[MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
The faction sectors are misplaced on my map, partly overlapping with existing sectors:
Discovering Rhy's Defiance will place it directly in the same spot as CL-85V. Other factions sectors are also looking to be wrongly placed, like not in the tight circle like in your pictures, but with spaces in between.
This is with all your mods, VRO, Mules Supply & Warehouses Extended and of course Split & CoH DLCs.
What might be the reason for this?
Discovering Rhy's Defiance will place it directly in the same spot as CL-85V. Other factions sectors are also looking to be wrongly placed, like not in the tight circle like in your pictures, but with spaces in between.
This is with all your mods, VRO, Mules Supply & Warehouses Extended and of course Split & CoH DLCs.
What might be the reason for this?
Re: [MOD]DeadAir Mods pt2
I recently updated the positions to be spread out and more "vanilla" like. I still need to update the pictures in the post.
None of the sectors should overlap though. I'll double check cl-85v and rhy's defiance.
Re: [MOD]DeadAir Mods pt2
Ok, I see. All good then, except Rhy‘s Defiance.
Can that be fixed in an ongoing save, or would I have to start over eventually?
Can that be fixed in an ongoing save, or would I have to start over eventually?
Re: [MOD]DeadAir Mods pt2
Hi,
It did finally work. Weirdly I had to set up the Blacklist several times before it took. The first two times - with a Blacklist allowing ONLY Terran and Segaris to trade - simply did not work, the ship still went to buy from ANT. I have had weirdness with Tater Traders before, where it'd take several attempt before they'd do anything, but I used to always use TT's own trade restrictions, not Blacklists.
Still, it's working now, but odd that it'd be so temperamental using the vanilla blacklist system.
Scoob.
Re: [MOD]DeadAir Mods pt2
It can be strange at times because it only really wants to apply them when completely restarting the script. The good thing is that mimic will copy over the restriction to all it's subordinates.Scoob wrote: ↑Mon, 22. Mar 21, 21:17Hi,
It did finally work. Weirdly I had to set up the Blacklist several times before it took. The first two times - with a Blacklist allowing ONLY Terran and Segaris to trade - simply did not work, the ship still went to buy from ANT. I have had weirdness with Tater Traders before, where it'd take several attempt before they'd do anything, but I used to always use TT's own trade restrictions, not Blacklists.
Still, it's working now, but odd that it'd be so temperamental using the vanilla blacklist system.
Scoob.
Re: [MOD]DeadAir Mods pt2
work the deadAir faction mod with the https://steamcommunity.com/workshop/fil ... 1672198487 Faction War/Economy Enhancer mods?
do you influence them?
do you influence them?
Re: [MOD]DeadAir Mods pt2
Hi, does default response just mean that the ship needs to have global order usage active. Or do i actually need to set the global order to something specific?
Re: [MOD]DeadAir Mods pt2
It means if left on use judgement they will use the old ai with my tweaks. If you set them to flee everytime then they will bypass the logic and always flee.
Re: [MOD]DeadAir Mods pt2
Thank you. Keep in mind any time I do something to make the players life easier, I tend to also apply it to npcs
Re: [MOD]DeadAir Mods pt2
In regards to the dynamic relations mod do they actually go to war like factions to against xenon or hop (recon, war defend, attack and so on) or do they just attack their ships when they see them?
Re: [MOD]DeadAir Mods pt2
Nice. Thanks for the reply.
Re: [MOD]DeadAir Mods pt2
Glad to help. Note that active invasions only occur when they border but there are still economic impacts of two factions at war far apart. It also effects their likelihood of going to war with others (common friends and common enemies okay a part)
Re: [MOD]DeadAir Mods pt2
Hi,
Thank you for your mods.
Can we expect them to be released on steam workshop?
Thank you.
Thank you for your mods.
Can we expect them to be released on steam workshop?
Thank you.
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD]DeadAir Mods pt2
How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
Re: [MOD]DeadAir Mods pt2
The only potential conflicts with faction enhancer would be from ai tweaks but I haven't checked his code recently.Baconnaise wrote: ↑Sun, 28. Mar 21, 14:48How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
With the build times, assuming they did proper diffs, whichever loads last will be the one that applies.
There is still a minimum build time on modules, it's 60 seconds iirc. Number of drones above 30 have no effect.