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Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Mon, 20. Jan 20, 07:43
by DeadAirRT
If anyone is interested in testing the new versions of my mods (for beta 3.0), I'm constantly uploading changes so feedback is appreciated.


DeadAir Beta3.0 Git

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Fri, 24. Jan 20, 01:35
by DeadAirRT
Mods patched for 3.0beta5. The 3 new sectors are incorporated.

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Fri, 31. Jan 20, 11:48
by Jaskan
Hi

I am using the deadair mod now with 3.0.
Had maps issues, until i figured out i had to take the ROR for DeadAir, cause am using ROR, now everything looking great very massive map.
But very early days to know about the economy yet.

I must say, works great without highway, this MOd made the game for me.

Cheers man

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Sat, 1. Feb 20, 00:41
by DeadAirRT
Glad to hear. Once i have some time, I'll look into the compatibility patches to make sure everything is as it should be.

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Sat, 1. Feb 20, 19:09
by Staberind
Hiyah! I'm using 3.00 atm, so I'll go and take a look, I'll get back to you in the X4 disco probably.

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Wed, 5. Feb 20, 00:51
by DeadAirRT
Figured I would post some patch notes:
DeadAirGate Overhaul
v0.73 - Moved HOP wharf/shipyard/tradestation away from gates, updated cluster music, started adding new resource fields, added 4 gates to assist with L/XL route problems.

DeadAir Jobs
v1.56 - Reduced numbers across the board to save some CPU
v1.57 - Lowered idle time for L/XL at gates, increased trade routine range and lowered skill requirement, increased relative price window for auto traders, rearranged ware baskets for smoother economic flow.

DeadAir Supplement
v1.28 - Added faction station traders, readjusted auto trader ranges, reintroduced SCA smugglers, set deadairjobs as optional but it really is reccomended.

DeadAir Fill
v1.15 - Added tradestationfix workaround for potentially bugged hop/par/ali trade stations.
v1.16 - Nerfed nividium removal and nerfed shipyard assistance.

DeadAir Dynamic Wars
v1.0 - v1.04 - New mod, adds scripts to change NPC faction relations based on RNG and time. No more will it just be a static war between two factions for entire game. They can be at peace one minute, war the next, then settle their differences down the line.
v1.05 - Added more story snippets to events, increased relation change amounts
v1.06 - Fixed a bug in checktime (m vs min) and fixed some gaps in event messages.
v1.07 - Re-balanced standings gain/loss, added more notifications for standings changes.
v1.08 - Fixed possible relation out of range bug, added nemesis event (instant -1)
v1.09 - Added relation change to both sides in case it was not already shared

DeadAir God
v1.34 - rebalanced number of stations per coalition

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Sat, 8. Feb 20, 08:18
by Motionblurr
Is the Dynamic War updated? Seems whenever i do the DW start... i start in Argon Prime instead of Shadow and the PHQ cant be found (it just says location unknown)

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Sat, 8. Feb 20, 19:48
by DeadAirRT
Motionblurr wrote:
Sat, 8. Feb 20, 08:18
Is the Dynamic War updated? Seems whenever i do the DW start... i start in Argon Prime instead of Shadow and the PHQ cant be found (it just says location unknown)
The actual game start isn't really anything special. As long as dynamic wars is enabled, the dynamic faction relations script will run with any game start.

I was having issues with the gamestart actually starting you in shadow's end because of how the game loads modded zones. The PHQ does spawn in shadow's end and once the babbling boron starts talking it will give you an autopath destination to your phq.

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Tue, 11. Feb 20, 11:29
by Misunderstood Wookie
I made a less intensive version of the Jobs Module (without removing any extra jobs just culling back numbers of ships) should anybody with a weaker CPU such as myself be interested.

You can download/compare vs DeadAIr's Jobs here https://github.com/Misunderstood-Wookie ... s/tree/Dev

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Wed, 19. Feb 20, 21:53
by DeadAirRT
Patches uploaded (for mods that needed) for 3.0b6 compatibility, available on git.

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Wed, 19. Feb 20, 22:05
by BlackRain
It seems with the latest beta, they added some new graphic stuff which is impacting performance maybe?

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Wed, 19. Feb 20, 23:51
by DeadAirRT
BlackRain wrote:
Wed, 19. Feb 20, 22:05
It seems with the latest beta, they added some new graphic stuff which is impacting performance maybe?
There are new graphics options but i didn't notice any degrading performance. Any specific sector?

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Wed, 19. Feb 20, 23:56
by BlackRain
DeadAirRT wrote:
Wed, 19. Feb 20, 23:51
BlackRain wrote:
Wed, 19. Feb 20, 22:05
It seems with the latest beta, they added some new graphic stuff which is impacting performance maybe?
There are new graphics options but i didn't notice any degrading performance. Any specific sector?
Just loading up the game in general, but maybe there is another reason

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Thu, 20. Feb 20, 00:16
by DeadAirRT
They started to add stuff for the new factions so it's possible that's causing some slowdown. Or the improved scripts are a little more taxing. I didn't notice any difference really though.

Re: [MOD]DeadAirGate Overhaul v0.6

Posted: Mon, 24. Feb 20, 08:22
by DeadAirRT
Big update incoming for DeadAirGate overhaul. Expect a lot of new systems (that don't all have the same exact skybox but same resources for now). If anyone wants to pitch in some names, i may or may not use them.