X Rebirth

X Rebirth

AutoCrew
91 kommentarer
aladinaleks 5. aug. 2019 kl. 3:23 
No

Try this

{LINK FJERNET}
Innominatam 4. aug. 2019 kl. 3:26 
Does this mod work with CWIR?
Neko Sama 17. juli 2019 kl. 21:11 
This mod is not compatible with CWIR mod.
VincentL 14. nov. 2018 kl. 9:18 
This mod is not compatible with CWIR mod.
aladinaleks 5. mar. 2018 kl. 17:40 
Yes
Haribo73 5. mar. 2018 kl. 17:03 
hi is this version 4.30 compatible
Zaxius 26. jan. 2017 kl. 8:13 
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  [ophavsmand] 23. jan. 2017 kl. 7:01 
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 12. jan. 2017 kl. 8:43 
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  [ophavsmand] 1. nov. 2016 kl. 4:13 
I uploaded a test version at ego forum for CWIR boarding.
Can be downloaded in my last post with the link.
stndbye  [ophavsmand] 28. okt. 2016 kl. 17:26 
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 28. okt. 2016 kl. 14:35 
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  [ophavsmand] 24. okt. 2016 kl. 8:59 
I meant its included in a bit different form (think you have to own the shipyard or such).
stndbye  [ophavsmand] 5. okt. 2016 kl. 11:20 
yep
Parasus 5. okt. 2016 kl. 11:17 
Does this mod work with CWIR?^^
langlo 24. apr. 2016 kl. 11:55 
Thx for the update :)
stndbye  [ophavsmand] 24. apr. 2016 kl. 7:27 
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 21. apr. 2016 kl. 13:24 
I think manager and DO is enough.
stndbye  [ophavsmand] 21. apr. 2016 kl. 13:17 
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 21. apr. 2016 kl. 13:07 
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  [ophavsmand] 21. apr. 2016 kl. 8:40 
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 21. apr. 2016 kl. 7:15 
Can we get this to work for station crew also? I don't want to search for 5 star managers :)
afederowicz 9. apr. 2016 kl. 7:23 
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 22. mar. 2016 kl. 12:24 
I would really like to see this work for stations. To get specialst for many stations now ist horrible.
stndbye  [ophavsmand] 20. mar. 2016 kl. 15:33 
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 19. mar. 2016 kl. 10:40 
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  [ophavsmand] 19. mar. 2016 kl. 5:52 
@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 19. mar. 2016 kl. 0:16 
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 18. mar. 2016 kl. 19:50 
thanks for the recomendation, somehow i missed that when i searched the lists. ^^
stndbye  [ophavsmand] 18. mar. 2016 kl. 10:58 
@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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=552011927
Diarmuhnd 18. mar. 2016 kl. 10:23 
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  [ophavsmand] 11. mar. 2016 kl. 6:21 
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 10. mar. 2016 kl. 22:56 
While thats a good idea, perhaps in a different version of the mod?
stndbye  [ophavsmand] 10. mar. 2016 kl. 10:53 
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 9. mar. 2016 kl. 14:38 
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 8. mar. 2016 kl. 13:11 
Ok, Thanks!
stndbye  [ophavsmand] 8. mar. 2016 kl. 11:05 
AI skills are left as they were (randomized).
ModestEgo 7. mar. 2016 kl. 10:00 
Does this add high level crew to AI as well, or just the player?
stndbye  [ophavsmand] 7. mar. 2016 kl. 9:01 
=)
Yeah, i know... was thinking about that lately.
jojorne 7. mar. 2016 kl. 7:24 
we just dont have crew for newly created stations =(
andreykl 4. mar. 2016 kl. 7:50 
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 2. mar. 2016 kl. 5:30 
works fine with YAT as far as I can tell.
Diarmuhnd 28. feb. 2016 kl. 17:37 
thank you, for making a mod that makes playing much more enjoyable.
stndbye  [ophavsmand] 28. feb. 2016 kl. 9:12 
@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 28. feb. 2016 kl. 8:30 
any word on whether or not this is compatible with yet another trader?
Demon 27. feb. 2016 kl. 20:29 
so the ships dont belong to you after they are built?
stndbye  [ophavsmand] 14. feb. 2016 kl. 15:37 
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 14. feb. 2016 kl. 5:42 
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  [ophavsmand] 14. feb. 2016 kl. 5:20 
Just installed CWIR and it has lots of new ships.. yummy =)
Hope it has most of the custom ones..
stndbye  [ophavsmand] 14. feb. 2016 kl. 5:15 
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.