[MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
not sure if its for the rendering, but i woud guess yes.. also note that when a Tube passes a Zone it may not also start/end there - i had the same problem once with a Tube Like this:
Start:1 -> 2 -> 3 -> 1 -> 4 -> 3:End
Zone 2 and 4 were shown fine, but 3 and 1 were never rendered when passing in the Tube.. really a shame because i liked that concept..
Start:1 -> 2 -> 3 -> 1 -> 4 -> 3:End
Zone 2 and 4 were shown fine, but 3 and 1 were never rendered when passing in the Tube.. really a shame because i liked that concept..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
- Earth Ultimatum IV.
- Posts: 5280
- Joined: Mon, 3. May 10, 14:39
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
lol of what specificaly?Earth ultimatum IV. wrote:Would like to see some screenshots
There are screenshots of the 3 maps in the 2nd post (currently intermittent due to an issue with my domain hosting provider screwing up something, waiting for DNS to stabilize again) and the same 3 images are on the steam page.
Beyond that space is pretty much the Maelstrom background as I don't have a custom one yet & construction/life in the zone doesn't build up until after the player opens the gate (stations take a while to build just like they do for the player)
I guess I could take a couple of my highway arrays as i think they look pretty neat. But for the most part its currently just a large "non-orange" place for players to build an empire with some sidelines of AI life.
hmm i guess i could get a couple of the new frigate I added, though its just another reworked Lepton transport.
Fired up the game this morning, testing something unrelated, and my debuglog told me to tell you this:
Just those three (which is remarkable for a new release, I think!), repeated once every game load. I was in omicron lyrae at the time repeatedly trying to capture the same Titurel under slightly different conditions. (And failing! The marines kept running back to the Skunk! They were getting better though.)debuglog wrote:[=ERROR=] Tried to active state for job ID hiigaran_omicron_miner_ice_medium_01, which is not valid!
[=ERROR=] Tried to active state for job ID hiigaran_omicron_miner_mineral_medium, which is not valid!
[=ERROR=] Tried to active state for job ID hiigaran_omicron_trader_energy_medium_02, which is not valid!
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
lmao go go mass find & replace fail
I was wondering where all my ice miners & energy traders where. Looks like I have 8 jobs that managed to get a double "hiigara_" on the front of them causing them to fail to activate properly.
Looks like DeVries is the only Ice & Energy ships activating properly currently. None of the mineral miners are.
Guess i will see about getting that fixed tomorrow then. Guess i was making an update earlier than I expected. Oh well going to bed for now
I was wondering where all my ice miners & energy traders where. Looks like I have 8 jobs that managed to get a double "hiigara_" on the front of them causing them to fail to activate properly.
Looks like DeVries is the only Ice & Energy ships activating properly currently. None of the mineral miners are.
Guess i will see about getting that fixed tomorrow then. Guess i was making an update earlier than I expected. Oh well going to bed for now
- Earth Ultimatum IV.
- Posts: 5280
- Joined: Mon, 3. May 10, 14:39
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Doesn't replace anything.Baconnaise wrote:Does this replace the teladi cluster? The post says it links to the original four clusters but not the teladi. Where are the gates for each connection to the four clusters at?
I just didn't see a point in linking to the teladi since they already have a bridge to the two bigger clusters. The cross cluster trade ships in my mod though will pay the teladi a visit. Their range is set long enough to reach.
As for the gates:
Spoiler
Show
Buried Treasure
Lava Flow
Last Stand
Shattered Singularity
Lava Flow
Last Stand
Shattered Singularity
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Not as far as I am aware. The Galaxy traders may cross cluster boundaries but they designated spawn point is within Hiigara space. They may get shot up a bit more than usual (since I didn't restrict what clusters they can trade in... Canteran may decide to try and trade with a Letta Industries facility and get ganked by Plutarch patrols).Baconnaise wrote:Does this conflict with World War X mod? You mentioned something about galaxy traders so I'm curious.
I actually unpacked WWX (as I do plan to play it myself) and took a look at the code to account for any removals he had that I was using. I think I got them all
Be warned though. Because of its placement of gates & depending on his attack scripts Hiigara may provide a shortcut for attack fleets... Especially for the Xenon due to where I put the gate. Before you ask... that was intentional
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
v1.01 Changes:
- Corrected 8 AI Jobs that weren't activating properly.
- Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.
- Adjusted Highway tube weights to slow traffic down near zones.
- Changed Faction of Awran & Escorts patrolling DeVries gate to Canteran to prevent spontaneous friendly fire destruction.
- German Language Translation Added
- Audio Voiceovers Added for English & German
- Corrected 8 AI Jobs that weren't activating properly.
- Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.
- Adjusted Highway tube weights to slow traffic down near zones.
- Changed Faction of Awran & Escorts patrolling DeVries gate to Canteran to prevent spontaneous friendly fire destruction.
- German Language Translation Added
- Audio Voiceovers Added for English & German
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
UnitTrader, thanks for the tip on those tube weights. Looks like it solved all 3 of my highways issues from what I can tell in my current game
- NPC Traffic enter/exit the zones without highway gates properly
- Stations are actually rendering as I approach the zone now
- The "Resources" Signposts are actually populating for the zone
The last one is sorta amusing to see change as I add new stations.
w.evans, I feel you on the never going to DeVries... By the time I trigger the next stage of the campaign I think the galaxy traders are going to be able to immediately refill the DeVries shipyard from the trade empire I am making.
Whats cool is I can also confirm my custom ware baskets are working properly. The Galaxy traders in my mod are properly moving around turrets & drones to fill station buy/resupply orders. So now there are a couple of L traders helping cross cluster boundaries rather than just the normal in cluster M traders. Should help the DeVries shipyard maintain some drones in it
- NPC Traffic enter/exit the zones without highway gates properly
- Stations are actually rendering as I approach the zone now
- The "Resources" Signposts are actually populating for the zone
The last one is sorta amusing to see change as I add new stations.
w.evans, I feel you on the never going to DeVries... By the time I trigger the next stage of the campaign I think the galaxy traders are going to be able to immediately refill the DeVries shipyard from the trade empire I am making.
Whats cool is I can also confirm my custom ware baskets are working properly. The Galaxy traders in my mod are properly moving around turrets & drones to fill station buy/resupply orders. So now there are a couple of L traders helping cross cluster boundaries rather than just the normal in cluster M traders. Should help the DeVries shipyard maintain some drones in it
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
I'd like a clarification please. The gates are unlocked by visiting the 'clusters'. Does this mean I must visit at least one zone or sector in each system or does it mean I must fully explore every zone in each system?
I have visited every system in my current game and the gates have not opened. I'm hoping I need to explore more and that this isn't a conflict with another mod I'm running. Like Transcend for example
Thanks.
I have visited every system in my current game and the gates have not opened. I'm hoping I need to explore more and that this isn't a conflict with another mod I'm running. Like Transcend for example
Thanks.
-
- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Hmm. Sounds like you might have something conflicting.
Are you having trouble finding the gates or are they just closed so you can't traverse through them?
The gates are coded to open when you enter the "Cluster" the connected gate is in.
If in a new game the cluster you spawn in (Albion for the campaign or Free Trade... or i think omicron for the other starts) should open before your ship even loads... If you have the log enabled an entry will show up in it.
If added to an existing game the first gate that opens will be for whatever cluster (Albion, DeVries, Omicron, Maelstrom) your ship is sitting in on game load.
After That, or if using Transend or another custom cluster as a start, the gates open the first time you visit each of the clusters after the mod is installed. If you have already been there before the mod is installed, just go through an active jumpgate to that cluster should trigger my script to open the Hiigaran gate for it.
I'll have to go back an verify compatibility as I have only tested it with with the Original version of Transend (for other cluster mods anyway). After my saves broke when he discontinued the original one and created No Highways & With Highways versions as separate mods I hadn't reinstalled them.
Currently working on improving the AI jobs & add a few more verification checks on Gates & Stations to account for some stalls. Though having the gates fail completely is a new one on me.
EDIT: Also what other mods do you have installed? I have about 30 myself that I know don't conflict but I will check any you have that I am missing.
EDIT2: Will consider looking into dumping a comment in the ingame Logbook on game load for which gates are open.
Are you having trouble finding the gates or are they just closed so you can't traverse through them?
The gates are coded to open when you enter the "Cluster" the connected gate is in.
If in a new game the cluster you spawn in (Albion for the campaign or Free Trade... or i think omicron for the other starts) should open before your ship even loads... If you have the log enabled an entry will show up in it.
If added to an existing game the first gate that opens will be for whatever cluster (Albion, DeVries, Omicron, Maelstrom) your ship is sitting in on game load.
After That, or if using Transend or another custom cluster as a start, the gates open the first time you visit each of the clusters after the mod is installed. If you have already been there before the mod is installed, just go through an active jumpgate to that cluster should trigger my script to open the Hiigaran gate for it.
I'll have to go back an verify compatibility as I have only tested it with with the Original version of Transend (for other cluster mods anyway). After my saves broke when he discontinued the original one and created No Highways & With Highways versions as separate mods I hadn't reinstalled them.
Currently working on improving the AI jobs & add a few more verification checks on Gates & Stations to account for some stalls. Though having the gates fail completely is a new one on me.
EDIT: Also what other mods do you have installed? I have about 30 myself that I know don't conflict but I will check any you have that I am missing.
EDIT2: Will consider looking into dumping a comment in the ingame Logbook on game load for which gates are open.
Thanks for your reply!
I used the Transcend No Highways : Empire start.
My other mods are : Automated emergency jump, Butterranges, Mission computer, Galaxy station range, More crew, Transcend, Remove boarding cutscene, Show Skills, TAF, UFO, WWX, YAT
I did jump the gun on Transcend sorry. It's similarity jumped out to me.
Since it would take me a while to go back and check every gate (I had the time to check Albion and Devries) I just looked at my save file.
clustergate_hiigara_bt active="0"
clustergate_hiigara_lf active="0"
clustergate_hiigara_ls active="0"
clustergate_hiigara_ss active="0"
And I don't know what this stuff means but it's all the other references I could find if it helps at all.
Hiigara_Gates script cues are all state="complete"
Hiigara_Init script cues are state="complete"
Hiigara_Life script cues are stat="complete"
Hiigara_Station script cues are state="waiting"
I don't quite know what all that means though
I don't know how to check if the events to open the gates have fired.
I used the Transcend No Highways : Empire start.
My other mods are : Automated emergency jump, Butterranges, Mission computer, Galaxy station range, More crew, Transcend, Remove boarding cutscene, Show Skills, TAF, UFO, WWX, YAT
I did jump the gun on Transcend sorry. It's similarity jumped out to me.
Since it would take me a while to go back and check every gate (I had the time to check Albion and Devries) I just looked at my save file.
clustergate_hiigara_bt active="0"
clustergate_hiigara_lf active="0"
clustergate_hiigara_ls active="0"
clustergate_hiigara_ss active="0"
And I don't know what this stuff means but it's all the other references I could find if it helps at all.
Hiigara_Gates script cues are all state="complete"
Hiigara_Init script cues are state="complete"
Hiigara_Life script cues are stat="complete"
Hiigara_Station script cues are state="waiting"
I don't quite know what all that means though
I don't know how to check if the events to open the gates have fired.