[MOD]DeadAir Mods pt2

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Phiolin
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Re: [MOD]DeadAir Mods pt2

Post by Phiolin » Mon, 22. Mar 21, 17:04

The faction sectors are misplaced on my map, partly overlapping with existing sectors:

Image

Discovering Rhy's Defiance will place it directly in the same spot as CL-85V. Other factions sectors are also looking to be wrongly placed, like not in the tight circle like in your pictures, but with spaces in between.

Image

This is with all your mods, VRO, Mules Supply & Warehouses Extended and of course Split & CoH DLCs.
What might be the reason for this?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 22. Mar 21, 17:27

Phiolin wrote:
Mon, 22. Mar 21, 17:04
This is with all your mods, VRO, Mules Supply & Warehouses Extended and of course Split & CoH DLCs.
What might be the reason for this?
I recently updated the positions to be spread out and more "vanilla" like. I still need to update the pictures in the post.

None of the sectors should overlap though. I'll double check cl-85v and rhy's defiance.

Phiolin
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Re: [MOD]DeadAir Mods pt2

Post by Phiolin » Mon, 22. Mar 21, 19:00

Ok, I see. All good then, except Rhy‘s Defiance.
Can that be fixed in an ongoing save, or would I have to start over eventually?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 22. Mar 21, 19:22

Phiolin wrote:
Mon, 22. Mar 21, 19:00
Ok, I see. All good then, except Rhy‘s Defiance.
Can that be fixed in an ongoing save, or would I have to start over eventually?
It can be fixed in an ongoing

Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob » Mon, 22. Mar 21, 21:17

DeadAirRT wrote:
Mon, 22. Mar 21, 15:57
Ok, let me know if it ends up having issues for you. It has been working fine for me with multiple factions in the trade restrictions but I haven't actually tried player only via restrictions.
Hi,

It did finally work. Weirdly I had to set up the Blacklist several times before it took. The first two times - with a Blacklist allowing ONLY Terran and Segaris to trade - simply did not work, the ship still went to buy from ANT. I have had weirdness with Tater Traders before, where it'd take several attempt before they'd do anything, but I used to always use TT's own trade restrictions, not Blacklists.

Still, it's working now, but odd that it'd be so temperamental using the vanilla blacklist system.

Scoob.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 22. Mar 21, 21:47

Scoob wrote:
Mon, 22. Mar 21, 21:17
DeadAirRT wrote:
Mon, 22. Mar 21, 15:57
Ok, let me know if it ends up having issues for you. It has been working fine for me with multiple factions in the trade restrictions but I haven't actually tried player only via restrictions.
Hi,

It did finally work. Weirdly I had to set up the Blacklist several times before it took. The first two times - with a Blacklist allowing ONLY Terran and Segaris to trade - simply did not work, the ship still went to buy from ANT. I have had weirdness with Tater Traders before, where it'd take several attempt before they'd do anything, but I used to always use TT's own trade restrictions, not Blacklists.

Still, it's working now, but odd that it'd be so temperamental using the vanilla blacklist system.

Scoob.
It can be strange at times because it only really wants to apply them when completely restarting the script. The good thing is that mimic will copy over the restriction to all it's subordinates.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 22. Mar 21, 21:48

Phiolin wrote:
Mon, 22. Mar 21, 19:00
Thanks for the bug report, fixed.

mindatar hotfix uploaded/released

Stadle
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Re: [MOD]DeadAir Mods pt2

Post by Stadle » Fri, 26. Mar 21, 19:42

work the deadAir faction mod with the https://steamcommunity.com/workshop/fil ... 1672198487 Faction War/Economy Enhancer mods?
do you influence them?

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Hector0x
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Re: [MOD]DeadAir Mods pt2

Post by Hector0x » Fri, 26. Mar 21, 19:43

DeadAirRT wrote:
Thu, 4. Mar 21, 02:58
Trading and Mining ships will flee instead of returning attacks when on default response (AI + player)
Hi, does default response just mean that the ship needs to have global order usage active. Or do i actually need to set the global order to something specific?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Fri, 26. Mar 21, 19:51

Hector0x wrote:
Fri, 26. Mar 21, 19:43
DeadAirRT wrote:
Thu, 4. Mar 21, 02:58
Trading and Mining ships will flee instead of returning attacks when on default response (AI + player)
Hi, does default response just mean that the ship needs to have global order usage active. Or do i actually need to set the global order to something specific?
It means if left on use judgement they will use the old ai with my tweaks. If you set them to flee everytime then they will bypass the logic and always flee.

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Hector0x
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Re: [MOD]DeadAir Mods pt2

Post by Hector0x » Fri, 26. Mar 21, 20:05

DeadAirRT wrote:
Fri, 26. Mar 21, 19:51
I really wanted to start with vanilla balance. But 1 day into i realize that X4 is unplayable. And your AI module seems to fix some of my biggest complaints so far. Thanks a lot for your mods!

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Fri, 26. Mar 21, 20:47

Hector0x wrote:
Fri, 26. Mar 21, 20:05
DeadAirRT wrote:
Fri, 26. Mar 21, 19:51
I really wanted to start with vanilla balance. But 1 day into i realize that X4 is unplayable. And your AI module seems to fix some of my biggest complaints so far. Thanks a lot for your mods!
Thank you. Keep in mind any time I do something to make the players life easier, I tend to also apply it to npcs

LoqLamp
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Re: [MOD]DeadAir Mods pt2

Post by LoqLamp » Fri, 26. Mar 21, 22:38

In regards to the dynamic relations mod do they actually go to war like factions to against xenon or hop (recon, war defend, attack and so on) or do they just attack their ships when they see them?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 27. Mar 21, 02:23

LoqLamp wrote:
Fri, 26. Mar 21, 22:38
In regards to the dynamic relations mod do they actually go to war like factions to against xenon or hop (recon, war defend, attack and so on) or do they just attack their ships when they see them?
They use the same logic as those examples.

LoqLamp
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Re: [MOD]DeadAir Mods pt2

Post by LoqLamp » Sat, 27. Mar 21, 02:28

Nice. Thanks for the reply.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 27. Mar 21, 04:11

LoqLamp wrote:
Sat, 27. Mar 21, 02:28
Nice. Thanks for the reply.
Glad to help. Note that active invasions only occur when they border but there are still economic impacts of two factions at war far apart. It also effects their likelihood of going to war with others (common friends and common enemies okay a part)

st3k
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Re: [MOD]DeadAir Mods pt2

Post by st3k » Sun, 28. Mar 21, 14:22

Hi,

Thank you for your mods.

Can we expect them to be released on steam workshop?

Thank you.

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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise » Sun, 28. Mar 21, 14:48

How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sun, 28. Mar 21, 16:10

st3k wrote:
Sun, 28. Mar 21, 14:22
Hi,

Thank you for your mods.

Can we expect them to be released on steam workshop?

Thank you.
Once I get them more stable they will be released on steam.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sun, 28. Mar 21, 16:12

Baconnaise wrote:
Sun, 28. Mar 21, 14:48
How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
The only potential conflicts with faction enhancer would be from ai tweaks but I haven't checked his code recently.

With the build times, assuming they did proper diffs, whichever loads last will be the one that applies.

There is still a minimum build time on modules, it's 60 seconds iirc. Number of drones above 30 have no effect.

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