Too Many Drones!!!

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ishmaeltheforsaken
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Too Many Drones!!!

Post by ishmaeltheforsaken »

I'm experiencing a weird issue where, in certain sectors, tons and tons and tons of Plutarch drones spawn in formation.

Is this a known issue with any mod? Or with the base game? It is killing my framerates in the affected sectors :(
Goliathmk2
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Post by Goliathmk2 »

I remember hearing about this in the past but never experienced it myself, but what I think is happening is that the PMC ships with those drones are deploying them for battle but they dont recall them which results in huge pileups.
cicero111
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Post by cicero111 »

Zombie drones are a known problem with CDOAIO.

Saw similar formations when using that mod in 2.5 beta - had to revert to an older save, those drones don't despawn.

Edit: spelling is hard
Last edited by cicero111 on Sat, 25. Oct 14, 14:12, edited 1 time in total.
bm01
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Post by bm01 »

I confirm that CDOAIO does that.
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ishmaeltheforsaken
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Post by ishmaeltheforsaken »

Ugh, okay, thanks for letting me know!

Does anyone have any suggestions for a replacement for CDOAIO that achieves similar goals?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I don't think there is anything just yet. There's a modder looking into it so we can keep our fingers crossed.

As for a fix, I'm not sure there is one either. Other than perhaps removing the mod and shooting the existing drones but that may not be very appealing.
cicero111
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Post by cicero111 »

Saw a good tip earlier by modifying the welding laser mod.
http://www.nexusmods.com/xrebirth/mods/273/

edit this file:
WeldingLaser/assets/fx/weaponfx/macros/bullet_player_mininglaser_mk1_macro.xml

And change:
<damage value="800" repair="1" />

to something like:
<damage value="80000" repair="0" />

The MK1 laser should then in theory be a instakill ray. Have not tested it but worh a try instead of pew-pew killing all those drones.
Afterward just do some savegame editing to put your faction reps back to where they were.
Pastaspace
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Post by Pastaspace »

Would it be possible to make our own fix for CDOAIO, to basically just remove the drone launch code outright until the author finds a proper implementation?
cicero111
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Post by cicero111 »

Think the drone issues comes from this:
fight.attack.object.capital.xml
Chopping out the drone launching bit in the OOS part of the script might do the trick (line 720-757). Anyone tried?

Lot of complexity in that code...
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YorrickVander
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Post by YorrickVander »

Just removing that file from the mod works fine. You lose a small bit of functionality but you keep the improved movement code for balors and sucellus which is the winner for me :) That won't remove the drones already spawned though.
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ishmaeltheforsaken
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Post by ishmaeltheforsaken »

YorrickVander wrote:Just removing that file from the mod works fine. You lose a small bit of functionality but you keep the improved movement code for balors and sucellus which is the winner for me :) That won't remove the drones already spawned though.
Would the lost functionality relate solely to drones? (I don't have enough money to stock my caps with drones yet, so I wouldn't mind losing that to use the rest of the mod XD)

Also, if I'm subscribed via Steam Workshop, would it redownload the file every time I start the game?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Not sure about the Workshop thing but it can/could be downloaded from Nexus.
bm01
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Post by bm01 »

ishmaeltheforsaken wrote:Also, if I'm subscribed via Steam Workshop, would it redownload the file every time I start the game?
No, it's based on the version number in contents.xml. But everything are in .cat and .dat on the workshop, you need to use "X Rebirth tool" to extract the files.

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