[AL PLUGIN]Conflicts Official Release Thread - v0.85 released -> Collaboration works!
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- Sir Squallus
- Posts: 687
- Joined: Thu, 10. May 07, 17:45
Hey Mavor, having a small problem. I took over a sector after destroying the station there and after a minute or so, it then got taken over by the Boron. I had like 80 ships in the sector and the boron had 5, why did they take over my sector? I also didn't get any kind of equipment dock or anything.
This seems like a great idea for a mod. It makes the universe more alive, and a lot less static.
I liked seeing races fight over sectors, and take them back from each other.
Unfortunately, just about all of the pirate sectors were taken over by various races within an hour or so. Also the ATF is at war with the Terrans, which doesn't make much sense. This is on version .85.
I won't be using the mod for now, but I'll check in for future updates.
I liked seeing races fight over sectors, and take them back from each other.
Unfortunately, just about all of the pirate sectors were taken over by various races within an hour or so. Also the ATF is at war with the Terrans, which doesn't make much sense. This is on version .85.
I won't be using the mod for now, but I'll check in for future updates.
errm yeh do races rebuild lost shipyards/stations? cause the argon lost thier main shipyard in omicron lyrae when the terran just decided they wanted that sector... they would own it to if not for my intervention lol but now theres no shipyard to support all my stations around that sector:( will it rebuild?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache
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- Posts: 723
- Joined: Sat, 8. Nov 08, 02:51
Mavor, I am looking forward to giving this ship a shot. Hopefully I can be one of those people who manage to run it with no problems
In any case, when you get the opportunity, would it be possible to get a short users guide that explains some of the settings? Just explain what force multiplier, ship limit, aggressiveness, etc do and perhaps give some sample values for certain behaviors (f.ex -40 for diplomatic aggressiveness for steady relations as you suggested earlier in the thread).
I've just installed it, and one "issue" I'm having is that when I go into these settings and then press escape because I don't know what I'm doing, it sets the value to null. I gave no idea what it's supposed to be, but I'm hoping this won't cause issues. It would be nice to know the default values.
EDIT: Well, that didn't take too long. Encountered my first lock up, probably less than 20 minutes on a fresh game.
EDIT2: Going to have to un-install this already, just encountered a second lock up when I was picking up a crate of Wildfire missiles. Doubt that will help you any. Look forward to an eventual resolution to these random lock ups!
In any case, when you get the opportunity, would it be possible to get a short users guide that explains some of the settings? Just explain what force multiplier, ship limit, aggressiveness, etc do and perhaps give some sample values for certain behaviors (f.ex -40 for diplomatic aggressiveness for steady relations as you suggested earlier in the thread).
I've just installed it, and one "issue" I'm having is that when I go into these settings and then press escape because I don't know what I'm doing, it sets the value to null. I gave no idea what it's supposed to be, but I'm hoping this won't cause issues. It would be nice to know the default values.
EDIT: Well, that didn't take too long. Encountered my first lock up, probably less than 20 minutes on a fresh game.
EDIT2: Going to have to un-install this already, just encountered a second lock up when I was picking up a crate of Wildfire missiles. Doubt that will help you any. Look forward to an eventual resolution to these random lock ups!
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- Posts: 248
- Joined: Sun, 25. Jan 09, 22:32
This is an awesome mod but also annoying sometimes.
I build a massive complex in a sector, and the people trading with it take control of the sector and complex?
The random lockups are annoying. I think they may be related to having too many ships in a sector and the engine cant handle it. This makes some sectors impossible to enter.
The mod is realistic mostly though, and adds another dimension of realism to the game. But i aggree, why are the terrans fighting the ATF?
I build a massive complex in a sector, and the people trading with it take control of the sector and complex?
The random lockups are annoying. I think they may be related to having too many ships in a sector and the engine cant handle it. This makes some sectors impossible to enter.
The mod is realistic mostly though, and adds another dimension of realism to the game. But i aggree, why are the terrans fighting the ATF?
Alright, well I renamed my TC folder and had steam download a fresh install. I then installed Ulfuis's Combat Mod 3 and Improved Ships plugin, and halo's Medium Quality 'Roids, and then of course Conflicts .85. I was able to get about two hours of game time (using SETA) with out a crash, so it looks like the crashing I was having was due to another script.
X3:TC - what about economy (using Conflicts and Patrols)
I'm just curious - almost all races are in war (except Terrans and Argons - I locked alliance between them). So races don't have access to specific factories from other races (for example - only races that can build 1 GJ factories are Borons and Splits), Majaglit is available only in Paranid sectors... etc
If I'm building a lot of weapon factories in Argon sectrors - does it have any impact on Argon power??
These weapons are used by Argons or all these weapons that are bought by NPCs are just disappearing somewhere in the space?
If I'm building a lot of weapon factories in Argon sectrors - does it have any impact on Argon power??
These weapons are used by Argons or all these weapons that are bought by NPCs are just disappearing somewhere in the space?
- Carlo the Curious
- Posts: 16999
- Joined: Mon, 5. Mar 07, 22:03
Re: X3:TC - what about economy (using Conflicts and Patrols)
They just vanish.aleks2098 wrote:These weapons are used by Argons or all these weapons that are bought by NPCs are just disappearing somewhere in the space?
NPC spacecraft are equipped by Santa and his band of happy elves . They don't use supplies at equipment docks, as far as I know.
Re: X3:TC - what about economy (using Conflicts and Patrols)
But in the plot their on the verge of war???aleks2098 wrote:(except Terrans and Argons - I locked alliance between them)
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- Posts: 248
- Joined: Sun, 25. Jan 09, 22:32
Re: X3:TC - what about economy (using Conflicts and Patrols)
Why opening up a new topic? Isn't this a question specifically related to the Conflicts-Script and should thus be asked in its thread?aleks2098 wrote:I'm just curious - almost all races are in war (except Terrans and Argons - I locked alliance between them). So races don't have access to specific factories from other races (for example - only races that can build 1 GJ factories are Borons and Splits), Majaglit is available only in Paranid sectors... etc
If I'm building a lot of weapon factories in Argon sectrors - does it have any impact on Argon power??
These weapons are used by Argons or all these weapons that are bought by NPCs are just disappearing somewhere in the space?
After all you're asking whether this has an impact on the happenings induced through that script.