[MOD] Civilian Fleets: Mimicry Extension (v6.05)
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Re: [MOD] Civilian Fleets (v1.14)
If you ever feel adding back support a lot of work has been done to the mules you used to know.
https://github.com/Misunderstood-Wookie ... s-Extended
https://github.com/Misunderstood-Wookie ... s-Extended
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD] Civilian Fleets (v1.14)
Would like to try this mod but has Right Click API been fixed so it works with the current version of X4 and Split V?
Take it light.....
Malakie
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Malakie
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Re: [MOD] Civilian Fleets (v1.14)
It works with this version https://www.nexusmods.com/x4foundations/mods/322
Re: [MOD] Civilian Fleets (v1.14)
I seem to have one small issue with the mod. I have experienced mining fleets (4-5*) and fleet leaders are doing Expert AutoMine. Though, the subordinates get only "AutoMine" command with very limited mining/selling ranges compared to vanilla command (eg. 14 gates vs 5 gates).
Re: [MOD] Civilian Fleets (v1.14)
Commented on the nexus post. But I disabled the fleet renaming as it's immersion breaking and kind of annoying. Perhaps reconsider that portion of the mod
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v1.14)
Hmmmmmmm
It seems we may need a v2.0 for this mod.
The v2.0 would be made to be put onto Steam (of course can still be available on Nexus, but there will be some extra steps), and would be adopting the SirNukes API to address users' queries about renaming fleets. As a result of shifting to SirNuke's API, the entire mod will have to be rewritten.
And also, with v2.0, I have the opportunity to declare support for the new version of TaterTrade and the Mules.
Of course, as usual, Imma take it slow and steady, to avoid problems and excess stress from working too fast...
Edit: on another thought, since the right click part of SirNuke's api is still not stable yet, I will only be using SirNuke's for the in-game option menu.
It seems we may need a v2.0 for this mod.
The v2.0 would be made to be put onto Steam (of course can still be available on Nexus, but there will be some extra steps), and would be adopting the SirNukes API to address users' queries about renaming fleets. As a result of shifting to SirNuke's API, the entire mod will have to be rewritten.
And also, with v2.0, I have the opportunity to declare support for the new version of TaterTrade and the Mules.
Of course, as usual, Imma take it slow and steady, to avoid problems and excess stress from working too fast...
Edit: on another thought, since the right click part of SirNuke's api is still not stable yet, I will only be using SirNuke's for the in-game option menu.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v1.14)
@Vectorial
What all do you need from tater? I haven't looked at the code but you basically just need to know the order params to pass on, correct?
What all do you need from tater? I haven't looked at the code but you basically just need to know the order params to pass on, correct?
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v1.14)
Yup, the list of parameters is what I need. Once the parameters are finalized I can safely add support to your newer v5 TaterTrade.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v1.14)
In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
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Re: [MOD] Civilian Fleets (v1.14)
Ah, thanks for reporting!Nyito wrote: ↑Sun, 19. Apr 20, 11:16In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
I will have to stick to the cat-dat format I guess... gotta figure out the technical details first
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v1.14)
Sorry for the late reply, I've been quite busy in the last few days...Vectorial1024 wrote: ↑Tue, 21. Apr 20, 07:17Ah, thanks for reporting!Nyito wrote: ↑Sun, 19. Apr 20, 11:16In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
I will have to stick to the cat-dat format I guess... gotta figure out the technical details first
Yes, same for me it doesn't work. Thanks anyway for your help and dedication, Vectorial !
Re: [MOD] Civilian Fleets (v1.14)
Here are the added parameters for tater:Vectorial1024 wrote: ↑Sun, 19. Apr 20, 09:00Yup, the list of parameters is what I need. Once the parameters are finalized I can safely add support to your newer v5 TaterTrade.
Code: Select all
<param name="distancecheckpercent" default="2" type="number" text="% Penalty per Jump" comment="How much of a penalty each jump is.">
<input_param name="startvalue" value="2"/>
<input_param name="min" value="1"/>
<input_param name="max" value="10"/>
<input_param name="step" value="1"/>
</param>
<param name="trinityban" type="bool" default="false" text="{20203,2301}" comment="Ban faction from trade lists?" />
<param name="splitban" type="bool" default="false" text="{20203,2001}" comment="Ban faction from trade lists?" />
<param name="freesplitban" type="bool" default="false" text="{20203,1601}" comment="Ban faction from trade lists?" />
<param name="courtban" type="bool" default="false" text="{20203,1801}" comment="Ban faction from trade lists?" />
<param name="buccaneersban" type="bool" default="false" text="{20203,2401}" comment="Ban faction from trade lists?" />
<param name="fallensplitban" type="bool" default="false" text="{20203,1701}" comment="Ban faction from trade lists?" />
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Re: [MOD] Civilian Fleets (v1.14)
There is this new CDE file now available on Nexus, see if that works for Win7. If it works, then I can try a bit with Steam upload.Erikk wrote: ↑Tue, 21. Apr 20, 11:53Sorry for the late reply, I've been quite busy in the last few days...Vectorial1024 wrote: ↑Tue, 21. Apr 20, 07:17Ah, thanks for reporting!Nyito wrote: ↑Sun, 19. Apr 20, 11:16In response to your post on the Nexus about Win7 compatibility (responding here since your sticky said you're more likely to see it), the -prefersinglefiles command line doesn't work. The game still 'launches' and then just hangs in the task manager at using ~50kb RAM and no CPU. It only launches in the most technical of senses as well, the .exe being active and steam saying it's in use, but aside from steam, if you didn't look in the task manager you'd never know it had.
I will have to stick to the cat-dat format I guess... gotta figure out the technical details first
Yes, same for me it doesn't work. Thanks anyway for your help and dedication, Vectorial !
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
-
- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v1.14)
DeadAirRT wrote: ↑Tue, 21. Apr 20, 18:49Here are the added parameters for tater:Vectorial1024 wrote: ↑Sun, 19. Apr 20, 09:00Yup, the list of parameters is what I need. Once the parameters are finalized I can safely add support to your newer v5 TaterTrade.Code: Select all
<param name="distancecheckpercent" default="2" type="number" text="% Penalty per Jump" comment="How much of a penalty each jump is."> <input_param name="startvalue" value="2"/> <input_param name="min" value="1"/> <input_param name="max" value="10"/> <input_param name="step" value="1"/> </param> <param name="trinityban" type="bool" default="false" text="{20203,2301}" comment="Ban faction from trade lists?" /> <param name="splitban" type="bool" default="false" text="{20203,2001}" comment="Ban faction from trade lists?" /> <param name="freesplitban" type="bool" default="false" text="{20203,1601}" comment="Ban faction from trade lists?" /> <param name="courtban" type="bool" default="false" text="{20203,1801}" comment="Ban faction from trade lists?" /> <param name="buccaneersban" type="bool" default="false" text="{20203,2401}" comment="Ban faction from trade lists?" /> <param name="fallensplitban" type="bool" default="false" text="{20203,1701}" comment="Ban faction from trade lists?" />
Thanks for the updates! Now it is time for me to provide support to the two mods; it will be a new golden age for trading.Misunderstood Wookie wrote: ↑Wed, 15. Apr 20, 18:40If you ever feel adding back support a lot of work has been done to the mules you used to know.
https://github.com/Misunderstood-Wookie ... s-Extended
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v1.14)
Looking forward to TaterTrader support!
Keep up the good work
Keep up the good work
Re: [MOD] Civilian Fleets (v1.14)
Tried the cat/dat format version; same issue, sadly. Game 'launches' and then nothing. Have to kill the process via task manager to shut the game down.Vectorial1024 wrote: ↑Thu, 23. Apr 20, 14:25There is this new CDE file now available on Nexus, see if that works for Win7. If it works, then I can try a bit with Steam upload.
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Re: [MOD] Civilian Fleets (v1.14)
I'm using it in "Better piracy" (viewtopic.php?f=181&t=424589) without any kind of problem.Vectorial1024 wrote: ↑Sat, 18. Apr 20, 10:18...
Edit: on another thought, since the right click part of SirNuke's api is still not stable yet, I will only be using SirNuke's for the in-game option menu.
It is fully functional and has all the features you might need!
It's also so easy to integrate that adapting to any change he might do should not be a problem, while at the same time, using it now will allow you to provide feedback a request features now that he is still open to doing them
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Re: [MOD] Civilian Fleets (v1.14)
Eventually, I should ask SirNukes if he could mimic what my mod is doing with the right click part, but not now, since I'm getting busy with finals and what not, so I'm gonna do it slowly and start with the extensions options only.Alberto.Rota wrote: ↑Sun, 26. Apr 20, 09:08I'm using it in "Better piracy" (viewtopic.php?f=181&t=424589) without any kind of problem.Vectorial1024 wrote: ↑Sat, 18. Apr 20, 10:18...
Edit: on another thought, since the right click part of SirNuke's api is still not stable yet, I will only be using SirNuke's for the in-game option menu.
It is fully functional and has all the features you might need!
It's also so easy to integrate that adapting to any change he might do should not be a problem, while at the same time, using it now will allow you to provide feedback a request features now that he is still open to doing them
Meanwhile I updated the CDE pack for Win7 with a different packing strategy in mind. There are two changes:
- The *.lua are converted to *.txt
- An extra md.xsd is added, to see if it fixes the problem.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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Re: [MOD] Civilian Fleets (v1.14)
EDIT: Sorry if the issue has been mentions before, but after researching... I have a mix of nexus mods and steam workshop mods... Copying the documents folder extensions and moving them to the steamapps common folder fixed this mod as well as many others!!!
Hey, total X series noob here.
I was super excited to find this mod, but I can't seem to get it to work. I downloaded what I think is the most recent version of G Workaround but no go (I also have RightClickAPI)
Is this mod currently functioning for the rest of you?
Hey, total X series noob here.
I was super excited to find this mod, but I can't seem to get it to work. I downloaded what I think is the most recent version of G Workaround but no go (I also have RightClickAPI)
Is this mod currently functioning for the rest of you?
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Re: [MOD] Civilian Fleets (v1.14)
I've got the most up to date versions of CivFleets, G-Workaround, and RightClickAPI, and they're showing up in the mod list, but something appears to be broken as right-clicking gives none of the expected options.FlankStrike wrote: ↑Wed, 29. Apr 20, 06:21EDIT: Sorry if the issue has been mentions before, but after researching... I have a mix of nexus mods and steam workshop mods... Copying the documents folder extensions and moving them to the steamapps common folder fixed this mod as well as many others!!!
Hey, total X series noob here.
I was super excited to find this mod, but I can't seem to get it to work. I downloaded what I think is the most recent version of G Workaround but no go (I also have RightClickAPI)
Is this mod currently functioning for the rest of you?
Looking at commentary on Nexus for G-Workaround/RightClickAPI, it seems the 3.10 update may have broken them : https://forums.nexusmods.com/index.php? ... ry79456778