[SCRIPT] Equipment Research and Development V1.00 : Update 03/06/2009
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 79
- Joined: Mon, 19. Jan 09, 20:15
Hello, interested in using this script as developing my own game start. Just wondering if a Military Outpost is classed as a EQ dock and thus able to use the R&D? (using PHQ & Military Outpost in Boron Shipyards mod)
Thankyou scripts & modders for all your work
Thankyou scripts & modders for all your work
"Let's just say that if complete and utter chaos was lightning, he'd be the sort to stand on a hilltop in a thunderstorm wearing wet copper armour and shouting 'All gods are bastards'."
-
- Posts: 1
- Joined: Fri, 9. Apr 10, 20:34
Hey,
Just downloaded the script and began researching my first tech. Couple of questions,
1. When it requires illegal wares (e.g. space weed), and my ED is not in a Teladi sector, where that ware is allowed, the local race isn't going to start attacking my ED are they?
2. I'm currently researching jumpdrives, and like a previous post, I didn't have any of the required materials ready at the time. Now, it says [idle] and now it's full of e-cells (2500) and it's not using them up. However, it needed a lot of e-cells, and I'm pretty sure I didn't give it all that it needed. Does [idle] mean it gave up on researching it, or maybe it's waiting for a different resource, etc?
Thanks.
Just downloaded the script and began researching my first tech. Couple of questions,
1. When it requires illegal wares (e.g. space weed), and my ED is not in a Teladi sector, where that ware is allowed, the local race isn't going to start attacking my ED are they?
2. I'm currently researching jumpdrives, and like a previous post, I didn't have any of the required materials ready at the time. Now, it says [idle] and now it's full of e-cells (2500) and it's not using them up. However, it needed a lot of e-cells, and I'm pretty sure I didn't give it all that it needed. Does [idle] mean it gave up on researching it, or maybe it's waiting for a different resource, etc?
Thanks.
-
- Posts: 295
- Joined: Sat, 19. Nov 05, 19:26
This Add on
Posted in wrong forum earlier. This is the right forum.
This add on needs some tweaking IMHO.
In order of priority that I would like them.
Some of these may already be answered but I'm not sure I understand the answers. I have trouble reading--next month both of my eyes will be operated on maybe afterwards I can read better--hopefully.
Include Cargobay Extension, Turning, and Speed extensions on player owned Docks, HQ and/or Shipyards.
When installing onto ships it checks to see if the extension is already on the ship and does not install it a second time or does not list extensions already on ship.
Allow HQ and/or shipyards to research extensions so they can install them (or just allow them to install them like commonwealth shipyards can do for newly purchased ships).
Allow predefined loadout combinations for classes.
Allow the ability to remove extensions from ships--maybe get a partial refund of the costs.
And lastly have some extensions pre-researched (maybe by purchased from race standard extensions--example if you purchase an Argon EQ Dock it has some Argon extensions already on it). Or perhaps those that all races have on their EQ docks.
Not sure if any of these ideas are possible but it would be nice to get some of them.
BTW if you have two EQ Docks (or in my case an Eq dock and Xenon Hub) researching items it get confused when you log off and back on and forgets what is being research....says idle but it is actually continueing to do the research. So both facilities say idle but both are researching something--and I've fogotten what. When one finishes I cannot start another because the other site maybe researching that item.
This add on needs some tweaking IMHO.
In order of priority that I would like them.
Some of these may already be answered but I'm not sure I understand the answers. I have trouble reading--next month both of my eyes will be operated on maybe afterwards I can read better--hopefully.
Include Cargobay Extension, Turning, and Speed extensions on player owned Docks, HQ and/or Shipyards.
When installing onto ships it checks to see if the extension is already on the ship and does not install it a second time or does not list extensions already on ship.
Allow HQ and/or shipyards to research extensions so they can install them (or just allow them to install them like commonwealth shipyards can do for newly purchased ships).
Allow predefined loadout combinations for classes.
Allow the ability to remove extensions from ships--maybe get a partial refund of the costs.
And lastly have some extensions pre-researched (maybe by purchased from race standard extensions--example if you purchase an Argon EQ Dock it has some Argon extensions already on it). Or perhaps those that all races have on their EQ docks.
Not sure if any of these ideas are possible but it would be nice to get some of them.
BTW if you have two EQ Docks (or in my case an Eq dock and Xenon Hub) researching items it get confused when you log off and back on and forgets what is being research....says idle but it is actually continueing to do the research. So both facilities say idle but both are researching something--and I've fogotten what. When one finishes I cannot start another because the other site maybe researching that item.
-
- Posts: 11165
- Joined: Sun, 6. Jul 08, 10:29
Similar to the post above taht too.BTW if you have two EQ Docks (or in my case an Eq dock and Xenon Hub) researching items it get confused when you log off and back on and forgets what is being research....says idle but it is actually continueing to do the research. So both facilities say idle but both are researching something--and I've fogotten what. When one finishes I cannot start another because the other site maybe researching that item.
I am having much the same problem
But it is using 1 e-cell at a time for researching.
Otherwise a very useful script which feels more reralistic.
I am using the various Research Stations, such as the Saturn or ATF Research Stations , just for "effect".
-
- Posts: 27
- Joined: Tue, 25. Jan 11, 22:17
Great script!
I have two suggestions, though.
Change the renaming template of the docks from "name [Researching %]" to "name [% {equipment name}]". In this way, you can see at a glance which equipments your other docks are researching and not start researching the same thing twice. Also, adding the percentage first allows it to be seen even if the name is truncated due to limited display space.
And second, check and delete duplicated entries. I have researched fighting software Mk2 twice and it is duplicated in the researched eq list. And tries to add it twice to every ship.
I have two suggestions, though.
Change the renaming template of the docks from "name [Researching %]" to "name [% {equipment name}]". In this way, you can see at a glance which equipments your other docks are researching and not start researching the same thing twice. Also, adding the percentage first allows it to be seen even if the name is truncated due to limited display space.
And second, check and delete duplicated entries. I have researched fighting software Mk2 twice and it is duplicated in the researched eq list. And tries to add it twice to every ship.
-
- Posts: 11165
- Joined: Sun, 6. Jul 08, 10:29
Yes,this would be helpfulChange the renaming template of the docks from "name [Researching %]" to "name [% {equipment name}]". In this way, you can see at a glance which equipments your other docks are researching and not start researching the same thing twice.
The second,I have yet to notice,as I have not done a lot of research in multiple factories. I just have the one r/d station atm
-
- Posts: 4320
- Joined: Sun, 6. Nov 05, 23:53
I got it installed and it looks pretty cool. What criteria does it use when presenting ships for selection? I am only getting 6 or 7 ships out of 40 docked and it is a bit tricky to make it show the ship you want. Are there any tricks available to make a particular ship appear on the selection list?
Also, is it possible to check the remaining resource requirement when research has already started?
Also, is it possible to check the remaining resource requirement when research has already started?
-
- Posts: 11165
- Joined: Sun, 6. Jul 08, 10:29
-
- Posts: 4320
- Joined: Sun, 6. Nov 05, 23:53
It does. I heard it became a candidate for the bonus pack, so decided to give it a try. It looks great, but suffers from the same UI issue as CLS and other script with ship selection - if too many ships are present it displays a random subset. It is aggravated by a list of equipment that each ship has with only 6 or 7 ships getting displayed. Something like a two-step selection with equipment first and then ships that have it and are docked at this particular EQ would be nicer.TTD wrote: Does it work in AP ?
-
- Posts: 795
- Joined: Fri, 4. Sep 09, 02:35
I have had issue with trying to install it in AP.
Maybe a word from the creator (Cycrow you know whom I speak of )
Maybe a straight and narrow from da man might resolve any issues..
Maybe a word from the creator (Cycrow you know whom I speak of )
Maybe a straight and narrow from da man might resolve any issues..
You think a hero is some weird sandwitch and not a guy attacking a Xeno J with a kestrel.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
-
- Posts: 4320
- Joined: Sun, 6. Nov 05, 23:53
-
- Posts: 140
- Joined: Tue, 9. Feb 10, 13:23
Hey Cycrow,
Great script. I would love having Khaak weapons and missiles.
Any chance that it would work XRM + AP 2.0? As far as I know XRM uses a modified hq file. If not, what needs to be done to make it work? My modding and scripting skills are the same as those of a panda.
Thanks in advance.
Martin
EDIT: My bad, your script is intended for ED not for PHQ. Does that mean it uses another file and there should be no problem with XRM?
Great script. I would love having Khaak weapons and missiles.
Any chance that it would work XRM + AP 2.0? As far as I know XRM uses a modified hq file. If not, what needs to be done to make it work? My modding and scripting skills are the same as those of a panda.
Thanks in advance.
Martin
EDIT: My bad, your script is intended for ED not for PHQ. Does that mean it uses another file and there should be no problem with XRM?
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
Does any one know how to change the research time? it looks like it is dependent on the price of the equipment? because it shows that it will finish researching JD in 30 days 23 hours 50 minutes a little bit too much isn't it ?
NOTE: this is obviously because I have a mod installed that greatly increases JD's price, and so I was wondering if there is any way to speed the process up? (I'm fine with research using tons of resources and credits, but time... )
EDIT: ignore all of this managed to edit the file a bit to change values 36 hours for JD is a lot better than 30 days
NOTE: this is obviously because I have a mod installed that greatly increases JD's price, and so I was wondering if there is any way to speed the process up? (I'm fine with research using tons of resources and credits, but time... )
EDIT: ignore all of this managed to edit the file a bit to change values 36 hours for JD is a lot better than 30 days
-
- Posts: 9
- Joined: Mon, 2. Apr 12, 15:30
-
- Posts: 11165
- Joined: Sun, 6. Jul 08, 10:29
I do not understand you question.filippe999 wrote:This is a autpilot directive,right? not a game modification?
This enables all EQ class stations,including The Hub ,to research Equipment so that you can install it on your ships from your own EQDs instead of traveling the universe .
It takes time etc.,but eventually you will have a one-stop-shop.
Not tested on AP,but if it works and you use a boron EQD with infinite TS storage, then you could set it up as a complete armoury/EQD.
-
- Posts: 1277
- Joined: Tue, 13. Dec 11, 08:27
-
- Posts: 147
- Joined: Mon, 14. May 12, 07:54
-
- Posts: 59
- Joined: Thu, 10. Jun 10, 06:45
I need help with this script. I can't seems to get it working on any of my EQ.
I'm using X3AP + XRM mods.
I bought a boron Equipment dock, and then I went to station commands and I do not see a command "Research Equipment", I saw something "EQs". I click that and it ask me if I want to "transform dock" and I said ok. Once i did that and dock ships to Eq. I can now change the load out and spray paint the ship, but that's all I can do. The load out is pretty simple (only ask for shield, weapons, and missiles) nothing else.
I have plugin manager, and the menu doesn't give me anything. Is this mod not compatible with either AP or XRM?
Also, after uninstalling the mods, my equipment dock still allow spray paint and ship load out. Can't get it back to original once you uninstall the mod.
I'm using X3AP + XRM mods.
I bought a boron Equipment dock, and then I went to station commands and I do not see a command "Research Equipment", I saw something "EQs". I click that and it ask me if I want to "transform dock" and I said ok. Once i did that and dock ships to Eq. I can now change the load out and spray paint the ship, but that's all I can do. The load out is pretty simple (only ask for shield, weapons, and missiles) nothing else.
I have plugin manager, and the menu doesn't give me anything. Is this mod not compatible with either AP or XRM?
Also, after uninstalling the mods, my equipment dock still allow spray paint and ship load out. Can't get it back to original once you uninstall the mod.