It already supports CoH wares and follows trade restrictions so I didn't feel that the new buttons were necessary. I'm waiting on something better than adding a boolean parameter for every single faction.BoostHungry wrote: ↑Mon, 12. Apr 21, 21:17Tater Trader CoH support? Can you add the Terrain Factions to the list of factions that can be banned? Are there any other places in the mod where Terrain Systems/Factions need to be added?
[MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
Re: [MOD]DeadAir Mods pt2
Changing over to vro would cause ships to spawn as I removed and changed several jobs. Right now the only changes he has made that aren't incorporated are the buffed small shields, starburst aoe, asgard main weapon, and the fixed tau stuff. My oos balancing is different and the terran travel speeds are not as nerfed compared to the other factions.xaga wrote: ↑Tue, 13. Apr 21, 13:38Good day sir,
first of all a huge "thank you" for all of your hard work, I couldn't really play this game without your mods and VRO.
ATM i'm using all your mods + VRO Lite and the performance is great. Is in your opinion "safe" to switch from "VRO Lite" to the last version of standard "VRO" and vice-versa without starting a new game? The idea is to switch to VRO until VRO Lite is updated, then go back to VRO Lite again.
Thanks in advance.
Re: [MOD]DeadAir Mods pt2
This is due to vanilla police and patrol code where a ship under attack is friendly to one but not the other. Dynamic wars can be an indirect contributor but it doesn't change the code involved.
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Re: [MOD]DeadAir Mods pt2
Sorry I am a little confused, cause ppl are saying on steam your not working on these. Here it looks like you are lol, So are these good to go with all DLC and the 4.0 update?
If so can assume just the steam ones are not working then?
If so can assume just the steam ones are not working then?
Re: [MOD]DeadAir Mods pt2
These are good to go and Steam versions are up to date as well as far as I know. Steam versions are showing the same update timestamp as the GitHub source.
I‘m using the Steam ones without a problem.
Make sure to only use the ones listed in the OP though. There are some older mods from DeadAir that are no longer maintained, mainly the Gate Overhaul.
I‘m using the Steam ones without a problem.
Make sure to only use the ones listed in the OP though. There are some older mods from DeadAir that are no longer maintained, mainly the Gate Overhaul.
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Re: [MOD]DeadAir Mods pt2
Listed in the OP? What is that?Phiolin wrote: ↑Thu, 15. Apr 21, 20:07These are good to go and Steam versions are up to date as well as far as I know. Steam versions are showing the same update timestamp as the GitHub source.
I‘m using the Steam ones without a problem.
Make sure to only use the ones listed in the OP though. There are some older mods from DeadAir that are no longer maintained, mainly the Gate Overhaul.
Re: [MOD]DeadAir Mods pt2
It means "original post", so the first post of this thread.
Re: [MOD]DeadAir Mods pt2
I'm no longer working on deadairgateoverhaul. All of the ones on the first post are being updated. Right now the versions on steam are considered more stable so they may not have the latest changes. There were a lot of updates so I need to get more testing done before I consider them fully ready.BlackDracis wrote: ↑Thu, 15. Apr 21, 20:01Sorry I am a little confused, cause ppl are saying on steam your not working on these. Here it looks like you are lol, So are these good to go with all DLC and the 4.0 update?
If so can assume just the steam ones are not working then?
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Re: [MOD]DeadAir Mods pt2
To think I actually stopped playing EVE Online for X4 and now it has a made it's way into my game...That game just won't die...
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Re: [MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
No worries and thank you. mostly i am trying to figure out what works and what doesnt lolDeadAirRT wrote: ↑Fri, 16. Apr 21, 17:21I'm no longer working on deadairgateoverhaul. All of the ones on the first post are being updated. Right now the versions on steam are considered more stable so they may not have the latest changes. There were a lot of updates so I need to get more testing done before I consider them fully ready.BlackDracis wrote: ↑Thu, 15. Apr 21, 20:01Sorry I am a little confused, cause ppl are saying on steam your not working on these. Here it looks like you are lol, So are these good to go with all DLC and the 4.0 update?
If so can assume just the steam ones are not working then?
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Re: [MOD]DeadAir Mods pt2
How will tatertrader react to mods that add wares to the economy? Am I correct in thinking that it would be limited to dealing in vanilla wares and ignore the wares added by mods?
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
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Re: [MOD]DeadAir Mods pt2
hey, does your Mod DeadAir Gate still needs any kind of patch for the Rise of the Ossian Raider mod? it was mentioned before it needed some kind of patch before. Just asking to make sure. Thx for the great mods which I am currently running on a new playthrough.
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Re: [MOD]DeadAir Mods pt2
another issue I just started with your faction mods but I see some of the destroyer ships on the map as pink squares. I use VRO as well the Icon replacer on steam but with or without the icon replacer some destroyers are pink boxes on the map. I never had that before.
Re: [MOD]DeadAir Mods pt2
You don't need a patch for ror anymore with the new mods.KroelleBoelle wrote: ↑Sun, 25. Apr 21, 13:15another issue I just started with your faction mods but I see some of the destroyer ships on the map as pink squares. I use VRO as well the Icon replacer on steam but with or without the icon replacer some destroyers are pink boxes on the map. I never had that before.
My mods don't change the icons for ships so not sure what could be causing it for you.
Re: [MOD]DeadAir Mods pt2
does anybody know anything about the compatibility (and the differences to 'vanilla' interworlds if i use them) of the deadair-mods to the star wars interworlds mod?
especially:
ai tweaks
god
wares
dynamic wars
jobs
do they break anything?
what is more war-heavy? 'vanilla' sw-i or sw-i with deadair?
edit:
talked with a guy from the mod team, he said:
dynamic wars works
ai tweaks could work but is untested
jobs, wares, god do NOT work an break the game.
especially:
ai tweaks
god
wares
dynamic wars
jobs
do they break anything?
what is more war-heavy? 'vanilla' sw-i or sw-i with deadair?
edit:
talked with a guy from the mod team, he said:
dynamic wars works
ai tweaks could work but is untested
jobs, wares, god do NOT work an break the game.
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.
please excuse my bad english. no native speaker, but german forum is dying ;P
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.
please excuse my bad english. no native speaker, but german forum is dying ;P
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Re: [MOD]DeadAir Mods pt2
I just want to give some Feedback to the mods. I use all of them from the first page in the latest version. With 4.0, latest patch and both dlc.
So the game developes very well after 30 hours in game. Economy is very stable. Especially the new factions seems to have a very strong economy. They are developing to be the strongest factions in game besides the Terran.
Dynamic Wars a working very good as well. I`m playing as Split and currently try to help Zyarth to defend their borders. They are at war with the Argons on one side and since 2-3 hours with the Teladi Company on the other side of their border. And the good thing is: You can really see and feel how Zyarth exausted their economy with their wars. They have a very high demand of all different goods to keep their war maschine running. That feels very realistic. So good job on this!
The only problem I have are the Xenon. They seem to be too week to defend themselfes against the other factions. In nearly every sector they are at the edge to be terminated. And all the other factions are very interested in expanding into their sectors. So for the next update, I would like to see a little help for the Xenon so that they can become a threat for the galaxy again.
Thanks very much for these great mods, DeadAir
So the game developes very well after 30 hours in game. Economy is very stable. Especially the new factions seems to have a very strong economy. They are developing to be the strongest factions in game besides the Terran.
Dynamic Wars a working very good as well. I`m playing as Split and currently try to help Zyarth to defend their borders. They are at war with the Argons on one side and since 2-3 hours with the Teladi Company on the other side of their border. And the good thing is: You can really see and feel how Zyarth exausted their economy with their wars. They have a very high demand of all different goods to keep their war maschine running. That feels very realistic. So good job on this!
The only problem I have are the Xenon. They seem to be too week to defend themselfes against the other factions. In nearly every sector they are at the edge to be terminated. And all the other factions are very interested in expanding into their sectors. So for the next update, I would like to see a little help for the Xenon so that they can become a threat for the galaxy again.
Thanks very much for these great mods, DeadAir
Re: [MOD]DeadAir Mods pt2
Glad you got it figured out. I actually helped shuulo a bit with some of the things that are incompatible so you'll as least get some of my philosophy with swiTorpor wrote: ↑Wed, 28. Apr 21, 14:36does anybody know anything about the compatibility (and the differences to 'vanilla' interworlds if i use them) of the deadair-mods to the star wars interworlds mod?
especially:
ai tweaks
god
wares
dynamic wars
jobs
do they break anything?
what is more war-heavy? 'vanilla' sw-i or sw-i with deadair?
edit:
talked with a guy from the mod team, he said:
dynamic wars works
ai tweaks could work but is untested
jobs, wares, god do NOT work an break the game.
Re: [MOD]DeadAir Mods pt2
Thanks for the awesome feedback! I've been working on some patches that should help out the xenon as I need them to keep blowing stuff up. The main issue I'm running into now is I'm starting to reach the limit on ships that I want because I'm trying to maintain much better performance than I did with DAGO.RockLeeRocco wrote: ↑Thu, 29. Apr 21, 10:54I just want to give some Feedback to the mods. I use all of them from the first page in the latest version. With 4.0, latest patch and both dlc.
So the game developes very well after 30 hours in game. Economy is very stable. Especially the new factions seems to have a very strong economy. They are developing to be the strongest factions in game besides the Terran.
Dynamic Wars a working very good as well. I`m playing as Split and currently try to help Zyarth to defend their borders. They are at war with the Argons on one side and since 2-3 hours with the Teladi Company on the other side of their border. And the good thing is: You can really see and feel how Zyarth exausted their economy with their wars. They have a very high demand of all different goods to keep their war maschine running. That feels very realistic. So good job on this!
The only problem I have are the Xenon. They seem to be too week to defend themselfes against the other factions. In nearly every sector they are at the edge to be terminated. And all the other factions are very interested in expanding into their sectors. So for the next update, I would like to see a little help for the Xenon so that they can become a threat for the galaxy again.
Thanks very much for these great mods, DeadAir
Re: [MOD]DeadAir Mods pt2
I agree that Xenon need some love! I'm playing with your mod, vro, focw and ror.DeadAirRT wrote: ↑Fri, 30. Apr 21, 23:53
Thanks for the awesome feedback! I've been working on some patches that should help out the xenon as I need them to keep blowing stuff up. The main issue I'm running into now is I'm starting to reach the limit on ships that I want because I'm trying to maintain much better performance than I did with DAGO.
The Xenon are too weak overall - or stations and L-turrets are way too strong OOS, one I and two Ks won't even scratch a station oos.
And there's the problem with the mining nerf of course...