Dozen Packages (most of them will be Core functionality of this Mod, and some are optional changes to Game Rules, like the Combination of Energy and Fuel Storage for Energy-Only Freighters)
Ok, thanks for the feedback, I will give it a try :wink:

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Post by Gabeux » Sat, 29. Oct 16, 02:08

Whoops. I ended up taking a break from X:R and came back now to finally play with the 4.0 and HoL. Having a blast. :D

UniTrader, if I get it correctly..there's no way to convert already-deployed CVs into CaCs? I wanted to at least make use of the extension queue feature and other features to minimize micromanagement.

My version is 0.20 though. I'll get the current one from github.

UniTrader
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Post by UniTrader » Sat, 29. Oct 16, 03:30

just checked the code - and noticed this case is not covered yet. but it might work to just re-deploy the CV to the same Station again (this reminds me that i didnt test this feaure yet :S but it should work)
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 ;)

CommanderTM
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Post by CommanderTM » Tue, 8. Nov 16, 08:24

Wow, what a mod! Just found it and i am amazed what you are trying to achieve here and what you already have.

Thinking about using it but... how save game friendly the mod is with mod updates? I am planning a longer play that i started about 20 play hours ago and would not want to screw it up mid-game :)

But the changes you are trying to do here are just awesome! Thank you very much for the time you have put into this!

Also, im a big fan of MCT mod, is it comatible with it?
https://steamcommunity.com/sharedfiles/ ... =478790162

Also... I once suggested this in mod advent thread and i am wondering what are your plans in this area?
CommanderTM wrote: Most tedious task for me now is to hunt down crew for ships.
My request would be new kind of trader - who trades crew. There could be many variants of, for example, engineer. Random skilled (lowest priced), good skilled (random around 3-5 stars), best killed (all 5 stars, highly priced). Maybe even some salvage packages - captain, engineer and defence officer all as a single "product" with 5% of discount.

The trader should obviously take a cut that increases prices of crew significantly, even random starred ones and especially high skilled crew. 5 stars could be a million/person. They could be transported via shuttle/pod.

UniTrader
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Post by UniTrader » Tue, 8. Nov 16, 11:40

Regarding compatibility it is generally compatible with any mod and will also be safe to use with future patches - at least in the sense that other mods/patches will not interfere with my mod and my mod wont interfere with other mods/patches*. but my mod will not use any functions added by other mods/patches unless i implement them myself (for example some kind of new travel technology)
Reson behind this is that i use my own scripts (written from scratch) for almost everything.
there is only one small incompatibility possible - the dialogue choice for conversion could be overridden by a patch/mod, but this is easily fixable and you only need it once per architect/manager


Regarding the Crew stuff my current dev version adds full crew to Ships, though they will have average skill at best (like they were just hired). But my plans are that it is better if they suck initially, because they will improve over time (or better when their wages are paid) and i am planning on giving them Job-related special abilities on every other level/skill-up (things like fast docking or instant emergency repairs) - when you give my script fully levelled crew (or cheat the skills) they wont get these abilities (like people who learned their job only through school, not through practice - in theory they have the knowledge, but they are lacking experience)



*ok, some minor things like the energy/fuel unification may have sideeffects, but that one will soon be entirely optional
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 ;)

CommanderTM
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Post by CommanderTM » Tue, 8. Nov 16, 11:58

UniTrader wrote:Regarding compatibility it is generally compatible with any mod and will also be safe to use with future patches - at least in the sense that other mods/patches will not interfere with my mod and my mod wont interfere with other mods/patches*. but my mod will not use any functions added by other mods/patches unless i implement them myself (for example some kind of new travel technology)
Reson behind this is that i use my own scripts (written from scratch) for almost everything.
there is only one small incompatibility possible - the dialogue choice for conversion could be overridden by a patch/mod, but this is easily fixable and you only need it once per architect/manager


Regarding the Crew stuff my current dev version adds full crew to Ships, though they will have average skill at best (like they were just hired). But my plans are that it is better if they suck initially, because they will improve over time (or better when their wages are paid) and i am planning on giving them Job-related special abilities on every other level/skill-up (things like fast docking or instant emergency repairs) - when you give my script fully levelled crew (or cheat the skills) they wont get these abilities (like people who learned their job only through school, not through practice - in theory they have the knowledge, but they are lacking experience)



*ok, some minor things like the energy/fuel unification may have sideeffects, but that one will soon be entirely optional
Thanks for the info. What do you mean by side effects? Relating to other mods? Save game?

UniTrader
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Post by UniTrader » Tue, 8. Nov 16, 12:28

well, scripts may usually expect that fuel has its dedicated cargo only (which cannt be used by anything else) - making energy storage also compatible with fuel may lead to over-aggresive buying of it, because it may simply fill to the max. i personally didnt observe this, but i also didnt pay attention to it. its on my todo-list to look into this for vanilla scripts in the next version, but since i am at an advanced stage of my dev version it may take a bit (functionally its about 75% complete, but not ready for release yet)


deleting the aforementoined folder will also prevent possible issues by reverting that change. My managed Ships are able to get fuel from somewhere diffrent than their homebase, though the home is preffered if possible.
since i dont patch any macros the change probably affects only newly built/spawned ships, and these will keep the change when its removed. could also affect all ships while the change is in effect, and automatically reverted when removed, i didnt check this yet. anyway, it wont corrupt savegames.
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 ;)

CommanderTM
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Post by CommanderTM » Tue, 8. Nov 16, 13:36

Thanks for the info. If it is 75% complete then maybe it is worth waiting the first stable release :) Any approximate ETA? But i probably cant wait that long and try it out sooner.

And thank you for the time you put into this. The mod sounds amazing.

UniTrader
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Post by UniTrader » Wed, 28. Dec 16, 20:25

ok, got another Part of this Project integrated in Vanilla - the integration in the Vanilla Scripts is untested atm, but i am too busy to debug my other stuff to test currently. also the Hook is extremely small, so i dont expect any bugs with it itself. Also it is not tested with the Mod released in the first Post since i have added several dozen Features since this was published (and I also started modularizing it) - either not use it simultaneously, or remove duplicate Files from the original mod.

Basically its an Improved Version of my Global Movement Replacement - it now also adds my Follow Signalling to the vanilla move.follow so big Ships should follow their Leader in a more timely fashion. i am mostly publishing this to receive Feedback, so make sure to reply here when you have seen it working ^^

DL-Link (Note: there are 3 mods contained within because i am modularizing my mod - these are the necesary modules to get the follow singalling for vanilla scripts to work)
https://www.dropbox.com/s/mi7zcj35xjg6g ... nt.7z?dl=0
also everything is WiP, quite possible i have to add some more functionality before i can release the next Version of my Manager Script - well, at this point its not only about the manager anymore..



@CommanderTM
sorry, overlooked your last post, just saw it now: no ETA because i have no idea how much i still have to add till the functions i currently work on somehow feel complete so i can focus on ceanup for release. somehow something new always pops up when integrating Fight Ships and DOs properly (and i also notice and fix a huge load of Bugs in the existing stuff..)
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 ;)

Reaperxvii
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Post by Reaperxvii » Thu, 23. Feb 17, 07:16

Hey Uni :)

So after a long break from x-rebirth I decided to give it another go and I'm running into an issue with your mod, I'm not getting the option to convert a manager to a UaC manager.

I run quite I few mods but to my knowledge none change stations or station managers, except maybe CWIR?

Thank you in advance for the help! :)
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UniTrader
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Post by UniTrader » Thu, 23. Feb 17, 16:28

if the top-level option number 1 of the Manager is used by something else quite likely. if it is can you tell me what option it is and if you can deactivate the related mod temporarily?
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 ;)

Reaperxvii
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Post by Reaperxvii » Fri, 24. Feb 17, 03:03

Heres a screenshot of all the orders I get while the mod is enabled, you do just call the trade manager and its supposed to be option 1 correct?

https://gyazo.com/9eab21e13c230b1dcdb414562162bfb1
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

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