[MOD]DeadAir Mods

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DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 20:12

djrygar wrote:
Sat, 30. May 20, 17:49
destroyer has id IAM-155

I looked at save myself
owner="court" cover="xenon"

this is weird
They should not use Xenon as cover, but I guess this is not DAGO's thing. Cannot find leader's job.
So i honestly have no clue what caused it. I looked through the things i suspected would cause it to no avail.

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 20:52

Yeah, weird, seems Curbs do have cloaking pirates. Thanks for looking up.

on other subject;
have you played Split plotline with gateovehaul?

I know there is vanilla bug that prevents this plotline to trigger (fixed in beta 2)
But I also realized that since I played with DAGO I never triggered it. So I wonder if I hit this bug or maybe rearranged map also has something to do with it (Im talking about the part where you have to find gate to 'new sectors'). I dont even know if I should look for it in ZYA sectors or somewhere else? Heretics End is now in completely different place. No idea if mission hooks itself to some sector ID, sector coordinates or maybe dynamically attaches itself somewhere based on sector ownership.

on plus note, I see quite sizeable fleets in core sectors around shipyards, which is really nice, cant wait to see how successful they will be in making chaos ;)
What decision you ultimately made regarding sector choosing?
Hope to see them using battleships (either from XR Ships or ROR) in future.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 22:34

djrygar wrote:
Sat, 30. May 20, 20:52
Yeah, weird, seems Curbs do have cloaking pirates. Thanks for looking up.

on other subject;
have you played Split plotline with gateovehaul?

I know there is vanilla bug that prevents this plotline to trigger (fixed in beta 2)
But I also realized that since I played with DAGO I never triggered it. So I wonder if I hit this bug or maybe rearranged map also has something to do with it (Im talking about the part where you have to find gate to 'new sectors'). I dont even know if I should look for it in ZYA sectors or somewhere else? Heretics End is now in completely different place. No idea if mission hooks itself to some sector ID, sector coordinates or maybe dynamically attaches itself somewhere based on sector ownership.

on plus note, I see quite sizeable fleets in core sectors around shipyards, which is really nice, cant wait to see how successful they will be in making chaos ;)
What decision you ultimately made regarding sector choosing?
Hope to see them using battleships (either from XR Ships or ROR) in future.
So I went through the split story script to try and maintain compatibility as much as I could but I've never bothered with story stuff personally. I even went and left that ugly accelerator in FRF space for it. The storyline *should* work.

Sector choosing is random right now, I made some improvements since then. In the future,
Spoiler
Show
factions attacking xenon will attack the closest xenon sector but attacking other factions is a random non-shipyard sector
Also, in case you didn't see, the new version of fill has options to disable the injection of wares.

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 23:08

DeadAirRT wrote:
Sat, 30. May 20, 22:34
I even went and left that ugly accelerator in FRF space for it. The storyline *should* work.
heh, I was wondering why it is there when highways are deleted.
DeadAirRT wrote:
Sat, 30. May 20, 22:34
Sector choosing is random right now, I made some improvements since then.
I love randomness, it can stay this way :>
If this logic is separate, i see no reason to change it further. Deep rides weaken enemy's economy, which should help regular vanilla-invaders. It looks like more advanced AI this way ;>
Yeah, i see changes made in 'activatejobs' yesterday, downloading
DeadAirRT wrote:
Sat, 30. May 20, 22:34
Also, in case you didn't see, the new version of fill has options to disable the injection of wares.
So I can have NPC ship upgrades without ware spawn? Wonderful!

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Tue, 2. Jun 20, 06:51

So I got 5 hours into the DeadAir mod (gate overhaul, dynamic wars, wares, and dynamic warstart), combined with VRO, Faction Enhancer mods, XR shippack for VRO, and X4 Fire and Smoke, along with several more minor mods. Not sure if it was the particular combination of mods, or the massive size of the universe, but playing it was becoming painfully slow on the map. To the point that I am giving up on the DeadAir mods for now. It's a shame, because I really like the universe size and layout, but my game is becoming a slideshow.

i7-7700K
16 GB RAM
GTX 1060

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Tue, 2. Jun 20, 15:52

Falcrack wrote:
Tue, 2. Jun 20, 06:51
So I got 5 hours into the DeadAir mod (gate overhaul, dynamic wars, wares, and dynamic warstart), combined with VRO, Faction Enhancer mods, XR shippack for VRO, and X4 Fire and Smoke, along with several more minor mods. Not sure if it was the particular combination of mods, or the massive size of the universe, but playing it was becoming painfully slow on the map. To the point that I am giving up on the DeadAir mods for now. It's a shame, because I really like the universe size and layout, but my game is becoming a slideshow.

i7-7700K
16 GB RAM
GTX 1060
XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it.

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Tue, 2. Jun 20, 16:12

DeadAirRT wrote:
Tue, 2. Jun 20, 15:52
Falcrack wrote:
Tue, 2. Jun 20, 06:51
So I got 5 hours into the DeadAir mod (gate overhaul, dynamic wars, wares, and dynamic warstart), combined with VRO, Faction Enhancer mods, XR shippack for VRO, and X4 Fire and Smoke, along with several more minor mods. Not sure if it was the particular combination of mods, or the massive size of the universe, but playing it was becoming painfully slow on the map. To the point that I am giving up on the DeadAir mods for now. It's a shame, because I really like the universe size and layout, but my game is becoming a slideshow.

i7-7700K
16 GB RAM
GTX 1060
XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it.
How does the DeadAir Wares and the Faction Enhancer mods play together? Do they conflict at all? I think I will give DeadAir mods another go, minus the XR ship pack, because I like the size of the galaxy, I just don't like the slideshow frame rates. The mods I am considering are as follows:

Ship Reverse Engineering
Better Kill Credit
Better Piracy
Jump Drive Lite
Crystal Finder
DeadAir Dynamic Wars
DeadAir Dynamic Wars Start
DeadAir Gate Overhaul
DeadAir Ware
Early SETA
Split Vendetta
Escape Teleport
Faction Enhancer - War Module
Faction Enhancer - Catchup Module
Faction Enhancer - Econ AI Module
Faction Enhancer - Econ Balance Mod
Legacy Music - Full
Disable Encounter
minefield - off
NoSuperHighway
No Battle music
No Dark Ambient
Reactive Factions
Remove wait for you
SectorSatellites
Skip Intro
SirNukes Mod Support APIs
Variety and Rebalance Overhaul
X4 Fire and Smoke

Are any of these mods red flags in terms of decreasing performance, specifically map performance, or have known compatibility issues?

shovelmonkey
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Re: [MOD]DeadAir Mods

Post by shovelmonkey » Tue, 2. Jun 20, 16:34

DeadAirRT wrote:
Tue, 2. Jun 20, 15:52

XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it.
Well that is a shame. I was rather enjoying the ship pack, but I'm on a knife's edge with performance as it is with the extra sectors. I had read his thread and saw your comments. Seems like a simple fix, I wish I had the knowledge to make the changes myself as both of your mods have become must have's.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Tue, 2. Jun 20, 18:30

shovelmonkey wrote:
Tue, 2. Jun 20, 16:34
DeadAirRT wrote:
Tue, 2. Jun 20, 15:52

XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it.
Well that is a shame. I was rather enjoying the ship pack, but I'm on a knife's edge with performance as it is with the extra sectors. I had read his thread and saw your comments. Seems like a simple fix, I wish I had the knowledge to make the changes myself as both of your mods have become must have's.
If you have his mod with loose files, I could easily send you a fixed version

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Tue, 2. Jun 20, 18:40

Falcrack wrote:
Tue, 2. Jun 20, 16:12
DeadAirRT wrote:
Tue, 2. Jun 20, 15:52
Falcrack wrote:
Tue, 2. Jun 20, 06:51
So I got 5 hours into the DeadAir mod (gate overhaul, dynamic wars, wares, and dynamic warstart), combined with VRO, Faction Enhancer mods, XR shippack for VRO, and X4 Fire and Smoke, along with several more minor mods. Not sure if it was the particular combination of mods, or the massive size of the universe, but playing it was becoming painfully slow on the map. To the point that I am giving up on the DeadAir mods for now. It's a shame, because I really like the universe size and layout, but my game is becoming a slideshow.

i7-7700K
16 GB RAM
GTX 1060
XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it.
How does the DeadAir Wares and the Faction Enhancer mods play together? Do they conflict at all? I think I will give DeadAir mods another go, minus the XR ship pack, because I like the size of the galaxy, I just don't like the slideshow frame rates. The mods I am considering are as follows:

Ship Reverse Engineering
Better Kill Credit
Better Piracy
Jump Drive Lite
Crystal Finder
DeadAir Dynamic Wars
DeadAir Dynamic Wars Start
DeadAir Gate Overhaul
DeadAir Ware
Early SETA
Split Vendetta
Escape Teleport
Faction Enhancer - War Module
Faction Enhancer - Catchup Module
Faction Enhancer - Econ AI Module
Faction Enhancer - Econ Balance Mod
Legacy Music - Full
Disable Encounter
minefield - off
NoSuperHighway
No Battle music
No Dark Ambient
Reactive Factions
Remove wait for you
SectorSatellites
Skip Intro
SirNukes Mod Support APIs
Variety and Rebalance Overhaul
X4 Fire and Smoke

Are any of these mods red flags in terms of decreasing performance, specifically map performance, or have known compatibility issues?
My mod pack is designed to work with Faction enhancer so no worries there (I actually get higher FPS with FE than without)

As to your list:
  • Jump Drive Lite - if this is the gate only version, I don't recommend it since I have gate AI improvements built into Gate. I'm not sure how the code would end up between the two.
  • DeadAirFill - I recommend using this, you can disable the injection of wares or adjust the levels it does. Right now, when the great station building rush happens (also the worst time for FPS) there is a shortage of wares across the economy that takes a while to recover from. I personally set the script to run every 60 minutes, for the removal I leave at default, for the adding I do 5% - > 10% for tradestations, and disable for shipyards. I don't like spawning anything but as it is right now, the mod will remove far more wares from the universe than it will add.
  • Faction Enhancer - Catchup - A great mod, but it goes against the principles of my design. With the large amount of sectors every faction has, they naturally can make a come back on their own. I actually want factions to be hurting if they manage to lose a core sector (which usually means they lose several border sectors before). I recommend disabling this.
  • Minefield - off - I recommend removing this if it is what I think. I already removed all the minefields and hazardous regions from the map as they add nothing to gameplay in my opinion.
  • NoSuperHighway - completely unnecessary since I have a much better and complete removal of highways in my mod. I recommend removing this.
As to XR ship pack, If you have the loose files, I'd be glad to send you a *fixed* version of the diffs that wont cause excessive ships.
Last edited by DeadAirRT on Tue, 2. Jun 20, 19:00, edited 1 time in total.

shovelmonkey
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Re: [MOD]DeadAir Mods

Post by shovelmonkey » Tue, 2. Jun 20, 18:54

DeadAirRT wrote:
Tue, 2. Jun 20, 18:30
shovelmonkey wrote:
Tue, 2. Jun 20, 16:34
DeadAirRT wrote:
Tue, 2. Jun 20, 15:52

XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it.
Well that is a shame. I was rather enjoying the ship pack, but I'm on a knife's edge with performance as it is with the extra sectors. I had read his thread and saw your comments. Seems like a simple fix, I wish I had the knowledge to make the changes myself as both of your mods have become must have's.
If you have his mod with loose files, I could easily send you a fixed version
I extracted the mod and am thus using it in loose form. So that would be awesome...
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Tue, 2. Jun 20, 23:07

I started running the same set of mods as before, minus the XR ship pack and XR ship pack VRO, and just sat in the starting sector for a while. Zoomed out, the map started out at 40 fps, after about an hour and a half it was down to 30, so it was continually dropping.

I think it just comes down to the fact the the factions are all so busy building stations and expanding in the gigantic universe, that the slowdown is just due to their massive expansion over time. I also notice that with this set of mods, engaging SETA is basically impossible. I was sitting at 60 fps in an empty sector, turned it on, and FPS dropped to 2.

Ship Reverse Engineering
Better Kill Credit
Better Piracy
Jump Drive Lite
Crystal Finder
DeadAir Dynamic Wars
DeadAir Dynamic Wars Start
DeadAir Gate Overhaul
DeadAir Ware
Early SETA
Split Vendetta
Escape Teleport
Faction Enhancer - War Module
Faction Enhancer - Catchup Module
Faction Enhancer - Econ AI Module
Faction Enhancer - Econ Balance Mod
Legacy Music - Full
Disable Encounter
minefield - off
NoSuperHighway
No Battle music
No Dark Ambient
Reactive Factions
Remove wait for you
SectorSatellites
Skip Intro
SirNukes Mod Support APIs
Variety and Rebalance Overhaul
X4 Fire and Smoke


My specs
i7 7700K
16 GB DDR4 RAM
GTX 1060 6 GB

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Tue, 2. Jun 20, 23:57

Falcrack wrote:
Tue, 2. Jun 20, 23:07
*snip*
Did you not see my previous post? Because this makes it seem like you completely ignored it.

The map performance in an Egosoft thing. It's been trash since day one but supposedly 3.2 is better. The more stuff you have visible, the worse map performance will be.

As to SETA, yeah...I'm not sure what you expect. If you expect to run 10k ships at what, 4x speed? This is not remotely feasible and likely will never be for this game unless egosoft pulls a miracle with this engine.

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Wed, 3. Jun 20, 01:00

DeadAirRT wrote:
Tue, 2. Jun 20, 23:57
Falcrack wrote:
Tue, 2. Jun 20, 23:07
*snip*
Did you not see my previous post? Because this makes it seem like you completely ignored it.

The map performance in an Egosoft thing. It's been trash since day one but supposedly 3.2 is better. The more stuff you have visible, the worse map performance will be.

As to SETA, yeah...I'm not sure what you expect. If you expect to run 10k ships at what, 4x speed? This is not remotely feasible and likely will never be for this game unless egosoft pulls a miracle with this engine.
Actually, I didn't see your previous post, my apologies! Thanks for the feedback on the mods, it is greatly appreciated. I'm still not really a fan of the idea behind the deadair fill mod, I don't like spawning or removing wares. I'd rather let things just sort of evolve naturally, even if it leads to imbalances at the start of the game.

You said "As to XR ship pack, If you have the loose files, I'd be glad to send you a *fixed* version of the diffs that wont cause excessive ships."

I'm not sure what you mean by "loose files" or "diffs", sorry I am not up to speed on these terms! But anything that would help would be great. I really love the size of the universe in your mod.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Wed, 3. Jun 20, 01:56

Falcrack wrote:
Wed, 3. Jun 20, 01:00
Actually, I didn't see your previous post, my apologies! Thanks for the feedback on the mods, it is greatly appreciated. I'm still not really a fan of the idea behind the deadair fill mod, I don't like spawning or removing wares. I'd rather let things just sort of evolve naturally, even if it leads to imbalances at the start of the game.

You said "As to XR ship pack, If you have the loose files, I'd be glad to send you a *fixed* version of the diffs that wont cause excessive ships."

I'm not sure what you mean by "loose files" or "diffs", sorry I am not up to speed on these terms! But anything that would help would be great. I really love the size of the universe in your mod.
All good, I was like "is this guy straight up ignoring me?"

Basically, when you look in the XR ship pack folder, is it a cat/dat file or individual files?

As to the performance, I can *try* to publish a lower intensity version but keep in mind one thing:

The economy will go through a massive cycle of expansion in the very beginning when factions try to shore up holes and conquer the initial ownerless zones. I typically start out at 120 FPS then drop down into the 80's at the worst of it in empty space. After most of the stations are built and the economy re-stabilizes, my fps goes back up into the 100's. It does take several hours to reach that stage, and the more the economy is struggling to keep up, the more stressful that period would be.

As to fill, don't think of it so much as removing wares as trading them for ship mods. Whenever a ware reaches the high capacity threshold at tradestation, they trade those wares for ship mods on one of their faction's L/XL ships. Tradestations will basically tell you the health of the economy since they buy at average price for the most important wares. If something is well stocked, they have excess production but if something is empty, they are experiencing a shortage of supply or transportation.

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Wed, 3. Jun 20, 03:00

DeadAirRT wrote:
Wed, 3. Jun 20, 01:56
Basically, when you look in the XR ship pack folder, is it a cat/dat file or individual files?
They are cat/dat files, and content.xml

As far as as faction enhancer goes, it causes X4 3.2 beta to freeze, so that's off the table for the time being.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Wed, 3. Jun 20, 04:20

Falcrack wrote:
Wed, 3. Jun 20, 03:00
DeadAirRT wrote:
Wed, 3. Jun 20, 01:56
Basically, when you look in the XR ship pack folder, is it a cat/dat file or individual files?
They are cat/dat files, and content.xml

As far as as faction enhancer goes, it causes X4 3.2 beta to freeze, so that's off the table for the time being.
Mysterial has a version for the beta in his forum thread.

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Wed, 3. Jun 20, 06:52

I noticed, about 9 hours into my game with VRO + DeadAir mods (including Dynamic Wars), that none of the main factions are at war with each other. They fighting is mostly versus the Xenon. Once the factions have finished their expansion and filled up their sector (do factions have limits on how many stations they can put into sectors by the way?), will the factions begin to fight for territory?

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Wed, 3. Jun 20, 07:27

Falcrack wrote:
Wed, 3. Jun 20, 06:52
I noticed, about 9 hours into my game with VRO + DeadAir mods (including Dynamic Wars), that none of the main factions are at war with each other. They fighting is mostly versus the Xenon. Once the factions have finished their expansion and filled up their sector (do factions have limits on how many stations they can put into sectors by the way?), will the factions begin to fight for territory?
Dynamic war is mostly weighted rng. I can assure you there will be wars, but there isn't anything in particular that triggers it. Once a war starts, the faction logic will have them fight over sectors that are owned by enemies and adjacent. They also will have a chance at launching their flagship fleet at a random enemy sector that will attempt to destroy all the stations.

MiFoludek
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Re: [MOD]DeadAir Mods

Post by MiFoludek » Fri, 5. Jun 20, 20:42

Hi,

Just wondering if there are new backgrounds for new sectors?

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