[MOD]DeadAir Mods
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Re: [MOD]DeadAirGate Overhaul v0.6
has any one gotten this to work with b3 ? i tried it and got nothing
Re: [MOD]DeadAirGate Overhaul v0.6
Has anyone been working on this or got this to work with beta 3.0? I've been playing with it a bit but can't seem to get ships to spawn after enabling DAG Jobs and Supplements plus patch. Seems the amount of ships gets cut in half each time I enable the next mod after DAGO. Pretty much can't do anything in the game now after getting the PHQ cause I can't locate a builder at all. I've put the adv satellites at about every jump gate and middle of the map in every sector in and around grand ex and nothing is working. Also, not sure if an issue with 3.0 but DAG God kills all stations from spawning. I like this mod (DAGO) but without a builder it's kind of hard to progress in the game. Oh and the other thing is no other stations spawn in any of the extra sectors. They only spawn in the known ones. I have a feeling it's something with DAG God that maps them but can't figure it out since I'm only just learning how to script in this atm.
Re: [MOD]DeadAirGate Overhaul v0.6
There is a breaking change in how 3.0 works with Jobs, basically, all of new jobs added by the mod need to have " matchextension="false" " in their location parameter, otherwise they will not spawn on new start and will not be rebuilt at shipyards. For example:heavyd842 wrote: ↑Mon, 23. Dec 19, 03:01Has anyone been working on this or got this to work with beta 3.0? I've been playing with it a bit but can't seem to get ships to spawn after enabling DAG Jobs and Supplements plus patch. Seems the amount of ships gets cut in half each time I enable the next mod after DAGO. Pretty much can't do anything in the game now after getting the PHQ cause I can't locate a builder at all. I've put the adv satellites at about every jump gate and middle of the map in every sector in and around grand ex and nothing is working. Also, not sure if an issue with 3.0 but DAG God kills all stations from spawning. I like this mod (DAGO) but without a builder it's kind of hard to progress in the game. Oh and the other thing is no other stations spawn in any of the extra sectors. They only spawn in the known ones. I have a feeling it's something with DAG God that maps them but can't figure it out since I'm only just learning how to script in this atm.
Code: Select all
<location class="galaxy" macro="xu_ep2_universe_macro" faction="argon" relation="self" comparison="exact" matchextension="false"/>
Re: [MOD]DeadAirGate Overhaul v0.6
I did this, works fine. I used the extractor to unpack every mod I had, then did a find and replace on every jobs and god file to insert it in. Works for now, short term fixShuulo wrote: ↑Mon, 23. Dec 19, 13:36There is a breaking change in how 3.0 works with Jobs, basically, all of new jobs added by the mod need to have "matchextension=false" in their location parameter, otherwise they will not spawn on new start and will not be rebuilt at shipyards.You can try to update all jobs yourself for it to work.Code: Select all
<location class="galaxy" macro="xu_ep2_universe_macro" faction="argon" relation="self" comparison="exact" matchextension="false"/>
Re: [MOD]DeadAirGate Overhaul v0.6
Ah! Got it working for ships again. Thank you. Hopefully after 3.0 officially comes out, we'll have this updated by the author.Shuulo wrote: ↑Mon, 23. Dec 19, 13:36There is a breaking change in how 3.0 works with Jobs, basically, all of new jobs added by the mod need to have " matchextension="false" " in their location parameter, otherwise they will not spawn on new start and will not be rebuilt at shipyards. For example:You can try to update all jobs yourself for it to work.Code: Select all
<location class="galaxy" macro="xu_ep2_universe_macro" faction="argon" relation="self" comparison="exact" matchextension="false"/>
Re: [MOD]DeadAirGate Overhaul v0.6
This mod Works with 2.6??
Re: [MOD]DeadAirGate Overhaul v0.6
Sorry for the long disappearance. So as i said before, all my work is open for anyone to use/change/whatever if they would like. I was done with the game but i plan on returning (and performing a much needed update/improvement) once 3.0 drops.
Re: [MOD]DeadAirGate Overhaul v0.6
You are more than welcome to post it if you would like. I can either incorporate it once i get back into modding or you can create your own branch with any of my code as a base.Hornet108 wrote: ↑Sun, 11. Aug 19, 10:58Hey guys, just as a FYI particually to the original author, I have gone ahead and given each sector a unique geography including the Supplement sectors. It really improves the visuals of the game, im not sure however I can post it without DeadAirRT's permission?
Re: [MOD]DeadAirGate Overhaul v0.6
Happy to hear that. Will start new game when your updated will be done, thanks
And yeah, jobs needs a bit toning down
Re: [MOD]DeadAirGate Overhaul v0.6
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- Posts: 4
- Joined: Thu, 5. Oct 17, 01:39
loving the mod but...
Running 3.0b4
Feedback:
I love the mod and sub mods, makes the game feel like an RTS skirmish match. It's great. I am using the War start.
However it is real easy.
Is there any chance the a.i. could be made more ruthless? They are very lacklustre in their war delivery.
Thank you for the mod. Looking forward to future versions.
Feedback:
I love the mod and sub mods, makes the game feel like an RTS skirmish match. It's great. I am using the War start.
However it is real easy.
Is there any chance the a.i. could be made more ruthless? They are very lacklustre in their war delivery.
Thank you for the mod. Looking forward to future versions.
Re: loving the mod but...
Are you using mysterials faction enhancer mod? It is required for this map to work properly. And it also improves faction warfareCorvusVirtus wrote: ↑Fri, 17. Jan 20, 06:06Running 3.0b4
Feedback:
I love the mod and sub mods, makes the game feel like an RTS skirmish match. It's great. I am using the War start.
However it is real easy.
Is there any chance the a.i. could be made more ruthless? They are very lacklustre in their war delivery.
Thank you for the mod. Looking forward to future versions.
Re: loving the mod but...
Thank you. I'm in the process of updating the mods for 3.0 so I'll look into it. I know on my game waaaay back there were massive fights so I'll keep an eye open to seeing what changes were made since then that may have made them more passive.CorvusVirtus wrote: ↑Fri, 17. Jan 20, 06:06Running 3.0b4
Feedback:
I love the mod and sub mods, makes the game feel like an RTS skirmish match. It's great. I am using the War start.
However it is real easy.
Is there any chance the a.i. could be made more ruthless? They are very lacklustre in their war delivery.
Thank you for the mod. Looking forward to future versions.
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- Posts: 4
- Joined: Thu, 5. Oct 17, 01:39
Re: loving the mod but...
Yes. I have his collection installed and running.Shuulo wrote: ↑Fri, 17. Jan 20, 08:54Are you using mysterials faction enhancer mod? It is required for this map to work properly. And it also improves faction warfareCorvusVirtus wrote: ↑Fri, 17. Jan 20, 06:06Running 3.0b4
Feedback:
I love the mod and sub mods, makes the game feel like an RTS skirmish match. It's great. I am using the War start.
However it is real easy.
Is there any chance the a.i. could be made more ruthless? They are very lacklustre in their war delivery.
Thank you for the mod. Looking forward to future versions.
Spoiler
Show
In the first few hours (SETA) I had accomplished rank 20+ with Hatikvah, making hundreds of millions in the process, bought a legion of behemoths, wiped the Xenon and now guard the gates into Argon space.
Currently building up former Xenon space as my own.
I achieved all this thanks to miners doing solid and gas in HAT space then buying L miners to repeatedly farm Nividium in all 3 faction Trade stations, selling off miners that cannot use Advanced Automine. Once the 3 factions built a second Trade station, it's basically GG.
Currently building up former Xenon space as my own.
I achieved all this thanks to miners doing solid and gas in HAT space then buying L miners to repeatedly farm Nividium in all 3 faction Trade stations, selling off miners that cannot use Advanced Automine. Once the 3 factions built a second Trade station, it's basically GG.
Re: loving the mod but...
Haha the spoiler is exactly how I envisioned it going. I did reduce the number of ships but buffed xenon fleets in comparison. I'm not sure exactly how to increase the difficulty though without completely dipping into faction logic. I was thinking of expanding the idea of raider fleets but the easiest way would be to spawn ships which I absolutely refuse to do. I'll keep working on it and let you know if I have any luck.CorvusVirtus wrote: ↑Sat, 18. Jan 20, 08:15Yes. I have his collection installed and running.Shuulo wrote: ↑Fri, 17. Jan 20, 08:54Are you using mysterials faction enhancer mod? It is required for this map to work properly. And it also improves faction warfareCorvusVirtus wrote: ↑Fri, 17. Jan 20, 06:06Running 3.0b4
Feedback:
I love the mod and sub mods, makes the game feel like an RTS skirmish match. It's great. I am using the War start.
However it is real easy.
Is there any chance the a.i. could be made more ruthless? They are very lacklustre in their war delivery.
Thank you for the mod. Looking forward to future versions.SpoilerShowIn the first few hours (SETA) I had accomplished rank 20+ with Hatikvah, making hundreds of millions in the process, bought a legion of behemoths, wiped the Xenon and now guard the gates into Argon space.
Currently building up former Xenon space as my own.
I achieved all this thanks to miners doing solid and gas in HAT space then buying L miners to repeatedly farm Nividium in all 3 faction Trade stations, selling off miners that cannot use Advanced Automine. Once the 3 factions built a second Trade station, it's basically GG.
Re: [MOD]DeadAirGate Overhaul v0.6
If anyone is interested in testing the new versions of my mods (for beta 3.0), I'm constantly uploading changes so feedback is appreciated.
DeadAir Beta3.0 Git
DeadAir Beta3.0 Git
Last edited by DeadAirRT on Fri, 24. Jan 20, 16:40, edited 1 time in total.
Re: [MOD]DeadAirGate Overhaul v0.6
Mods patched for 3.0beta5. The 3 new sectors are incorporated.
Re: [MOD]DeadAirGate Overhaul v0.6
Hi
I am using the deadair mod now with 3.0.
Had maps issues, until i figured out i had to take the ROR for DeadAir, cause am using ROR, now everything looking great very massive map.
But very early days to know about the economy yet.
I must say, works great without highway, this MOd made the game for me.
Cheers man
I am using the deadair mod now with 3.0.
Had maps issues, until i figured out i had to take the ROR for DeadAir, cause am using ROR, now everything looking great very massive map.
But very early days to know about the economy yet.
I must say, works great without highway, this MOd made the game for me.
Cheers man
Re: [MOD]DeadAirGate Overhaul v0.6
Glad to hear. Once i have some time, I'll look into the compatibility patches to make sure everything is as it should be.
Re: [MOD]DeadAirGate Overhaul v0.6
Hiyah! I'm using 3.00 atm, so I'll go and take a look, I'll get back to you in the X4 disco probably.
Aladna Hill, Again, AP, 3.1. in the last Game worthy of the "X" title. <<<< X4 might just be changing this.