Couldn't check up on resource probes yet so they'll be included in the next content update if i find things i can improve.
If you guys have more ideas what sats should offer let me know, there is room for more.
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Audio alert with sector name if a hostile XL ship is detected?iforgotmysocks wrote: ↑Wed, 12. Dec 18, 12:43Currently working on an update that ensures that the mod still runs perfectly without influencing game performance even if the player chooses to deploy hundrets of satellites.
Couldn't check up on resource probes yet so they'll be included in the next content update if i find things i can improve.
If you guys have more ideas what sats should offer let me know, there is room for more.![]()
Wow, not a bad idea, i'll put it on my list. Thanks.argon_emperor wrote: ↑Wed, 12. Dec 18, 13:39Audio alert with sector name if a hostile XL ship is detected?iforgotmysocks wrote: ↑Wed, 12. Dec 18, 12:43Currently working on an update that ensures that the mod still runs perfectly without influencing game performance even if the player chooses to deploy hundrets of satellites.
Couldn't check up on resource probes yet so they'll be included in the next content update if i find things i can improve.
If you guys have more ideas what sats should offer let me know, there is room for more.![]()
(like the good old days of SEWN from X3)
Yes, please, I have the feeling having placed an adv satellite (with increased radar range, so it's like there's 3/4 vanilla adv satellites) in every sector is contributing quite a bit at slowing down my map when fully zoomed out. The big hitter is the map itself, which is clearly badly optimized and gives abysmal fps to pretty much everyone, but if we can optimize as much as possible what we throw on top of it, it can only help.iforgotmysocks wrote: ↑Wed, 12. Dec 18, 12:43Currently working on an update that ensures that the mod still runs perfectly without influencing game performance even if the player chooses to deploy hundrets of satellites.
Couldn't check up on resource probes yet so they'll be included in the next content update if i find things i can improve.
If you guys have more ideas what sats should offer let me know, there is room for more.![]()
Sorry, poor expression of mine. While you shouldn't have issues having a little wider sat range, the changes to my mod are more directed towards ensuring that the impact the mod has on the game is not noticable, even if players go nuts and place hundrets of satellites. ^^Kadatherion wrote: ↑Wed, 12. Dec 18, 19:58Yes, please, I have the feeling having placed an adv satellite (with increased radar range, so it's like there's 3/4 vanilla adv satellites) in every sector is contributing quite a bit at slowing down my map when fully zoomed out. The big hitter is the map itself, which is clearly badly optimized and gives abysmal fps to pretty much everyone, but if we can optimize as much as possible what we throw on top of it, it can only help.
No worries there, the license you buy basicly enables the same functionality i use to all stations of a faction. All i do i use it more limited for just the stations that the player actually knows and monitors via satellite.Kadatherion wrote: ↑Wed, 12. Dec 18, 19:58One other thing I was thinking, is the pulling prices feature won't be always needed everywhere for an entire playthrough: once you buy the trading license for a faction, that does the same thing, universe wide real time price pulling for every asset of theirs. Meaning at that point your satellites would be needed only to auto discover newly built stations, them pulling prices becomes redundant. Can't imagine an easy or functional way to adapt to that, though: a universe wide on/off switch for the feature is a no go, as you might still need it for another faction, but doing it on a satellite per satellite basis would be a chore.
Indeed but what I mean is, as satellite coverage already is a cause for severe FPS issues on the map, the less performance hit we add to them with new features, the best. Actually, if you read this report of mine, you'll see that, currently, I'm pretty sure nobody in his right mind can really afford to go nuts and place hundreds of satellites. The map UI will implode their cpus.iforgotmysocks wrote: ↑Wed, 12. Dec 18, 20:47Sorry, poor expression of mine. While you shouldn't have issues having a little wider sat range, the changes to my mod are more directed towards ensuring that the impact the mod has on the game is not noticable, even if players go nuts and place hundrets of satellites. ^^
If you installed it in ur documents directory, it can't work. Check the installation instructions please.Depleted wrote: ↑Thu, 13. Dec 18, 03:37I have a problem, i installed one of the first versions which was on the nexus then you updated it, i downloaded and installed the update and the game tells me that sectorsatelite mod is missing, disabling sectorsatelites from the ext list doesn't fix the error message either, any ideas on how to remedy this?
I'd love giving them more features like that but sadly i don't wanna ruin ppls fun who dislike these kind of options. So other than creating a shitton of different files that i'd have to keep track off i currently don't have a way to make it configurable, duo to the mod needing to be packed as cat/dat files in order for it to be usable by a large portion of players that still use windows 7. Once i can find the time to really dig into the lua files and come up with a config menu this won't be a thing. I might make sense to offer 2 versions of the mod tho... one base version and one that has all the additional features, but that's really not a good way to handle this.Kadatherion wrote: ↑Thu, 13. Dec 18, 14:47(Optional) feature request: if possible - and if you find it in line with your ideas for the mod - I'd very much like the adv satellites to be able to discover not only stations but data vaults too. I'm not a big fan of incredibly tedious and well hidden treasure hunts in games, it's ok at the beginning of the game while you are exploring the galaxy and stumble upon the first 7 or 8 of them, but then looking for the other 20 feels like a massive chore. The feature should be optional because of course not all players agree with me, but I believe quite a few would find it very useful. It also wouldn't hurt if it had a system to log their position / highlight it (via quest markers?): their icon is super small and it shows only at fairly close zoom levels, and, guess what: I'm not a fan of pixel hunting either![]()
The Trade Receiver Sat mod is basically a simpler version of this mod, as stated above your post by this mod's author.
It doesn't render the map unusable at all, are you joking? The mod you named is missing alot of features this mod applies and the ripp off of my mod can be replaced by the simple faction trading license, that gives the player subscriptions to every station of a faction without the need of satellites that don't grant any vision. Satellites are used for early trade, exploration and keeping vision on important locations, Faction trade subscriptions are used for lategame trading.
I guess so, Xenons and/or pirates did for sure blow up a few of my satellites (BTW, no log notification of the destroyed asset, you have to keep looking yourself if your satellites are all still there... sigh), so they indeed are valid targets and I guess main factions will target them as well if they become your enemies. Of course, being able to have satellite coverage comparable with what we could have in X3 would be best for most situations, but unfortunately right now that ghastly map UI is severely limiting us. Funny thing is: ok, they might be kinda broken atm, but when you're not on the map all those hundreds npcs trading, flying around and doing their things, have a very low performance impact. That's a first for X games, that would always tend to slow to a crawl because of their cpu load. But then you open the map, and a few icons to draw drag you into fps hell.Requiemfang wrote: ↑Sat, 15. Dec 18, 09:20There is also a draw back to the racial/faction trade passes, loose standing = you loose that license? basically you loose the use of the trade network for that particular faction. Then there's another thing, if you have a faction with very bad standing towards you, I recall this happening back in X3 when I had a sat network galaxy wide, red factions actively sought out and destroyed any player assets in their sectors so there goes your sat.