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    Thread: Help Modding Player Shipyard Build Times

    1. #1
      TXU New Member Calvin Hobbes's Avatar
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      Default Help Modding Player Shipyard Build Times

      OK, so I've come back to XTC after some time away and I've been banging my way thru the plots as they come up. I'm about a week in and I think I might be buying a shipyard soon. But as I recall, the player-owned shipyards produce ships very slowly (faster than 'reality', but our pilots don't sleep, either). I'd like to speed up the process (w/o changing the resource costs). I realize that's one way to spin credits quickly, but I'd not be doing it for profit, but instead for fleet-building.

      I've poked around thru the forums and via google, and have found the Hacked Player HQ thread, as well as a couple others that were similar. I have the scripting language from those, but I can't quite seem to get the results I'm looking for.

      First, I used the X3 Resource Editor to open up all the cats and look for the HQ xml file (I found at least 3, if memory serves, in 3 diff cat files). I tried editing in the last one (Cat 13, IIRC, after backing up), but the production times remained the same. So I created a cat 17 and added it to the main game directory. That was *spectacularly* unsuccessful. (Thanks, Integrity Check!) : )

      So I decided to try adding that cat as a mod and creating a "mods" folder in the directory, then selecting it on the game launch screen. Integrity checked out OK, but when I cheat in a TL and load a "Federal Argon Shipyard" in it (as opposed to the "Argon Federal Argon Shipyard, which give you the station, but no access to the shipyard control centre, so you can't build anything in it), and then deploy it normally from the TL, the Leviathan blueprint I earned from the Argon still takes a week+ to build. Which tells me the game's still not reading my edited hq.xml script.

      Thus, I turn to those more capable than I to crack the nut. Where is my chair-to-keyboard interface problem?

      BTW, here's the code in the HQ xml file:

      <?xml version="1.0" encoding="iso-8859-1" ?>
      <headquarters>
      <upgrades>
      <!--
      <upgrade index="0" typename="SS_DOCK_P_HQ" storage="500000">
      <blueprints>
      <blueprint typename="SS_SH_A_M4" />
      </blueprints>
      <production time="100" money="100" resources="100">
      <factor class="ship" value="1" />
      </production>
      <repair time="100" money="100" resources="100"> If I understand the syntax, all this between the <!-- and -->
      <factor class="ship" value="2" /> Is commented out
      <factor class="hq" value="2" />
      </repair>
      <reverse time="100" money="0" resources="0">
      <factor class="ship" value="1" />
      </reverse>
      <recycle time="100" money="0" resources="80">
      <factor class="ship" value="1" />
      </recycle>
      </upgrade>
      -->
      <upgrade index="0" typename="SS_DOCK_P_HQ" storage="5000000">
      </upgrade>

      <upgrade index="1" typename="SS_DOCK_P_ST" storage="5000000">
      </upgrade>

      <upgrade index="2" typename="SS_DOCK_A_SHIP_BIG" storage="20000000">
      </upgrade>

      <upgrade index="3" typename="SS_DOCK_A_SHIP_SMALL" storage="5000000">
      </upgrade>

      <upgrade index="4" typename="SS_DOCK_B_SHIP_BIG" storage="20000000">
      </upgrade>

      <upgrade index="5" typename="SS_DOCK_B_SHIP_SMALL" storage="5000000">
      </upgrade>

      <upgrade index="6" typename="SS_DOCK_P_SHIP_BIG" storage="20000000">
      </upgrade>

      <upgrade index="7" typename="SS_DOCK_P_SHIP_SMALL" storage="5000000">
      </upgrade>

      <upgrade index="8" typename="SS_DOCK_S_SHIP_BIG" storage="20000000">
      </upgrade>

      <upgrade index="9" typename="SS_DOCK_S_SHIP_SMALL" storage="5000000">
      </upgrade>

      <upgrade index="10" typename="SS_DOCK_T_SHIP_BIG" storage="200000000">
      </upgrade>

      <upgrade index="11" typename="SS_DOCK_T_SHIP_SMALL" storage="5000000">
      </upgrade>

      <upgrade index="12" typename="SS_DOCK_TR_SHIP_BIG" storage="20000000">
      </upgrade>

      <upgrade index="13" typename="SS_DOCK_TR_SHIP_SMALL" storage="5000000">
      </upgrade>

      </upgrades>
      <resources>
      <!-- Time (uses the SETA upgrade as the typename!) -->
      <resource typename="SS_WARE_TECH231">
      <factor class="m5" value="100000" primary="1" />
      <factor class="m4" value="125000" primary="1" /> If I understand the Hacked HQ thread, if I make the
      <factor class="m3" value="166666" primary="1" /> numbers after "value=XXXXX" bigger, that shortens
      <factor class="freighter" value="500000" primary="1" /> the build time (which seems counter-intuitive, but
      <factor class="bigship" value="2500000" primary="1" /> what do I know!)
      <factor class="hq" value="2500000" primary="1" />
      </resource>
      <!-- Money -->
      <resource typename="SS_WARE_CREDITS">
      <factor value="3" primary="1"/>
      </resource>
      <!-- Energy Cells -->
      <resource typename="SS_WARE_ENERGY">
      <factor value="885" primary="1" />
      </resource>
      <!-- Ore -->
      <resource typename="SS_WARE_ORE">
      <factor value="21250" primary="1" />
      </resource>
      <!-- Silicon -->
      <resource typename="SS_WARE_SILICON">
      <factor value="28333" primary="1" />
      </resource>
      <!-- Nividium -->
      <resource typename="SS_WARE_NIVIDIUM2">
      <factor racemask="khaak" value="170000" primary="1" />
      </resource>
      <!-- Cloth Rimes -->
      <resource typename="SS_WARE_F217">
      <factor value="85000" />
      </resource>
      <!-- Rastar Oil -->
      <resource typename="SS_WARE_F238" >
      <factor value="42500" />
      </resource>
      <!-- Teladianium -->
      <resource typename="SS_WARE_R255">
      <factor value="28333" primary="1" />
      </resource>
      <!-- Crystals -->
      <resource typename="SS_WARE_TECH205">
      <factor value="85000" primary="1" />
      </resource>
      <!-- Quantum Tubes -->
      <resource typename="SS_WARE_TECH206">
      <factor value="85000" />
      </resource>
      <!-- Microchips -->
      <resource typename="SS_WARE_TECH207">
      <factor value="42500" />
      </resource>
      <!-- Computer Components -->
      <resource typename="SS_WARE_TECH208">
      <factor value="85000" />
      </resource>

      <!-- Xenon -->
      <resource typename="SS_WARE_XENON_SP">
      <factor racemask="xenon" value="250000" primary="1" />
      </resource>

      <!-- Corporate / Faction Ships -->
      <resource typename="SS_WARE_CEQUIPMENT">
      <factor racemask="friendly" value="250000" primary="1" />
      </resource>

      <!-- Disabled / Special Ships -->
      <resource typename="SS_WARE_ARTEFACTS">
      <factor racemask="neutral" value="250000" primary="1" />
      </resource>
      </resources>
      </headquarters>


    2. #2
      TXU New Member Liamis's Avatar
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      Default

      I know it is a little bit late. If you are still on it, open up the script editor in game. Look for the script plugin.XTC.POSY.Produce.ship.xml. The ones containing POSY are responsible for the Player Owned ShipYards. In that script you will find a line like this

      $ship.hull.max = $ship -> get max hull
      $ship.hull = $ship -> get hull
      $ship.hull.diff = $ship.hull.max - $ship.hull
      $ship.hull.second = $ship.hull.diff / $time

      The hull of the ship determines the ships buldingtime.


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