
- Undock construction ships from stations xrebirth mod#
- Undock construction ships from stations xrebirth manual#
- Undock construction ships from stations xrebirth full#
Looking at that map makes my eyes glaze over and fills me with dread of having to try and go anywhere.Īs Egosoft expand the ingame map I'd like more integrated superhighways though, like you'd have the main one going through a system, but a seamless branch off it to another gate to feed in to another cluster of sectors so that autopilot doesn't mess around with slowboating across systems like it sometimes does now. Yeah I like the geography that this system gives the sectors. I'd rather that be expanded upon than reverting to the grid sectors of X3. There is much more variety to the universe. I think X4 makes things more interesting with the combination of jump gates, accelerators, and super highways. I don't much like the idea of a step back into X3 style uniform sector design. RIP M Fart Huffer 6, all 11 souls aboard and the ~550k I spent buying it. Public Service Announcement: OSHA does not exist in the X universe and your miners will happily fly into radioactive death asteroid fields in search of sweet methane. STICK TO BUILDING TRACTORS, KHARKOVITE SCUM Question: as someone who enjoyed X3 (TC and AP) but skipped Rebirth, would you recommend this new X game to me now, over the Christmas break, or should I wait for patches/sales to continue polishing it up? Maybe it also can prune damaged stations in favor of creating the resource demand to build a new one? I know the AI is intended to delete and add structures to keep the economy moving.
Undock construction ships from stations xrebirth full#
Hoping that's either a bug, or I had a total brainfart on where the station was, because that would mean you could wipe out a whole system with just a fast M ship and a bay full of missiles. I only went down to 13 from 15 with Teladi org, but when I checked back on the map (had a satelite nearby), rather than the station being repaired with the two modules, it was just plain gone entirely. I took out two tanks of a production station near the Teladi trade port, then ran the hell out of system to evade police. Speaking of destruction, I wanted to go try and generate more profit opportunities by blowing up storage tanks so they'd need to be refilled.
Undock construction ships from stations xrebirth mod#
(Do NOT use the Omicron Shipyards Resource Fix mod with this.)įixed the type 3 SCODAs (the ones without shipyard building capabilities) being left out.There's a thread on the forums where someone confirmed you can destroy them. Omicron Shipyards Resource Fix has been integrated.
Undock construction ships from stations xrebirth manual#
(Will require a restart or manual save editing. (Requires a station manager.)įixed several bugs. (This mod is now effectively an all-in-one ship-building suite.) "Build Small Ships" has been merged into this mod. (Super Freighters were excluded due to several reasons, including "why the hell does a *freighter* NOT have any cargo space" and "there's simply no comparable ship to base the prices on".)Īdded an addon to build Titurels from DeVries. Even Split, Xenon, PMC's Xenon-Tech fighters, and the completely unused Katana/Daito variants are added, in case you manage to capture them or whatever. This includes the clone versions of freighters and miners that NPCs randomly use, and the Rahanas Hybrids.

New small ship pricing system based on the ship's actual specs.Īdded pricetags for ships of sizes S/M/L/XL, all of them, except for the Super Freighter. (The 2 fighter scripts in the aiscripts folder. It now builds all Albion stations except for the shipyards.įixed ship dealers so they can be remote commed.įixed Omicron Lyrae small shipyards producing ship parts using the wrong method.Ģ files that were added by accident in 2.01 removed. SY2 and SY3 for DeVries use the Albion model instead, since it doesn't make much sense to build new stations that have half-wrecked station parts and corridors in them.ĭeVries CVs' build lists have been altered to a selection similar to the pre-1.24 build lists. (If the system stopped at SY2, you'd still need to buy additional CV1s from NPC SY1s if you needed more shipyards of your own.) From that point on, you no longer need to use the NPC shipyards at all. With this configuration, building just one SY2 (with a CV1 that requires NPC owned SY1 to build) will allow you to keep building more shipyards (SY3) as you please. SY3 : Builds the usual ships, except it builds CV3 instead.ĬV1 : Builds stations from the original build list + SY2.ĬV2 : Builds stations from the original build list + SY3.ĬV3 : Builds stations from the original build list. SY2 : Builds the usual ships, except it builds CV2 instead. I've made a system that works with as little limitations as possible.


Merely adding the vanilla shipyards to the build list only results in CTDs caused from recursive loops.

Building your powerful empire.when you are forced to play nice with factions that own shipyards, it doesn't feel right.
