[MOD] The Teleportation Wars 2
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] The Teleportation Wars 2
Really cool idea
I dont know if the pirate or medi ships will just tp to the locations of traders and annoy them or if they just randomly tp to the sector and aggro if they get in the range of the trader.
Also how aggressive are they?
Will it become a task to babysit my traders and eventually have fighters escort them or is it more of a inconvenience because from time to time the traders get annoyed. I understand that this will become a matter of the number of traders (i usually have ~20-30 traders).
Looking forward to the prrofitssssssss to be made in the new sssectorsssssss ǝɹǝɥ ıpɐlǝʇ ʎpǝǝɹɓ ʇɹǝsuI
Edit:
Is this inevitably going to turn into a full war with proper defense lines like the paranids have in their lower left sectors with the xenon? Or just some rare medium fights like argon vs paranid?
I dont know if the pirate or medi ships will just tp to the locations of traders and annoy them or if they just randomly tp to the sector and aggro if they get in the range of the trader.
Also how aggressive are they?
Will it become a task to babysit my traders and eventually have fighters escort them or is it more of a inconvenience because from time to time the traders get annoyed. I understand that this will become a matter of the number of traders (i usually have ~20-30 traders).
Looking forward to the prrofitssssssss to be made in the new sssectorsssssss ǝɹǝɥ ıpɐlǝʇ ʎpǝǝɹɓ ʇɹǝsuI
Edit:
Is this inevitably going to turn into a full war with proper defense lines like the paranids have in their lower left sectors with the xenon? Or just some rare medium fights like argon vs paranid?
______________________________________________________________________________________________________________________________
Re: [MOD] The Teleportation Wars 2
Is it normal, that the Pirates aren't at war with anyone?
-
- Posts: 4
- Joined: Sun, 6. Jan 19, 06:54
Re: [MOD] The Teleportation Wars 2
The pirates/AI dont have access to the research upgrades from PHQ right?
Access to all weapons does not include weapon modifications?
Satellites destroyed in all sectors deployed as they are not just a pirate faction. They literally are a pirate "faction". One faction by itself not at war with anyone. Not enemies or a threat to ARG,ANT,PAR. The big giants let the "pirates" run around only targeting the player that has only one ship as if he is carrying a cargo worth a billion CR oh wait. They also have mining ships to support their faction. This is a nice idea. However, if made enemies to all they will be treated as xenon. if made enemies to only players, they will be present in multiple sectors attacking only the players ships. They dont care about cargo apparently even thought they are pirates. These pirates are nothing more than added "enemy" faction.
Maybe a good idea late game but that will be "spawning" them with ships out of nowhere. I think they have too much ships running around for "pirates"
I had 2 mineral and 1 gas mining PRT faction attacking me + a vanguard while im navigating around a station dodging their bs.
Hopefully soon somehow the pirate faction can be converted into real pirates
Suggestion:
Delete
NEW FACTION - "Pirate Faction" - flies every ship and uses every station module
NEW FACTION - "Medi-tech Corporation" - enemy to you, friend to the universe; only you realize the depths of their corruption
Insert
NEW FACTION - The Empire, exist in the new sectors. flies every ship and uses every station module. enemy to everyone?
Access to all weapons does not include weapon modifications?
Satellites destroyed in all sectors deployed as they are not just a pirate faction. They literally are a pirate "faction". One faction by itself not at war with anyone. Not enemies or a threat to ARG,ANT,PAR. The big giants let the "pirates" run around only targeting the player that has only one ship as if he is carrying a cargo worth a billion CR oh wait. They also have mining ships to support their faction. This is a nice idea. However, if made enemies to all they will be treated as xenon. if made enemies to only players, they will be present in multiple sectors attacking only the players ships. They dont care about cargo apparently even thought they are pirates. These pirates are nothing more than added "enemy" faction.
Maybe a good idea late game but that will be "spawning" them with ships out of nowhere. I think they have too much ships running around for "pirates"
I had 2 mineral and 1 gas mining PRT faction attacking me + a vanguard while im navigating around a station dodging their bs.
Hopefully soon somehow the pirate faction can be converted into real pirates
Suggestion:
Delete
NEW FACTION - "Pirate Faction" - flies every ship and uses every station module
NEW FACTION - "Medi-tech Corporation" - enemy to you, friend to the universe; only you realize the depths of their corruption
Insert
NEW FACTION - The Empire, exist in the new sectors. flies every ship and uses every station module. enemy to everyone?
Re: [MOD] The Teleportation Wars 2
Yeah, the pirates are just the same as med-tech.
I have to constantly fight the pirates, but when I do, I get flagged as hostile by the other factions lol.
Imho you should remove them altogether. Or have them only roam around neutral space or away from other factions, like between clusters of stations or whatever.
I have to constantly fight the pirates, but when I do, I get flagged as hostile by the other factions lol.
Imho you should remove them altogether. Or have them only roam around neutral space or away from other factions, like between clusters of stations or whatever.
Re: [MOD] The Teleportation Wars 2
Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
-
- Posts: 15
- Joined: Sat, 1. Dec 18, 19:55
Re: [MOD] The Teleportation Wars 2
They are spawned. See (in folder md) files 'Master_Spawn_Tracker.xml' and 'LIB_Ship_Spawn.xml' and the followup/regarding files.
I also wanted a none spawn file/mod. Because Ego made one huge efford to create an active economy/build cycle. So I think spawing should be not considert to get ships... Therefore I changed 'Master_Spawn_Tracker.xml', and commented out the action tags from the cues. Or you may change the ship numbers in the approperiate files in the md folder...
Re: [MOD] The Teleportation Wars 2
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.Saboteur58 wrote: ↑Sat, 12. Jan 19, 22:07I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
-
- Posts: 15
- Joined: Sat, 1. Dec 18, 19:55
Re: [MOD] The Teleportation Wars 2
I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.albysmith wrote: ↑Sun, 13. Jan 19, 02:28Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.Saboteur58 wrote: ↑Sat, 12. Jan 19, 22:07I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
Re: [MOD] The Teleportation Wars 2
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Re: [MOD] The Teleportation Wars 2
Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
Re: [MOD] The Teleportation Wars 2
Same here.Requiemfang wrote: ↑Sun, 13. Jan 19, 19:30Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...
Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Re: [MOD] The Teleportation Wars 2
I'm using the separate stand alone version of the find ownerless mod, guess I should have pointed that detail out.wanderer wrote: ↑Sun, 13. Jan 19, 23:57Same here.Requiemfang wrote: ↑Sun, 13. Jan 19, 19:30Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...
Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
-
- Posts: 15
- Joined: Sat, 1. Dec 18, 19:55
Re: [MOD] The Teleportation Wars 2
Button "Consumables" when creating ships earned after I Packed the files in cat. After that, new sectors and new factions disappeared. Which files are responsible for creating factions and new sectors?Saboteur58 wrote: ↑Sun, 13. Jan 19, 09:36I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.albysmith wrote: ↑Sun, 13. Jan 19, 02:28Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.Saboteur58 wrote: ↑Sat, 12. Jan 19, 22:07
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Re: [MOD] The Teleportation Wars 2
Pointing this out about the finding ownerless scan, the mod has the habit of renaming things it finds, it's renaming landmark items like The Aquaduct, don't mind the renaming of ships mind you but it renaming landmarks is a bad idea in my opinion.
-
- Posts: 15
- Joined: Sat, 1. Dec 18, 19:55
Re: [MOD] The Teleportation Wars 2
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.wanderer wrote: ↑Sun, 13. Jan 19, 18:14@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
<price min="25000" average="30000" max="35000" />
<production time="120" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="advancedelectronics" amount="10" />
<ware ware="energycells" amount="10" />
<ware ware="scanningarrays" amount="10" />
</primary>
</production>
<component ref="eq_arg_satellite_09_macro" amount="1" />
<use threshold="0" />
</ware>
<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
<price min="700000" average="900000" max="1200000" />
<production time="120" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="advancedelectronics" amount="10" />
<ware ware="energycells" amount="10" />
<ware ware="scanningarrays" amount="10" />
</primary>
</production>
<component ref="eq_arg_satellite_10_macro" amount="1" />
<use threshold="0" />
</ware>
Re: [MOD] The Teleportation Wars 2
The new pirate faction is only attacking me, and noone else. That feels kinda weird.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.
Re: [MOD] The Teleportation Wars 2
Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.wanderer wrote: ↑Sun, 13. Jan 19, 18:14@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite"> <price min="25000" average="30000" max="35000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_09_macro" amount="1" /> <use threshold="0" /> </ware> <ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite"> <price min="700000" average="900000" max="1200000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_10_macro" amount="1" /> <use threshold="0" /> </ware>
-
- Posts: 15
- Joined: Sat, 1. Dec 18, 19:55
Re: [MOD] The Teleportation Wars 2
justify your words or repair the modalbysmith wrote: ↑Thu, 17. Jan 19, 23:41Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.wanderer wrote: ↑Sun, 13. Jan 19, 18:14@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.
I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.Code: Select all
<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite"> <price min="25000" average="30000" max="35000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_09_macro" amount="1" /> <use threshold="0" /> </ware> <ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite"> <price min="700000" average="900000" max="1200000" /> <production time="120" amount="1" method="default" name="{20206,101}"> <primary> <ware ware="advancedelectronics" amount="10" /> <ware ware="energycells" amount="10" /> <ware ware="scanningarrays" amount="10" /> </primary> </production> <component ref="eq_arg_satellite_10_macro" amount="1" /> <use threshold="0" /> </ware>