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

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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! :)
"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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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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UniTrader
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Post by UniTrader » Fri, 24. Feb 17, 06:42

ah, its the command to locate the NPC.. seems i have missed that one since i tested it only when switching personally :oops: you have to pay him a short visit for now, sorry about that.. hope you are still able to walk outside the skunk.
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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Joined: Thu, 29. May 14, 19:03
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Post by Reaperxvii » Sat, 25. Feb 17, 00:45

:oops: I didnt even bother to land! haha!
"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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I3laze
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Post by I3laze » Sat, 29. Apr 17, 20:04

Hi UniTrader, anymore progress been made yet? When will assigning fighters be added?

UniTrader
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Post by UniTrader » Sat, 29. Apr 17, 21:43

not specifically on Fighters, no,

but i am working on the project as whole ;) had a bit of hiatus lately, but thats over now :) next update is a very big one though, especially internally, and i have nothing release-ready yet.. but this update will save me a lot of work in the future when introducing new NPC roles and such 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 ;)

I3laze
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Post by I3laze » Sun, 30. Apr 17, 02:05

Nice to see you back on it. Will we get managers sending any ships for repairs that are assigned to them when they get damaged?

UniTrader
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Post by UniTrader » Sun, 30. Apr 17, 03:50

not by the Manager, since this is responsibility of the Engineer or Captain ;) (Engineer would be more logical, but its easier to implement for the Captain.. )
Manager is planned to get new Ships when he thinks he has too few and his budget is sufficient though - either by transferring Ships not needed by another Station or by ordering from a Shipyard.
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 ;)

I3laze
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Post by I3laze » Sun, 30. Apr 17, 12:38

Nice features, I cannot wait for this to be added. Keep it up :thumb_up:

I3laze
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Post by I3laze » Sun, 30. Apr 17, 16:34

I've not played for a while and i'm confused with 2 folders I have for your mod. One is called UTCommandAndControl-master and the other is called Unitrader-develop but instructions said name the folder Unitrader instead. Am I only to have one of the folders in the extensions or both?

I'm pretty sure I downloaded the Unitrader-develop yesterday but I cannot find it on here now to look at the instructions. unless I'm being bind lol.

UniTrader
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Post by UniTrader » Sun, 30. Apr 17, 21:19

to be honest the github repo is a bit messy atm. the linked -master Version is the one i have released which contains everything in one mod,
the -development*** tree is my current development Version i am working on.
There are some drastic differences in the internal file structures because for the next Version i want to be able to do partial releases of new Functions so i am seperating everything in Modules (in addition to adding new functionality) so its basically multiple packages which can be combined as wanted - but this branch isnt really stable or in parts even working currently. so please use -master Version for now ;)
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 ;)

I3laze
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Post by I3laze » Sun, 30. Apr 17, 22:00

Ok I'll remove the -develop folder. I tried setting up a ship to use it but is just sits there. maybe I just configured it wrong.

I3laze
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Post by I3laze » Thu, 4. May 17, 23:29

Can you not remote call managers to convert to Convert to UT CAC ?
The only way I can get it to work is by face to face. A while back I thought I did it remotely. Sorry if the answer is already in the thread. I did skim over to see if that is the case.

UniTrader
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Post by UniTrader » Fri, 5. May 17, 00:35

yep, currently remote only. EGO now uses the Dialogue Slot i had used before for that. will be fixed in the next Version where the Conversion is implemented as alternative Hiring Option instead of converting already-employees (and also the NPC type wont matter anymore because any of these employees can be convered to any non-specialist Job ;) the Skills will likely not be suited for another Job, but Skill levelling is implemented so it will get better over time ;)
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 ;)

I3laze
Posts: 78
Joined: Tue, 13. Oct 15, 11:52
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Post by I3laze » Fri, 5. May 17, 17:33

Ah ok, I was wondering if it was a mod conflict causing it.

Any ETA on next update? :wink:

I3laze
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Post by I3laze » Fri, 5. May 17, 22:30

I apologise for being a nuisance but I have another question/request feature.
How difficult would it be to have some kind of drone restock option for the trade ships? The stations have the option to restock drones automatically when they fall below a set limit. It would be nice for trade ships to have this feature to so that when they lose construction drones and attack drones after being attacked they automatically restock after they have finished their priority job.

Thoughts?

UniTrader
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Post by UniTrader » Tue, 9. May 17, 02:17

How difficult would it be to have some kind of drone restock option for the trade ships? The stations have the option to restock drones automatically when they fall below a set limit. It would be nice for trade ships to have this feature to so that when they lose construction drones and attack drones after being attacked they automatically restock after they have finished their priority job.
it is already present ;) just not configurable (drone amounts are calculated from the Ship Size Class, Purpose Class, already present Drones and the available Drone Slots). but i want to rewrite the drone amount calculation (and possibly make it more configurable) because its messy and i am not really satisfied with it - it just barely works good enough to be used imo..

also sorry for late reply, but wanted to be sure a problem with the Nav Scripts is fixed before checking what i have to do till this is useable again ;) (had to break some things for modularisation and change of dialogue handling)
my estimae for finishing next version would be 2-3 weeks, but its very rare for me to get this right... stuff i still need to do is:

=> Implement Personal Transfer and Handovers completely
=> get Captain and Manager Function working again when setting things up
=> Cleanup

and if possible there are also some things i want to do in the next Version, but these might gett postponed:

=> Rework Skill Levelling (currently based solely on Wage paid, will be bound to stuff speific to the Skill)
=> Implement more direct Orders and add Player Subordinate Script
=> rewrite Drone Restock behavior (it is already implemented, but i wasnt really satisfied with it because drone amount calculation got messy)
=> Fix Column Widths in custom Menus properly
=> Check if a Station as Range Setting works properly (implemented but untested)
=> Transfer Order for Employees so they can stay Standby on CVs and SYs to man the next Ship/Station built immediately upon completion
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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