[SCRIPT/MOD] Ware Blueprint Manager 2.1 - Blueprint any ware at PHQ, upgrade PHQ

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lordmuck
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Post by lordmuck » Tue, 11. May 10, 16:22

Um, I went to RE-Aran it said 11 hours , can you make this faster and is the build time gonna be 11hrs too? dont want the costs to change just faster times but nothing exaggerated if the aran was set to 6 hours and in ratio to this the other ship timers decreased accordingly could you do this ? say a 50% decrease in build / Re / and the other command to take the materials off the ships (totally forgot the command name).

anyway thanks again for keeping active on your mod

myshkin
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x3tc

Post by myshkin » Tue, 11. May 10, 18:58

11 hours to RE an aran sounds about right for the 10% flavour of WBM. Bear in mind the aran is one of the most costly ships in the game, worth around 110m credits?

RE times are based on price as far as i'm aware, the more expensive a ship or ware, the longer it takes to RE/produce. :)

Oh worth mentioning, typically production times are half of RE times, so an 11 hour RE will mean 5.5 hours to produce. One might argue that 5.5 hours to build an enormous Aran is quite reasonable, hehe.

If you really want to drop those times to 5.5 hours RE and 2.75 hours production, go to your x3tc install folder, then edit \types\hq.xml on lines 8 and 19 so that time="10" becomes time="5". That'll reduce all ship and ware RE/production times by half for the 10% flavour of WBM.

alternatively if you only want to halve the times for the aran, i'm pretty sure you only need edit line 33, the gonership line, so that value="16666" becomes value="33333" (that's 33,333 without the comma).

In either case, after editing and saving hq.xml you'll need to perform an in-game HQ upgrade with the WBM menu.
Last edited by myshkin on Tue, 11. May 10, 19:29, edited 1 time in total.

lordmuck
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Post by lordmuck » Tue, 11. May 10, 19:27

myshkin wrote:11 hours to RE an aran sounds about right for the 10% flavour of WBM. Bear in mind the aran is one of the most costly ships in the game, worth around 110m credits?

RE times are based on price as far as i'm aware, the more expensive a ship or ware, the longer it takes to RE/produce. :)

Oh worth mentioning, typically production times are half of RE times, so an 11 hour RE will mean 5.5 hours to produce. One might argue that 5.5 hours to build an enormous Aran is quite reasonable, hehe.

Ok fair enough, thanks again. and thanks for the ability to make boarding pods at the PHQ

myshkin
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Post by myshkin » Tue, 11. May 10, 19:33

lordmuck wrote: Ok fair enough, thanks again. and thanks for the ability to make boarding pods at the PHQ

I edited my post above in case you really need to reduce the times, i'm just wary of making this an unreasonably cheat-ish script. :)

Oh and i agree on the boarding pods thing, the most produced item at my HQ, and it saves sending a TS around the universe scrounging them up, hehe.

lordmuck
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Post by lordmuck » Tue, 11. May 10, 22:04

I see. No I wouldnt want it to feel cheatish too so I shall leave it as it is. Thanks again

lordmuck
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Post by lordmuck » Wed, 12. May 10, 23:54

Dude, I was thinking of creating a complex to support fleet building. As you have decreased times and through some scripts / mods I have a few more of the hard to get ships flying about , which I bailed a Notus Hauler and have Re-ed it the mats to make it are quite reasonable and I wish to use this as a default M3 fighter in my fleet.

Mats :
E-Cell 5025
Teladianum 156
Cloth Rimes 52
Rastar Oil 104
Ore 209
Silicone Wafers 156
Crystals 52
Quantum tubes 52
Microchips 104
Computer Components 52
Credits 1482429

Now going back to the decreased build times and to take advantage of the build times how many stations of final products would be needed, I shall fill in the rest for a closed loop my self, just wondered if you know some formula to this with the decreased times.

StarCrack
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x3tc

Post by StarCrack » Wed, 19. May 10, 21:55

I'm having the same problem as alemarazza
still no blueprints.
it pulled the creds, is it a time thing?

unknown1
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Post by unknown1 » Sat, 17. Jul 10, 15:10

the link don't work :( :(

Raider480
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Post by Raider480 » Wed, 6. Oct 10, 15:56

Thanks a ton - this about exactly what I wish was in the game first off!Couple things though - do you think it's possilble for the HQ to produce factories for the re'd wares? it'd be nice to make more than 10 at a time of say, firelances or BPs or something.
Oh yeah, and a no credit version would be great too. I just did a fake patch to my hq.xml (set money to 0 and resources to 400), but it would be a lot better if it was integreated into the spk. I'm still getting into s&m so this is all a little out of my abilities for now.

0o0o0
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x3ap

Post by 0o0o0 » Mon, 2. Jul 12, 17:30

Not sure if anyone is still looking at this script but I'm a big fan of it. What I would like to do with it is make the items more expensive (resource wise) after I transfer the blueprints. It seems like a cheat to be able to make PSPs that fast and that cheap.

thanks

MonsterMod
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Joined: Mon, 29. Oct 12, 15:49
x3tc

Post by MonsterMod » Fri, 9. Nov 12, 05:29

Just tested this mod with AP+XRM and it worked great so far. Worked with multiple headquarters also, so that if I created a blueprint at one HQ, all other HQ's got it as well. I am going to plug this into my freight network and churn out some jumpdrives and things in bulk.

Kinnison
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x3ap

Post by Kinnison » Fri, 1. Mar 13, 22:06

MonsterMod wrote:Just tested this mod with AP+XRM and it worked great so far. Worked with multiple headquarters also, so that if I created a blueprint at one HQ, all other HQ's got it as well. I am going to plug this into my freight network and churn out some jumpdrives and things in bulk.
Did you use the 'compatible' version?

matthias8422
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Post by matthias8422 » Wed, 15. Jan 14, 21:39

The link for the download seems to be down I am not sure if its down for good or I just happened to try to download it when they are updating their site. does anyone have this uploaded somewhere else. I didn't find it on xdownloads. Thanks.
Last edited by matthias8422 on Wed, 15. Jan 14, 22:21, edited 1 time in total.

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DrBullwinkle
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Post by DrBullwinkle » Wed, 15. Jan 14, 21:42

Wow, I sure hope it is just temporary.

Xai-Corp.net is a classic X3 site; full of terrific stuff. It would be a shame to lose it.

matthias8422
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Post by matthias8422 » Fri, 17. Jan 14, 00:05

The site has now been down for over 24 hours so i think, unless they are doing a major update, that xai-corp is no more. If anyone reads this and has ware blueprint manager please upload it somewhere, or if you know where one is already uploaded please tell me where it is. Thanks[/list]

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DrBullwinkle
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x3tc

Post by DrBullwinkle » Fri, 14. Feb 14, 09:51

I just re-checked, and Xai-Corp.net is back up again. Yay!

_Axel
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Post by _Axel » Fri, 14. Feb 14, 23:16

MonsterMod wrote:Just tested this mod with AP+XRM and it worked great so far. Worked with multiple headquarters also, so that if I created a blueprint at one HQ, all other HQ's got it as well. I am going to plug this into my freight network and churn out some jumpdrives and things in bulk.
I have a question then: What resources does the different wares require? Is it the same as regular ships? If so is there a distinction between races in resources requirement? (For instance in XRM Terran ships only require Terran resources)

NewColours
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what now?

Post by NewColours » Fri, 30. May 14, 04:41

I just added this mod to my AP+XRM setup after the other user said it worked, went to my PHQ and chose 'Add blueprint' for boarding pod, OK'd the dialog and it gave me a message saying it was added, took my credits, consumed my boarding pod - but I don't see any options now? How can I now produce boarding pods, has something gone wrong?

Zanadar
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Joined: Sat, 25. Oct 14, 23:12

Post by Zanadar » Sun, 26. Oct 14, 18:43

FYI for anyone wanting to use this mod: It's not compatible with Salvage Command Suite. They'll run together, but you'll have freezes, crashes, buggy and missing blueprints, just a lot of trouble overall. Even with the compatibility version.

Sarno
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Post by Sarno » Sun, 9. Aug 15, 12:09

Does anybody have a working link to this mod? Because the page in the OP is offline for several days already.

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