[MOD] Civilian Fleets: Mimicry Extension (v6.05)

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

daBeschi
Posts: 76
Joined: Mon, 28. Jan 19, 14:04
x4

Re: [MOD] Civilian Fleets: Mimicry Extension (v5.03)

Post by daBeschi » Sun, 16. May 21, 11:41

Hello,

There should be no problem. The MOD does not touch the scripts. It only makes the mimic command better.

Greetings

Inty2018
Posts: 5
Joined: Thu, 29. Nov 18, 11:43
x4

Re: [MOD] Civilian Fleets: Mimicry Extension (v5.03)

Post by Inty2018 » Tue, 1. Jun 21, 19:17

Question,
I have a range of mods including VRO and also civilian fleet mimicry + sanity miner + patch for sanity miner.
when i create a fleet the commander stays in the anchor sector and selling it there or in a nearby sector, but the subordinates will start mining there, then sell somewhere and then start mining all over the place in seemingly random sectors.

is this normal behaviour?

Vectorial1024
Posts: 224
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets: Mimicry Extension (v5.03)

Post by Vectorial1024 » Fri, 4. Jun 21, 17:12

Inty2018 wrote:
Tue, 1. Jun 21, 19:17
Question,
I have a range of mods including VRO and also civilian fleet mimicry + sanity miner + patch for sanity miner.
when i create a fleet the commander stays in the anchor sector and selling it there or in a nearby sector, but the subordinates will start mining there, then sell somewhere and then start mining all over the place in seemingly random sectors.

is this normal behaviour?
This *seems* normal? What this mod does is simply to copy the order of the commanding ship to other ships. What actually happens inside those orders, this mod does not know.

However I think I implemented a "handicap" feature where if the subordinates are more skillful than the commander, then the subordinates are allowed to operate so that it is >= commander but < original subordinate. I think it is the average skill level between the two. Check their skill levels.

And, Sanity Sector Miner involves selling ore in neighbouring sectors, so just reading your description, it do seem working just as promised.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
x4

Re: [MOD] Civilian Fleets: Mimicry Extension (v6.04)

Post by docwho83 » Thu, 1. Jun 23, 23:45

Hi. Great Mod. Have really enjoied using it was hoping to have a small request put in. I put it up on the on github.com but figure I would also request it here. As I do not see how to make the change myself in the code to make it do as I want.

I would like the fleet to name it as such 1-9 start with 00 so they line up top to buttom.

then the fleet 10-99 start with 0 again so they stay lined up.

I not having to look for my fleet 10 at the top of my fleet list instead of after 9.
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals

Post Reply

Return to “X4: Foundations - Scripts and Modding”