My First Mod: Pirate Variety
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- Posts: 33
- Joined: Wed, 2. Dec 20, 16:35
My First Mod: Pirate Variety
I got bored after I became friends with every sensible faction (including PMC). Bored with hunting down yet another empty Rahanas Bulk&Liquid (or was it Container&Energy, htere are so many options to choose from). Or Sahanar after Sahanar. Booooooring! And all empty. Those pirates have nothing better to do than cruising in their middle of the road vessels, apparently.
So here they come in the Scaldisses, Fedhelms, Vultures and whatever they can lay their dirty hands on. Many are filled with illicit cargo, guns & ammo, or just random stuff they nicked somewhere. At last it pays to hunt pirates.
https://steamcommunity.com/sharedfiles/ ... 2407579236
It was quite a lot of fun to make this, aside from the mess Egosoft has made from cargo loading into spawning ships. That took a few tries and some verbal abuse.
I am thinking of two directions to get this further: make a game start as bounty hunter and add support for extra ships. The latter is difficult because most ship packs seem either not my taste (same ships with more guns), make changes to the same files I use, often in a pretty brutal way, or just contain one ship. Is there a pack that gives you quite a few new designs, preferably traders, and doesn't do anything else?
So here they come in the Scaldisses, Fedhelms, Vultures and whatever they can lay their dirty hands on. Many are filled with illicit cargo, guns & ammo, or just random stuff they nicked somewhere. At last it pays to hunt pirates.
https://steamcommunity.com/sharedfiles/ ... 2407579236
It was quite a lot of fun to make this, aside from the mess Egosoft has made from cargo loading into spawning ships. That took a few tries and some verbal abuse.
I am thinking of two directions to get this further: make a game start as bounty hunter and add support for extra ships. The latter is difficult because most ship packs seem either not my taste (same ships with more guns), make changes to the same files I use, often in a pretty brutal way, or just contain one ship. Is there a pack that gives you quite a few new designs, preferably traders, and doesn't do anything else?
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- Posts: 1294
- Joined: Mon, 26. Jan 15, 19:55
Re: My First Mod: Pirate Variety
Awesome, I hope to try this! Lost Sectors looks like it adds some pretty awesome new ships, but it probably goes way beyond the limited additions you want. That's another I hope to try soon, though, and it seems like it could be cool with your mod. Thanks for modding for XR!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
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- Posts: 33
- Joined: Wed, 2. Dec 20, 16:35
Re: My First Mod: Pirate Variety
I wanna give Lost Sectors a go as well. Perhaps I can do some dealin' and wheelin' with its maker...
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- Joined: Wed, 2. Dec 15, 13:15
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- Posts: 33
- Joined: Wed, 2. Dec 20, 16:35
Re: My First Mod: Pirate Variety
I'll have a look if I can make something that fits your mod. But first I want to play a bit around in it.
Just to judge its potential beforehand: do you have new types of traders in it?
Just to judge its potential beforehand: do you have new types of traders in it?
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- Posts: 259
- Joined: Wed, 2. Dec 15, 13:15
Re: My First Mod: Pirate Variety
It's bunch of new l and xl trade ships + specific pirate warships with cargo bay.
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- Posts: 33
- Joined: Wed, 2. Dec 20, 16:35
Re: My First Mod: Pirate Variety
Nice!
I did take a quick peek into your xml-files, and it seems shipgroups conflicts a lot with my mod, but that's to be expected. I learned one thing from my cargo adventures, by the way.
This doesn't work at all in ships.xml, even though it's used everywhere
You need to do this:
or this:
Without onjobrespawn you will get no wares whatsoever and the baskets have to be referenced inside the wares element.
It seems you can override the cargo in jobs.xml (and it's done now and then, so watch out), but I don't see a good reason to do so.
I did take a quick peek into your xml-files, and it seems shipgroups conflicts a lot with my mod, but that's to be expected. I learned one thing from my cargo adventures, by the way.
This doesn't work at all in ships.xml, even though it's used everywhere
Code: Select all
<basket basket="energy"/>
<cargo>
<wares multiple="false" chance="70">
<fillpercent min="40" max="90"/>
</wares>
</cargo>
Code: Select all
<cargo>
<wares basket="energy" onjobrespawn="true" multiple="false" chance="70">
<fillpercent min="40" max="90"/>
</wares>
</cargo>
Code: Select all
<cargo>
<wares list="[antimattercells,energycells,ioncells,plasmacells]" onjobrespawn="true" multiple="false" chance="70">
<fillpercent min="40" max="90"/>
</wares>
</cargo>
It seems you can override the cargo in jobs.xml (and it's done now and then, so watch out), but I don't see a good reason to do so.
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- Posts: 33
- Joined: Wed, 2. Dec 20, 16:35
Re: My First Mod: Pirate Variety
I just updated the mod.
* I added a gamestart "Pirate Hunter", in which you start in Albion being friendly with PMC, their police licence and *tada* 1 Credit. You do get some gear and a decent boarding squad (Cap, DO, Engineer, MO and 15 each of the 3 types of marines). I made sure that your personnel isn't crap.
* Small ships are more varied now and make use of most of the small fighters available. There is even a tiny chance that you will encounter a Golem or Moebius.
* M ships are less varied now (I trashed the energy transports), but may carry cargo. I managed to capture one that was full of narcotics, which was nice.
I am testing a version now that is an add-on to Marvin Martians Some Ships, which is almost ready to go.
* I added a gamestart "Pirate Hunter", in which you start in Albion being friendly with PMC, their police licence and *tada* 1 Credit. You do get some gear and a decent boarding squad (Cap, DO, Engineer, MO and 15 each of the 3 types of marines). I made sure that your personnel isn't crap.
* Small ships are more varied now and make use of most of the small fighters available. There is even a tiny chance that you will encounter a Golem or Moebius.
* M ships are less varied now (I trashed the energy transports), but may carry cargo. I managed to capture one that was full of narcotics, which was nice.
I am testing a version now that is an add-on to Marvin Martians Some Ships, which is almost ready to go.