X Rebirth

X Rebirth

AutoCrew
91 Comments
aladinaleks Aug 5, 2019 @ 3:23am 
No

Try this

{LINK REMOVED}
Innominatam Aug 4, 2019 @ 3:26am 
Does this mod work with CWIR?
Neko Sama Jul 17, 2019 @ 9:11pm 
This mod is not compatible with CWIR mod.
VincentL Nov 14, 2018 @ 9:18am 
This mod is not compatible with CWIR mod.
aladinaleks Mar 5, 2018 @ 5:40pm 
Yes
Haribo73 Mar 5, 2018 @ 5:03pm 
hi is this version 4.30 compatible
Zaxius Jan 26, 2017 @ 8:13am 
Ill try that thanks. It seems only certain shipyards are not ading the captain. Like the one in Gemstone. It adds everyone but the captain. All other ship yards seem to be working correctly.
stndbye  [author] Jan 23, 2017 @ 7:01am 
You should be able to find the premium ship trader mod's ID in your save somewhere, you might try to remove that reference - but it can completely corrupt your save (depending on how that mod is imlpemented).
Make a backup and try it, you got nothing to loose afterall.
Zaxius Jan 12, 2017 @ 8:43am 
I want to use your mod but i have the old premium ship trader installed which is bugging out with 4.0 (It does not place the Captain in any more) But I cannot remove the premium ship trader without breaking the save game. Any ideas how to remove that old mod from save game dependency so I can use your mod instead? Thanks for any advice. Zax
stndbye  [author] Nov 1, 2016 @ 4:13am 
I uploaded a test version at ego forum for CWIR boarding.
Can be downloaded in my last post with the link.
stndbye  [author] Oct 28, 2016 @ 5:26pm 
As i said you have to own the shipyard for that if my memory serves me right.
Otherwise you just get the 'vanilla' captain.
Tshcktall Oct 28, 2016 @ 2:35pm 
I just tried it with a ship that is included in cwir, but there is no auto crew sadly. I haven't tried it with a vanilla ship yet.
stndbye  [author] Oct 24, 2016 @ 8:59am 
I meant its included in a bit different form (think you have to own the shipyard or such).
stndbye  [author] Oct 5, 2016 @ 11:20am 
yep
Parasus Oct 5, 2016 @ 11:17am 
Does this mod work with CWIR?^^
langlo Apr 24, 2016 @ 11:55am 
Thx for the update :)
stndbye  [author] Apr 24, 2016 @ 7:27am 
A manager & DO - unless present - will get spawned on your stations when finishing a build process (initial and extension as well).
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).
langlo Apr 21, 2016 @ 1:24pm 
I think manager and DO is enough.
stndbye  [author] Apr 21, 2016 @ 1:17pm 
Maybe i could assign 1 of each type every time a station's first module gets built.
Not sure i can get myself to go through all the possible build modules for this.
Kyrah Apr 21, 2016 @ 1:07pm 
I have specialist on all my stations, so its no cheat or something like that, you need only some time to find them.

All Npcs and specialst:

http://www.egosoft.com:8292/confluence/display/XRWIKI/NPC+skills+and+roles
stndbye  [author] Apr 21, 2016 @ 8:40am 
I hadn't much time for XR recently, but im planning to involve at least managers and DOs (and perhaps engineers if that is useful for any popular mods out there).

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.
langlo Apr 21, 2016 @ 7:15am 
Can we get this to work for station crew also? I don't want to search for 5 star managers :)
afederowicz Apr 9, 2016 @ 7:23am 
Simply an Awsome addition to make the game so much more playable... Let's face it in real life Seasoned well trained and credentialed individuals are assigned to ship on the water of any size or import... Newby's do not cut it, so should it go in space faring ships, because it's a really good idea to prepair the young playing this game, with truthful examples of how it should technichally, and scientifically be done.Look at Hans Solo... Was he a one out of five star newbie ? Hell No !!!
Kyrah Mar 22, 2016 @ 12:24pm 
I would really like to see this work for stations. To get specialst for many stations now ist horrible.
stndbye  [author] Mar 20, 2016 @ 3:33pm 
When you buy ships, the captain is kept - so its generated by vanilla game code. My mod only changes their skills.
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.
requiemfang Mar 19, 2016 @ 10:40am 
Noticed a small issue, captians are using pilot models, defense station is using pilot models. Shouldn't defense and captians be using their respected character models for their roles?

and yes it's the crews this mod adds that have this issue.
stndbye  [author] Mar 19, 2016 @ 5:52am 
@antikangaroo:
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.
antikangaroo Mar 19, 2016 @ 12:16am 
So I just installed autotrain, and steam threw in this mod as an extra.
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.
Diarmuhnd Mar 18, 2016 @ 7:50pm 
thanks for the recomendation, somehow i missed that when i searched the lists. ^^
stndbye  [author] Mar 18, 2016 @ 10:58am 
@Diarmuhnd: Have you tried SilenceYouAll?
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
Diarmuhnd Mar 18, 2016 @ 10:23am 
I really like this Mod. as it saves me massive amount of time trying to find crews for ships.
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.
stndbye  [author] Mar 11, 2016 @ 6:21am 
Doing this involves changing AutoTrain - more hassle then it sounds - so i won't do it for a single request.

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).
ModestEgo Mar 10, 2016 @ 10:56pm 
While thats a good idea, perhaps in a different version of the mod?
stndbye  [author] Mar 10, 2016 @ 10:53am 
I wanted to implement that, but decided not to - as it could raise more compatibility issues, and unless i set an extremely high price it would not have much effect. There is money everywhere in this game, you can make millions in minutes.
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..
The Greek Mar 9, 2016 @ 2:38pm 
I don't know if anyone suggested, but the price of hiring those NPC could be added to the final price of your new ship, something like 400k Cr?
ModestEgo Mar 8, 2016 @ 1:11pm 
Ok, Thanks!
stndbye  [author] Mar 8, 2016 @ 11:05am 
AI skills are left as they were (randomized).
ModestEgo Mar 7, 2016 @ 10:00am 
Does this add high level crew to AI as well, or just the player?
stndbye  [author] Mar 7, 2016 @ 9:01am 
=)
Yeah, i know... was thinking about that lately.
jojorne Mar 7, 2016 @ 7:24am 
we just dont have crew for newly created stations =(
andreykl Mar 4, 2016 @ 7:50am 
I captured quest taranis (prison ship) and it already had captain engineer and officer onboard. Not sure if it is a quest thing or a problem of this mod.
Traveller Mar 2, 2016 @ 5:30am 
works fine with YAT as far as I can tell.
Diarmuhnd Feb 28, 2016 @ 5:37pm 
thank you, for making a mod that makes playing much more enjoyable.
stndbye  [author] Feb 28, 2016 @ 9:12am 
@DEX: YAT works on completely different things, running through it i did not see any possibility for conflicts. Have never used the two mods together though.

@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.
Dex Feb 28, 2016 @ 8:30am 
any word on whether or not this is compatible with yet another trader?
Demon Feb 27, 2016 @ 8:29pm 
so the ships dont belong to you after they are built?
stndbye  [author] Feb 14, 2016 @ 3:37pm 
Thats bad luck :)
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.
Fazer Feb 14, 2016 @ 5:42am 
For sure it works as long as the missiles from the "I" doesn't destroy the engines and jumpdrives of the caps and my Xenon goes first on engines, jumpdrives and shields so the hull of the caps isn't the only thing you have an eye on.
stndbye  [author] Feb 14, 2016 @ 5:20am 
Just installed CWIR and it has lots of new ships.. yummy =)
Hope it has most of the custom ones..
stndbye  [author] Feb 14, 2016 @ 5:15am 
I usually call in a capship for turret distraction, and clear the I's turrets while its busy with my capship(s). I send them away when their hull is getting stronger damage, but by that time usually one side of the I is clean.