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Try this
{LINK REMOVED}https://yadi.sk/d/qStGVEFS3aCDy4
Make a backup and try it, you got nothing to loose afterall.
Can be downloaded in my last post with the link.
Otherwise you just get the 'vanilla' captain.
AutoTrain updated to reduce skills for these NPCs.
Only works for stations built by your architects. Mod/plot spawned stations will only be autocrew'd when you extend them (using your architect).
Not sure i can get myself to go through all the possible build modules for this.
All Npcs and specialst:
http://www.egosoft.com:8292/confluence/display/XRWIKI/NPC+skills+and+roles
My problem with specialists is that i have no clue which modules need which type(s), nor the time to figure this out myself. Also they are an additional benefit and not a requirement, so im not sure it wouldn't hurt eco balance (in case there is such thing at all), if all player stations would gain 20-50% productivity by default .
Maybe this should need some extra effort... not sure how people see this.
When boarding, the same code runs again that vanilla uses to add the captain on the ship you buy.
Defence officers are generated using the generic OL defence officer pool (also the same way as vanilla scripts spawn a DO). To me their clothes looked different, but i rarely spend time with XR NPCs.
and yes it's the crews this mod adds that have this issue.
1. You dont get this mod as an extra - autotrain is standalone.
XR has some issues with mod setup but thats not my problem (read ATs description, its all detailed there).
2. I suggest you write a mod then that behaves as you wish - im satisfied with how autotrain changes initial skills.
I can't say I really appreciate that, because the crew supplied by autocrew was total trash.
I ended up hiring a crew manually anyway.
The description says that having autotrain (which I actually want) causes the autocrew mod to provide worse crews. Presumably so that they have some room for development. The actual result is just getting unacceptable crews that have to be replaced immediately. I would not consider hiring anyone who doesn't have at least one 5 star skill, and that's what the mod should also provide IMO. Autotrain can then work out the kinks on the other skills.
It removes all chatter that contains no info. Makes the game much more silent, but also more smooth to interact with.
http://steamcommunity.com/sharedfiles/filedetails/?id=552011927
I also agree that money is never an issue since making 100mil in an hour. or less is so easy with an experienced boarding crew and transferring the wares to another ship before selling it. So no problem having to pay a fee for that "Auto Crew" mod per ship per 3 hired crew.
Do what you think is best, :)
thanks for the mods, they have really increased my enjoyment of X:R alot. Now if only i could find a good less radio chatter MOD that limited how long i can no longer give orders, or other commands that are locked down during thoses longwinded radio chatter.
In current state this is a cheatmod afterall, but since pathing and general AI behaviour is worse with low skills, i didn't want to even just charge for it. I mean AI is not too sharp afterall, but the experience is much more tolerable with higher skilled emps imo. Except for flee, which will trigger way more often with high skilled captains (i mean those yay my fulmekron flees from a drostan situations).
Thought i wait and see if anyone needs such a feature, but you are the first player asking for it.
I could try to charge the player 500-1000k, and failing that generate randomized skills and only take 150k or so..
Yeah, i know... was thinking about that lately.
@danthman134: All your ships will be taken away and auctioned for charity. We will use the income to sponsor poor canterran families and to keep our spaceweed stocks balanced.
I usually aggro those rocket launchers with the skunk somehow, and only bring the biggest ships against Is so even with missiles they take some time to get damaged. Have more issues with plasma turrets.
Either way 0 BR is really low.
Hope it has most of the custom ones..