How to Hide Yard Buildlist
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posted on November 16th, 2014, 5:11 pm
Is there any way to hide the build order of yards from other players ?
posted on November 16th, 2014, 6:04 pm
Do you mean the stuff that's queued up for construction? If so, I don't think you can. It uses the same GUI elements as the one for the player's own yards so you can't take it out of the GUI files without the player not being able to see their own and there isn't an ODF line for that. Probably a good request for the NX feature request thread, though.
posted on November 16th, 2014, 7:54 pm
if you mean prevent the other player from knowing what ships you have queued to build, no, if they have los on your shipyard they can tell what's queued.
feel free to queue ships you don't intend to build. ie you want monsoons, queue 1 monsoon and then all intreps, as soon as the first monsoon is done, cancel the intreps, start another monsoon and queue more intreps again. to a glance it'll look like intrep spam, but in reality it's monsoons.
feel free to queue ships you don't intend to build. ie you want monsoons, queue 1 monsoon and then all intreps, as soon as the first monsoon is done, cancel the intreps, start another monsoon and queue more intreps again. to a glance it'll look like intrep spam, but in reality it's monsoons.
posted on November 16th, 2014, 9:05 pm
thanks for the info about if it can be done or not, i just wondered if it could be done for a mod i'm working on
posted on November 16th, 2014, 10:16 pm
DefiantNX74205 wrote:thanks for the info about if it can be done or not, i just wondered if it could be done for a mod i'm working on
ahh, i didn't notice this was in the modifications subforum.

i've never heard of anyone trying to change this behaviour, it's the same in stock. it could certainly make an interesting faction bonus for the romulans. maybe it could be a passive of the cloak generator, keeping build queues hidden for all yards.
posted on December 13th, 2014, 3:40 am
You could set it up using auto replace weapons.
Basically you have units with generic wireframes and no identifiable titles. But the build buttons that only the player can see would have the images of the final unit so he knows what he is building. The fall back of this is the dynamic strings would also have to be generic and no useful information could be included.
Once the unit is build the replace weapon kicks in and changes it to the final class with strings and system images that provide the information. Alternatively it could also be a manual replace weapon trigger so ships near the shipyard still couldn't be identified provided they have a generic SOD file as well.
It has a lot of draw backs with few benefits. I thought about this once for my own mod but felt it wasn't worth the time and effort for the little return and inconvenience for the player.
Basically you have units with generic wireframes and no identifiable titles. But the build buttons that only the player can see would have the images of the final unit so he knows what he is building. The fall back of this is the dynamic strings would also have to be generic and no useful information could be included.
Once the unit is build the replace weapon kicks in and changes it to the final class with strings and system images that provide the information. Alternatively it could also be a manual replace weapon trigger so ships near the shipyard still couldn't be identified provided they have a generic SOD file as well.
It has a lot of draw backs with few benefits. I thought about this once for my own mod but felt it wasn't worth the time and effort for the little return and inconvenience for the player.
posted on December 13th, 2014, 10:23 am
Majestic wrote:You could set it up using auto replace weapons.
Basically you have units with generic wireframes and no identifiable titles. But the build buttons that only the player can see would have the images of the final unit so he knows what he is building. The fall back of this is the dynamic strings would also have to be generic and no useful information could be included.
Once the unit is build the replace weapon kicks in and changes it to the final class with strings and system images that provide the information. Alternatively it could also be a manual replace weapon trigger so ships near the shipyard still couldn't be identified provided they have a generic SOD file as well.
correct me if i'm wrong, but if the player who owns the yard looked at his own build queue after putting stuff in it, wouldn't he see generic info as well?
posted on January 8th, 2015, 4:14 pm
Also, be careful. It's been a while since I was trying to tackle this problem, but when I used auto replaceweapons I found that seeing the yard to green special weapons autonomy could prevent the ships from replacing and thus break them.
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