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Feedback #2
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Hi again! I forked the project and made some adjustments. However, it is incomplete as my modding skills in X4 have wide gaps in knowledge. Main changes are:
Problems:
Anyway, if you are still working on the mod, cherry pick anything you want! Also, in that case, I'd appreciate if you give me a heads-up and let me check how you fixed some of the things I mentioned above, really keen on learning modding in X4 in general! |
Thanks for all the feedback and for the improvements! Unfortunately I don't have a lot of time for modding right now, so I can't go into detail very much. But here are some thoughts and explanations:
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I just took a quick look at your mod - looks awesome!
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Sorry for late reply, busy week! Starting with your last point, everything except cash transfers to stations works. There's an option and a slider for it with values ready to go, but I haven't implemented the option. The slider is being utilized for transfers to player though; when a transfer to player occurs, the last slider acts as the minimum, all but that amount is transferred to player. The other slider options, I didn't move them in that menu as players might want to set them up differently in some cases, though for me they're mostly always the same, except the cargo use percentage. Depending on the ship or use case, I set it differently for some fleets, but maybe the rest could go into that menu as well. About patches, I'll have to patch something sometime, I think. There are a few null list errors for the new list. It's harmless but I believe I'll need to do it like how you patched the supply targets. I left them there for now, should be an easy fix, and it's a harmless error anyway. Right now, I am trying to figure out a way to prevent two things from happening:
This syntax is driving me nuts though, half of the time I'm looking up at other scripts to figure things out that aren't documented in .xsd files. Like, what properties does a ship have? :D Kudos to you and all other modders that dabble in these scripts to be honest. As far as personal testing goes, anything I extended seems to be performing as expected; there isn't anything that breaks the game or the mod, and the issues I'm having is mostly related to the game and not the mod I believe. I've been playing with these changes for several days now and everything works as expected, aside from the issues I noted above. Thank you for offering Nexus permission, but I'm doing minor modifications to your mod, while trying to understand how scripting works in this game. So instead of that, vetting my changes / additions, fixing anything broken, improving things lacking, cherry picking anything you want and adding it yourself would be best for the mod in my opinion! |
Yes, this is absolutely a (stupid) workaround because some trades fail for no reason and I don't want my ships clogged up with random stuff.
I don't know If I understand correctly what you're saying here, but if you use the mimic behavior, this shouldn't happen. Every ship of the fleet should behave identically in that regard and stay docked if there is nothing to do. At least that's what they do in my game.
Actually it's documented surprisingly well. Have you followed the instructions for unpacking the game files?(https://forum.egosoft.com/viewtopic.php?f=181&t=402452) |
Heh, that solves many of the issues that I'm having =) I was trying to do things blindly, in a way. Was using that guide, looking at other scripts and get help from .xsd autocomplete but that properties thing was missing entirely. Now I can properly try to add some stuff, thank you for the heads up! |
I finally had some time to play and finished the other checkbox; from player to warehouse money transfers. It checks if the transfer leaves player with enough money, just like how you check it before the buy orders from non-player stations. Seems to be working nicely as a basic feature, for detailed account management players can use something like "Financial Hub: Transfers" mod, I guess. About the failed orders and the cargo clean-up routine, I added several more and turned it into an option for testing purposes. The default one is "Refund", a slightly modified version of your own idea. It now checks if the top-level commander is player or a station. If it's a station, refunds to the station's account, otherwise refunds to the player's account. This is more of a personal change though. The other difference is, instead of showing up as "Mission Reward", they show up as a "Transfer". The new ones are "Teleport", "Destroy", "Return" and "Drop". You can guess what they do from their names. All are based on the "Refund", they just do the routine differently. Personally, I settled on the "Return" one as it seems to be the cleanest one that feels legit if that makes any sense. At first, I tried to "Retry" the failed order, however, I wasn't able to get any info on the failed orders through the scripts, mostly due to my inexperience so settled on the "Return" instead. As soon as an order fails, a return order for the ware is queued up immediately. Played for a good 12 hours or so and everything seems to work as expected. While most of the additions are minor, I'm mostly curious about the "Return" routine; I don't know if this will have any long-term ramifications. One problem that I can think of is, Warehouse may no longer have storage for the wares that the ship is trying to return so checking it might be needed. Other one is, depending on how things work with the mod, it might cause issues that I might not be able to foresee, I need to go through the logs and inspect them to get a proper idea. If "Return" turns out to be problematic, I'll switch to another, I guess :D But other than that, I think I've added/changed everything I wanted from/for this mod. Rest is optimizing anything that I can, while learning more. Anyway, have a nice day. By the way, any plans for the upcoming DLC? Plans as in, spare time to play it at all? =) |
Sorry for the late reply, I was having a really busy time and didn't get to check out your changes until today. Your code is looking really good so far! Here are my remarks:
To continue reviewing/finalising your changes it would be really helpful if you could adjust your formatting to match the original files (2 spaces indentation) and open a pull request on github. I haven't come around to check out Kingdom End yet, but I'm pretty sure I'll play it eventually (and also implement a few new ideas into the mod? :D) |
Nah, no worries.
If you add ?w=1 to the github URL, whitespaces are ignored in the diff. I plan to fix it though, didn't get around to it. I'll take a last look sometime this week, fix the spacing and open up a pull request. No refunds though! Hahah I tested the mods and checked if anything needs fixing / updating. Haven't played much of it yet though, been playing a few other games in between work for now. Like you, I'll give it a proper playthrough as well though, for now I just work on this mod on/off and that's pretty much it =) |
@lyravega would it be possible to get a downloaded able version of you updates to this mod? I just want the money in station to be left alone, and not get spammed with station asking for operating capital |
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Hey folks, any updates on this? Came here to suggest mutiple changes that are already mentioned here. Would be nice to see this merged into the main updated mod ;) (Mostly I need to toggle to disable messing with station account as I use other mod (Finance Hub: Transfers) to manage finances of all of my stations) |
Hiya! I simply love this mod and have some feedback. Posting here as well as the Nexus page, not sure which one would get to you.
• Automatic reset of station accounts: If the buy orders aren't restricted in order to let the NPC traders sell to a Warehouse, due to automatic reset no buy orders will be put out. If this was an option, ideally something like a "transfer account at", where 0 disables this behaviour, it'd be great. It'd also make the mod get along friendly with "Finance Hub: Transfers". Though this is a minor thing; I was hoping to let NPC traders also sell to the Warehouses and lift some weight off of my own Warehouse Fleet.
• Dock when Idle: This is a nice feature, keeps the fleet protected when idle and map clean of... stuff flying everywhere. However I noticed that any large subordinates will keep docking/undocking, but as a visual glitch; their orders keep changing all the time. However, if I assign them as individuals instead of subordinates, they don't do this.
• Force Station Account: I understand your reasoning behind this, why the ships use your account instead of station's. However, there's a trick and also a mod that allows you to copy default orders, even when a ship is assigned to a station. Such an option might be useful in those cases, but this is more of a personal suggestion to be honest; you cannot account for any mods that might be out there, and do things accordingly.
• XL Ships?!?: I have been having trouble with XL ships, most specificly, the Erlking. I set everything up for the Erlking, and was trying to use it as a Warehouse-to-Warehouse trader mainly, as it is more than capable of obliterating anything in its path and as it has the biggest cargo space of all ships. However, it didn't work at all, and just kept docked at the warehouse. When I used the very same setup on a L fleet, they immediately started working. Is the mod only affecting S M L but not XL ships?
Anyway, thanks for the great mod! Even just for trading alone it solved many of my issues!
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