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[MOD] Hiigaran Crossroads v2.0 (GV 4.10+ : TO/HoL/CWIR Optional)
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UniTrader
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MEDAL

Joined: 20 Nov 2005
Posts: 13623 on topic

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PostPosted: Sun, 11. Jan 15, 08:57    Post subject: Reply with quote Print

not sure if its for the rendering, but i woud guess yes.. also note that when a Tube passes a Zone it may not also start/end there - i had the same problem once with a Tube Like this:

Start:1 -> 2 -> 3 -> 1 -> 4 -> 3:End

Zone 2 and 4 were shown fine, but 3 and 1 were never rendered when passing in the Tube.. really a shame because i liked that concept..


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Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter Wink

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help Wink
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Earth Ultimatum IV.



MEDALMEDALMEDAL

Joined: 03 May 2010
Posts: 5129 on topic
Location: Slovakia
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PostPosted: Sun, 11. Jan 15, 10:05    Post subject: Reply with quote Print

Would like to see some screenshots Smile


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Exavier724





Joined: 12 Dec 2003
Posts: 110 on topic
Location: Phoenix, Az, USA
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PostPosted: Sun, 11. Jan 15, 10:25    Post subject: Reply with quote Print

Earth ultimatum IV. wrote:
Would like to see some screenshots Smile

lol of what specificaly?
There are screenshots of the 3 maps in the 2nd post (currently intermittent due to an issue with my domain hosting provider screwing up something, waiting for DNS to stabilize again) and the same 3 images are on the steam page.

Beyond that space is pretty much the Maelstrom background as I don't have a custom one yet & construction/life in the zone doesn't build up until after the player opens the gate (stations take a while to build just like they do for the player) Razz

I guess I could take a couple of my highway arrays as i think they look pretty neat. But for the most part its currently just a large "non-orange" place for players to build an empire with some sidelines of AI life. Very Happy

hmm i guess i could get a couple of the new frigate I added, though its just another reworked Lepton transport.

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w.evans





Joined: 18 Nov 2014
Posts: 2941 on topic

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PostPosted: Sun, 11. Jan 15, 12:03    Post subject: Reply with quote Print

Fired up the game this morning, testing something unrelated, and my debuglog told me to tell you this:
debuglog wrote:
[=ERROR=] Tried to active state for job ID hiigaran_omicron_miner_ice_medium_01, which is not valid!
[=ERROR=] Tried to active state for job ID hiigaran_omicron_miner_mineral_medium, which is not valid!
[=ERROR=] Tried to active state for job ID hiigaran_omicron_trader_energy_medium_02, which is not valid!

Just those three (which is remarkable for a new release, I think!), repeated once every game load. I was in omicron lyrae at the time repeatedly trying to capture the same Titurel under slightly different conditions. (And failing! The marines kept running back to the Skunk! They were getting better though.)

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Exavier724





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Location: Phoenix, Az, USA
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PostPosted: Sun, 11. Jan 15, 12:31    Post subject: Reply with quote Print

lmao go go mass find & replace fail Razz
I was wondering where all my ice miners & energy traders where. Looks like I have 8 jobs that managed to get a double "hiigara_" on the front of them causing them to fail to activate properly.

Looks like DeVries is the only Ice & Energy ships activating properly currently. None of the mineral miners are.

Guess i will see about getting that fixed tomorrow then. Guess i was making an update earlier than I expected. Oh well going to bed for now Razz

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Earth Ultimatum IV.



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Joined: 03 May 2010
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PostPosted: Sun, 11. Jan 15, 13:22    Post subject: Reply with quote Print

Exavier724 wrote:

Beyond that space is pretty much the Maelstrom background as I don't have a custom one yet & construction/life in the zone doesn't build up until after the player opens the gate (stations take a while to build just like they do for the player) Razz


Ahhh, okay.


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Baconnaise





Joined: 23 Nov 2013



PostPosted: Sun, 11. Jan 15, 15:26    Post subject: Reply with quote Print

Does this replace the teladi cluster? The post says it links to the original four clusters but not the teladi. Where are the gates for each connection to the four clusters at?

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Exavier724





Joined: 12 Dec 2003
Posts: 110 on topic
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PostPosted: Sun, 11. Jan 15, 21:08    Post subject: Reply with quote Print

Baconnaise wrote:
Does this replace the teladi cluster? The post says it links to the original four clusters but not the teladi. Where are the gates for each connection to the four clusters at?


Doesn't replace anything.
I just didn't see a point in linking to the teladi since they already have a bridge to the two bigger clusters. The cross cluster trade ships in my mod though will pay the teladi a visit. Their range is set long enough to reach.

As for the gates:
Spoiler
Buried Treasure
Lava Flow
Last Stand
Shattered Singularity
Spoiler

Thats their current locations. They are sorta on the fringe of the zone so you might have to fly around a little bit to find it if your rendering range is set really low.

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Baconnaise





Joined: 23 Nov 2013



PostPosted: Sun, 11. Jan 15, 22:22    Post subject: Reply with quote Print

Thanks for clearing that up. Makes me want to try it right away since it adds another cluster. The more the merrier!

Does this conflict with World War X mod? You mentioned something about galaxy traders so I'm curious.

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Exavier724





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PostPosted: Sun, 11. Jan 15, 23:22    Post subject: Reply with quote Print

Baconnaise wrote:
Does this conflict with World War X mod? You mentioned something about galaxy traders so I'm curious.

Not as far as I am aware. The Galaxy traders may cross cluster boundaries but they designated spawn point is within Hiigara space. They may get shot up a bit more than usual (since I didn't restrict what clusters they can trade in... Canteran may decide to try and trade with a Letta Industries facility and get ganked by Plutarch patrols).

I actually unpacked WWX (as I do plan to play it myself) and took a look at the code to account for any removals he had that I was using. I think I got them all Smile

Be warned though. Because of its placement of gates & depending on his attack scripts Hiigara may provide a shortcut for attack fleets... Especially for the Xenon due to where I put the gate. Before you ask... that was intentional Twisted Evil

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Exavier724





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PostPosted: Mon, 12. Jan 15, 02:50    Post subject: Reply with quote Print

v1.01 Changes:
- Corrected 8 AI Jobs that weren't activating properly.
- Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.
- Adjusted Highway tube weights to slow traffic down near zones.
- Changed Faction of Awran & Escorts patrolling DeVries gate to Canteran to prevent spontaneous friendly fire destruction.
- German Language Translation Added
- Audio Voiceovers Added for English & German

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w.evans





Joined: 18 Nov 2014
Posts: 2941 on topic

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PostPosted: Mon, 12. Jan 15, 02:57    Post subject: Reply with quote Print

Exavier724 wrote:
Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.

Automatic updates! I like it. Thanks!

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Baconnaise





Joined: 23 Nov 2013



PostPosted: Mon, 12. Jan 15, 09:01    Post subject: Reply with quote Print

Exavier724 wrote:
Be warned though. Because of its placement of gates & depending on his attack scripts Hiigara may provide a shortcut for attack fleets... Especially for the Xenon due to where I put the gate. Before you ask... that was intentional Twisted Evil


I like the cut of your jib.

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Exavier724





Joined: 12 Dec 2003
Posts: 110 on topic
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PostPosted: Tue, 13. Jan 15, 07:18    Post subject: Reply with quote Print

UnitTrader, thanks for the tip on those tube weights. Looks like it solved all 3 of my highways issues from what I can tell in my current game Smile
- NPC Traffic enter/exit the zones without highway gates properly
- Stations are actually rendering as I approach the zone now
- The "Resources" Signposts are actually populating for the zone

The last one is sorta amusing to see change as I add new stations.

w.evans, I feel you on the never going to DeVries... By the time I trigger the next stage of the campaign I think the galaxy traders are going to be able to immediately refill the DeVries shipyard from the trade empire I am making.

Whats cool is I can also confirm my custom ware baskets are working properly. The Galaxy traders in my mod are properly moving around turrets & drones to fill station buy/resupply orders. So now there are a couple of L traders helping cross cluster boundaries rather than just the normal in cluster M traders. Should help the DeVries shipyard maintain some drones in it Smile

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Baconnaise





Joined: 23 Nov 2013



PostPosted: Mon, 19. Jan 15, 12:47    Post subject: Reply with quote Print

Chiming in here to say this cluster addition seems to be superb. I'm giddy with all the cluster choices we seem to have now in workshop/nexus/forums here. I'm a huge lover of Homeworld so it has more of a nostalgia effect than the others Smile.

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