- All docked ships are undocked.
- If you own the station, the money will be transferred to your main account.
- If this is the last station in the sector, the sector will become Unclaimed (you can reclaim it by building a Trading Dock).
[SCRIPT] Consequences of Stations Destruction
Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
[SCRIPT] Consequences of Stations Destruction
When a station is destroyed:
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: [SCRIPT] Consequences of Stations Destruction
Hmm, not fair. If the ships were docked to it during the destruction of the station, then, according to the idea, they should also be destroyed. Well, or at least with a 50/50 chance, and then if they have pilots.
Unclaimed or previous race owner?
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Re: [SCRIPT] Consequences of Stations Destruction
You have a ton of time to realise that the station is attacked, and considering the price, I assume pilots should have the time to flee
"Unclaimed". What previous owner?
"Unclaimed". What previous owner?
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: [SCRIPT] Consequences of Stations Destruction
Pilots, that is, on ships?
If there is, then - one is lame, the other is crooked, the third drunk, the fourth is stoned, and the fifth is fu....
Oh yes, sorry, I forgot that only unclaimed sectors are captured.
If there is, then - one is lame, the other is crooked, the third drunk, the fourth is stoned, and the fifth is fu....
Oh yes, sorry, I forgot that only unclaimed sectors are captured.
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Re: [SCRIPT] Consequences of Stations Destruction
I think it's really annoying when your capital ship dies with the station. Same of the AI, that's a code I have in Mayhem, otherwise it's a very cheesy tactic to destroy a station as soon as there are interesting ships inside.
-
- Posts: 32
- Joined: Thu, 8. Sep 16, 12:47
Re: [SCRIPT] Consequences of Stations Destruction
Mod works very well, but after claiming a sector, the npc still continues to rebuild their stations. Is there any way to prevent this? I guess, they have to capure sector back first.
-
- Moderator (Script&Mod)
- Posts: 418
- Joined: Fri, 24. Nov 06, 15:48
Re: [SCRIPT] Consequences of Stations Destruction
Yes I'm with you and like the changes which come with your script.
We added a script command with the latest Unoffical Patch v1.3.11 which maybe can help here. Just get the proposed station ids from sector and add them into:blackice7777 wrote: ↑Thu, 24. Aug 23, 19:18Mod works very well, but after claiming a sector, the npc still continues to rebuild their stations. Is there any way to prevent this? I guess, they have to capure sector back first.
Code: Select all
remove god proposed station: id=<Var/Number>
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.17 *** Modified***
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
-
- Posts: 1839
- Joined: Fri, 18. Jul 14, 05:28
Re: [SCRIPT] Consequences of Stations Destruction
He disappeared somewhere. We hope everything is fine with him...