[MOD] Random Galaxy Tool - Second Realignment
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] Random Galaxy Tool - Second Realignment
can we expect updates wich includes new factions?
-
- Posts: 284
- Joined: Mon, 10. Dec 18, 07:26
Re: [MOD] Random Galaxy Tool - Second Realignment
What do you mean by belts? Are these the asteroid and gas fields? Or the connections between sectors? Please explain.celludriel wrote: ↑Fri, 25. Mar 22, 23:50I approve of this tool
I had a quick look at how I wrote the code for the belts. It appears I added an option for manual belts ... sooooooooo technically you could add it to the random tool I guess. The random generation is hardcoded though
Re: [MOD] Random Galaxy Tool - Second Realignment
Indeed
SCA/HAT is missing
And expect in fact news faction as well
This mod with DeadAir DynamicWars
Faction Enhancer
DeadAir AI Tweaks and Kuerte Ai Tweaks as well
Its refresh everytime for each new gameplay
SCA/HAT is missing
And expect in fact news faction as well
This mod with DeadAir DynamicWars
Faction Enhancer
DeadAir AI Tweaks and Kuerte Ai Tweaks as well
Its refresh everytime for each new gameplay
Re: [MOD] Random Galaxy Tool - Second Realignment
Wow this mod look awesome!
I was just thinking, but instead of trying to create a full random universe, why not just shifting gate connections?
Sectors keep there names, layout, backdrop, story mission and all, but the whole layout is changed.
Look way easier and it would already be an huge change for a restart no?
I was just thinking, but instead of trying to create a full random universe, why not just shifting gate connections?
Sectors keep there names, layout, backdrop, story mission and all, but the whole layout is changed.
Look way easier and it would already be an huge change for a restart no?
Re: [MOD] Random Galaxy Tool - Second Realignment
Will this mod work with the new X4 Tides of Avarice?
Re: [MOD] Random Galaxy Tool - Second Realignment
That would not works, factions if unlucky would have nowhere to mine some ressources and would just get destroyedKospy wrote: ↑Sun, 24. Apr 22, 14:05Wow this mod look awesome!
I was just thinking, but instead of trying to create a full random universe, why not just shifting gate connections?
Sectors keep there names, layout, backdrop, story mission and all, but the whole layout is changed.
Look way easier and it would already be an huge change for a restart no?
Re: [MOD] Random Galaxy Tool - Second Realignment
Is the mod still being worked on?
-
- Posts: 4
- Joined: Mon, 6. Jun 22, 23:02
-
- Posts: 284
- Joined: Mon, 10. Dec 18, 07:26
Re: [MOD] Random Galaxy Tool - Second Realignment
I guess this doesn't work anymore. Shame.
Really wish this kind of tool was made into the base game to generate random galaxies for new game starts.
Really wish this kind of tool was made into the base game to generate random galaxies for new game starts.
-
- Posts: 24
- Joined: Thu, 30. Jan 20, 05:13
Re: [MOD] Random Galaxy Tool - Second Realignment
The hosting for the web application is no longer working, and I admittedly don't know when it broke. I'm tentatively planning to rewrite this as a desktop application so that it doesn't stop working randomly due to server hosting. Probably will work on it after Kingdom End DLC.
In the meantime, I apologize that it is no longer working!
In the meantime, I apologize that it is no longer working!
Re: [MOD] Random Galaxy Tool - Second Realignment
Hooray, thank you.General Vash wrote: ↑Wed, 22. Feb 23, 03:51The hosting for the web application is no longer working, and I admittedly don't know when it broke. I'm tentatively planning to rewrite this as a desktop application so that it doesn't stop working randomly due to server hosting. Probably will work on it after Kingdom End DLC.
In the meantime, I apologize that it is no longer working!
Please take your time
Re: [MOD] Random Galaxy Tool - Second Realignment
Hi,General Vash wrote: ↑Wed, 22. Feb 23, 03:51The hosting for the web application is no longer working, and I admittedly don't know when it broke. I'm tentatively planning to rewrite this as a desktop application so that it doesn't stop working randomly due to server hosting. Probably will work on it after Kingdom End DLC.
In the meantime, I apologize that it is no longer working!
I got everything working locally. However, I want to add workforce factories to the spawn/quota. I have already edited model/EcoPlacer.jar (added quota.replace()) and recompiled, but god.xml does not include the added factory quotas. Is there anything else I need to do other than editing the EcoPlacer.jar?
EDIT: I had to maven deploy. It works now.
EDIT2: I don't know what I was looking at to think that it works, still doesn't work yet.
EDIT3: The game was crashing because SCA pirates were getting food/snail/oil modules in the modules.xml file.
EDIT4: god.xml file is managed by the "// 2 owned sector" section in EcoPlacer.jar. I believe what comes after the else; are the station quotas after the map has been populated and the game is running.