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Civilian Fleets is intended to only handle the edge case of "commander suddenly died".
You may need to use the Civilian Fleets + compat mod to use Mimic, not sure if Sanity Miner itself implemented any mimic function
trade subscription is our interest here
in vanilla, if you fly close to stations then you will also get trade subscription; but using mods, it should be possible to place a "sector trade satellite" and get the trade subscription of the entire hexagon without actually revealing any stations, maybe this is what can be done
Yeah the miners should be at the "searching for resources" part, which is still controlled by the Sanity script. After finding valid resources it will self-issue mining/trading commands and the other relevant scripts take over, and so the question mark disappears.
Fo'Sho!
@Vectorial1024
I have noticed the giant question mark in my game after a ship is done mining or trading, but then would go on to target the asteroids or station depending on its next mission (leading me to believe that it is just calculating at that point)...
The question mark is not from Civilian Fleets but from Sanity Miners. From some version, EgoSoft required all AI behavior scripts to have an icon. If no icons was provided a default question mark is used.
idk about the trading part though.
Otherwise, I'm not sure what could be the issue. The script itself is pretty simple and mostly relies on existing Egosoft functionality.
A huge question mark appears on the map next to the miner ship.
They stuck with full cargo and searching for trading offers.
Right next to them in the same sectore are some shiny stations willing to buy the stuff.
Idk. whats wrong here.
I've opened a new Issue for this, but wont touch it for now, because Hong Kong demands my attention.
https://github.com/Vectorial1024/v1024_civilian_fleets/issues/43
They work fine on a unit basis, but if I create a fleet, set it to the SSM role, the fleet members don't copy their leaders behaviour.
The fleet name also won't change to Fleet x Mining @ x etc
I have Fleet manager and the sanity mod integration mod too btw.
Alas, I needed to add a new mod for them. Also added a compatibility patch for Civilian Fleets. Don't hesitate to inform me if more oddities occur due to modding conflicts or otherwise.
Enjoy.
Fixing compatibility for Civilian Fleets will be the main priority for the time being. Thanks for bringing the issue to my attention!
Currently, this mod is incompatible with Civilian Fleets. Since this mod modifies an existing AI-script, there is no way for CF to determine if the Sector AutoMine default behavior that it reads is the EgoSoft one or this modded one. There will be problems if CF attempts to read/write the extra parameter provided by this mod for users without this mod.
There needs to be something that can let CF determine whether this mod is loaded; a global variable will suffice.
I like your ideas, but as @thebigj_a kind of hints at, I believe every player will come up with a version that would require me to slightly adjust certain parameters, and release yet another version of the mod.
I personally like the leveling and level requirement. (I know, I know)
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So in practice, your mod and the default auto miner are very close together. But yours is zero stars, and the auto miner is 3 stars. This reproduces the situation that TaterTrade is in: completely circumventing the gating that was built into the game, while offering roughly identical functionality.
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Since your mod does the same thing (pinned to a sector) that auto mining does when it's at equilibrium, your mod doesn't significantly differ from the auto mining 3-star function. Its primary limitation is that the player will occasionally have to move its pinned mining sector after he notices that the trades are saturated. But that won't be very common.
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