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Danke für die schnelle Hilfe - vorbildlich!
1.) Stationsmenü anzeigen lassen.
2.) Docks anzeigen lassen (die Geschichte welcher NPC sich auf welcher Platform aufhält)
3.) das einzige derzeit leere Dock als Ziel Plotten (nicht den Autopiloten darauf Aktivieren)
4.) Umschauen, anwählen, Andocken.
@UniTrader
Das hässliche ungenutzte Repair Dock zieht übrigens noch immer im Ring vor dem Handelsdock (da wo die Pancakes und mein Logo sind) seine Bahnen.
Gegebenenfalls musst du ein- oder zweimal langsam zurück fliegen und reinboosten bis du es erfasst hast, aber wenn es einmal im Bordcomputer ist verschwindet es nicht mehr ;)
PS NPC-Positionen gibt es immer noch keine - das mit dem Crowdsourcing hat wohl nicht geklappt.
i suggest that you should create a separete discussion for NPC Placement and their coordinates.
Regards
*TOBS is definietly compatible since it does not change the Teladi Overwatch but adds an own Copy of it to the Game, but this Platform is not added to this Copy yet - working on an extended compatibility update though. (in fact its already finished but currently untested if it works :D)
it is always safe to be "not present" at locations were the changes are meant for.
in this case the named dock location.
eMYNOCK pointed out a small bug with a floating Repair Dock which i am currently fixing, but i am not sure if the Fix for this will be update-Safe if you are currently at the Platform. So just in case please keep some (recent) saves where you are not Docked there, since this Mod is easily removeable* and (re-)addable
for this reason i will also delay the Update a few days so everyone can prepare
**needs some treatment for copypasta**
* when not docked on this Interior obviously ;)
regarding procedural generation: i consider it possible to generate as much interiors as needed externally - the available Vanilla Parts are basically building blocks: they all have the same Room Part height (or a whole-numbered multiple of it) and the parts fit nicely into a (iirc) 10m Grid on the floor. (same counts for Room Part Connections - there are 2 or 3 types of them, but each type fits together with its counter-parts if the parts are arranged on said Grid) - you just cannot create them on demand when Docking since they must be generated before the Game is started
I will share all my knowledge with this if anyone is interested in creating something like this, but i already have a Main Project which i want to spend most time on (in short: rewriting the Game AI Scripts from Scratch) and the Player HQ and this interior just turned out to be a side-project of that ^^ also wanted to tr releasing Mods on Steam once more
[quote]13:36 linolafett: you are a freak =D UT
13:39 linolafett: YOU WERE NOT SUPPOSED TO WALK THESE STREETS!
13:39 linolafett: :-D [/quote]
****message too long - next part in next reply ***
anyway, a buildable player HQ with shipbuilding is something that should have been included in the game by 3.0. You're doing a massive service. Warehouses don't count as HQs, though I guess the work if you cheat yourself some shipyards.
and yes, this is part of another Project actually, but the Focus are not Station Interiors. Parent Project is creating a Player HQ Station (see Video; still not finished enough to publish it though) and this is just a Side-Project for my rewrite of all AI-Scripts from Scratch. Focus was lately exclusively on HQ though..
I started working on a project to replace all station interiors with a 3rd party engine overlayed on the same window. then you could pick from any number of open source (or not) engines so that development could focus on matching procedurally generated interiors with station design, but I realised that would be so difficult I couldn't do it without hiring a team.
Is it possible to assign each module its own interior design and then generate a series of small cells linked by doors based on the design of the station?