I'll have to make a quick compatibility pass but from what I know, the only issue should be the additional gate from Tharkas Cascade into morning star III.
[MOD]DeadAir Mods
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Re: [MOD]DeadAirGate Overhaul v0.5
hi might want to check compatibility with Rise of the Ossian Raider and ashipmod,,,,,,looks like might be big
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Re: [MOD]DeadAirGate Overhaul v0.5
Care to explain in detail on how it might be big, if you see potential issues may as well post what they are.
Aiship mod works as intended, had been running it for the past 60 hours of game time and saw the flagship fleets engage a few times and be spotted.
cannot speak for rise of the ossian raider.
I do not have aiship mod anymore tho as VRO added battleships to their mod I did not want to complicate things by adding flag ships I will re add the flagships mod if VRO gives the all the clear.
To OP this is what the other person is talking about -
viewtopic.php?f=181&t=409546&p=4861615#p4861615
it is the newly made mod of the AI-ship dev, the ships so work no different than his old one but there will be conflicts with the sectors actually it would be rather nice if we had a version of this for that mod given the fact there is a new faction.
I am also currently talking to the VRO guy about doing the same and getting a patch out there for this so we can get the faction and the flag ships balanced into VRO if possible but have no idea how he/she will respond to the request.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD]DeadAirGate Overhaul v0.5
wen I say big I just meant popular modledhead900 wrote: ↑Sun, 7. Apr 19, 14:55Care to explain in detail on how it might be big, if you see potential issues may as well post what they are.
Aiship mod works as intended, had been running it for the past 60 hours of game time and saw the flagship fleets engage a few times and be spotted.
cannot speak for rise of the ossian raider.
I do not have aiship mod anymore tho as VRO added battleships to their mod I did not want to complicate things by adding flag ships I will re add the flagships mod if VRO gives the all the clear.
To OP this is what the other person is talking about -
viewtopic.php?f=181&t=409546&p=4861615#p4861615
it is the newly made mod of the AI-ship dev, the ships so work no different than his old one but there will be conflicts with the sectors actually it would be rather nice if we had a version of this for that mod given the fact there is a new faction.
I am also currently talking to the VRO guy about doing the same and getting a patch out there for this so we can get the faction and the flag ships balanced into VRO if possible but have no idea how he/she will respond to the request.
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Re: [MOD]DeadAirGate Overhaul v0.5
Ahh, well no biggy, however, the gates and sectors of that mod will need to be relocated to fit in this mod.
I still hold hopes that VRO and the dev of that mod can work together to merge or come up with a patch for VFO so that we have battleships as a new class from VRO and the massive flag ships from Aiships new mod integrated as-well with balanced changes for VRO as that would add two new classes of ship into the XL category massive faction flagships and battleships to assign to fleets.
I also requested both contact this dev and see if they all want to play nice and merge as it would interesting to see them all come together and form one huge mod similar to that of LiteCube - Universe which is widely known as the BEST and most recommended mod for any X3:AP playthrough essentially a few great devs coming to together to form a super mod which covers all basis.
X4 has nothing like it so far and what it does have are split between 4/5 devs which could probably serve to come together and make such a larger project.
I still hold hopes that VRO and the dev of that mod can work together to merge or come up with a patch for VFO so that we have battleships as a new class from VRO and the massive flag ships from Aiships new mod integrated as-well with balanced changes for VRO as that would add two new classes of ship into the XL category massive faction flagships and battleships to assign to fleets.
I also requested both contact this dev and see if they all want to play nice and merge as it would interesting to see them all come together and form one huge mod similar to that of LiteCube - Universe which is widely known as the BEST and most recommended mod for any X3:AP playthrough essentially a few great devs coming to together to form a super mod which covers all basis.
X4 has nothing like it so far and what it does have are split between 4/5 devs which could probably serve to come together and make such a larger project.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD]DeadAirGate Overhaul v0.5
He contacted me and I'll be looking into it after i get off work. It shouldn't be too much work to get main map mod working with it.
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Re: [MOD]DeadAirGate Overhaul v0.5
So I've played this mod for ~5/6 hours this weekend and I'm loving it so far. Been playing it pretty light on mods, but it's married really well with the travel mode rebalance of VRO. The scale of this mod makes the game feel much more complete, but I do have one piece of constructive criticism.
In my opinion, the amount of jump gates added is a bit excessive. Often times mission guidance will tell me to just leave the system and through another few systems to the jump gate on the other side of the original system. Having every neighboring system connect makes the universe feel smaller and less diverse.
In previous games (and lore) Systems had at the most 4 gates, where the vast majority had 2, and some were dead ends with just one in or out. I think drawing some inspiration from that might make for more interesting/balanced galactic geography
In my opinion, the amount of jump gates added is a bit excessive. Often times mission guidance will tell me to just leave the system and through another few systems to the jump gate on the other side of the original system. Having every neighboring system connect makes the universe feel smaller and less diverse.
In previous games (and lore) Systems had at the most 4 gates, where the vast majority had 2, and some were dead ends with just one in or out. I think drawing some inspiration from that might make for more interesting/balanced galactic geography
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Re: [MOD]DeadAirGate Overhaul v0.5
Awesome, VRO is also doing a patch so should be fricken sweet.
I am waiting for the race DLC like split to come then I was going too add in a re-work of X3:AP galaxy into X4 relative time line.
I did intend to design some station wrecks in Blender and re-work a model or two of the ships from X2 as relic class simply a couple ships you can patch up if you find them in the X3 sectors.
Was going to tie the whole project into this mod with a hidden jump gate and then make a compatible patch and move the new faction over into the X3, and pre make a lot of heavy Xeon installations.
I thought things could get interesting when given a universe which has nothing but the resources and space to control considering that future game versions will have sector take over etc.
I too have actually run into the issue where the ships will take a jump that is 4 or so long only to loop around into the connected sector of 1 jump quite strange, seems with this many gates all going everywhere the ai has issues with shortest routes.
I also ran into issues in Paranid space with the wharfs simply never producing any ships they just sit there waiting for resources and that is with all of Mysterials https://steamcommunity.com/workshop/fil ... 1672198487 faction fixs installed except for the catchup module.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD]DeadAirGate Overhaul v0.5
The jump calculation has a few quirks that can cause what looks like strange behavior. It calculates the whole route based on distance to next waypoint that leads it to destination. It may take what looks like an indirect path but the actual travel distance is shorter most of the time. There is however a bug that i posted about when a long route ends in sector 002 of a multi-sector cluster where it will diverge wildly from the route to sector 001.ledhead900 wrote: ↑Mon, 8. Apr 19, 01:29I too have actually run into the issue where the ships will take a jump that is 4 or so long only to loop around into the connected sector of 1 jump quite strange, seems with this many gates all going everywhere the ai has issues with shortest routes.
I also ran into issues in Paranid space with the wharfs simply never producing any ships they just sit there waiting for resources and that is with all of Mysterials https://steamcommunity.com/workshop/fil ... 1672198487 faction fixs installed except for the catchup module.
The wharf issue is a bit more of a puzzle. It could be due to several different things but the most likely is the jobs. What mods do you run again?
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Re: [MOD]DeadAirGate Overhaul v0.5
Could be jobs could be the Ai doing dumb shit, yea could be that bug you speak about, tho I am unsure how going from the center of a races sector to a sector literally next to that it with a line of sight of 1 gate between them makes the Ai decide to jump to around to the outer edges of the races sectors and back too get too the destination which is what is going on a lot for me when I order pilots of ships I am just a passenger on to take me to some station a sector over I wind up seeing the order path looping up 2-5 sectors before reaching the destination which as Is said with my own eye-balls I can see is only 1 gate away from current destination.
I do not think it is this galaxy's fault I believe it is the Ai Logic in general which a chore to be had at the best of times.
I am also not very familiar with a lot of complex tasks yet, I barely started my own station some 80 hours into this play I was lacking hardware to run the game above a consistent 40 on launch and last few months have been only time I had to toy with it in a playable state and have been swapping mods like crazy but coming to an idea of what I like atm in this mod list.
Mods I run.
Unrelated stuff:
I lean towards the savvy side a bit and If I can wrap my head around this XML crap (which I hate I like LUA and Python)
I have been wanting to make a diverse larger universe myself using the galaxy editor you can grab here I am sure you have advice on it hope its pretty simple and not all manual XML edits because I probably won't bother if it is.
But I like this design you have going, I was going to fire up a map of X3 then maybe Rebirth and merge those into a seamless addon for this.
With some law behind them, like you cant just simply find the gate for X3 its more of a task like you eventually find the gate but it's destroyed initially as you'd expect and you will have to rebuild it however once built you get access too X3's sectors along with the Split Race which I know is not released yet but a nice way to lore in why there is no real Split presence in X4 as all but the traders and civs got stuck behind a broken gate during the old wars when the gates were broken.
Same deal with Rebirth, I was just waiting for the DLC but I could setup the universe now and do testing before then only it just adds more sectors and a more spread out kind of universe to what exists now.
I have no idea if the whole sector take over thing is in the game yet but I know it is supposed to be a thing in X4 eventually but that is what I had in mind for most of my expanded galaxy to work as
you would have a few obvious sector choices for existing races to start with to get the economy moving in those unreachable by player sectors but the vast majority will be different from a time period closer to X4 post X3 wars and majority of them un-claimed by any race leaving the olde now redesigned galaxys open for the taking or loosing it would be quite interesting to see how it shapes up after races begin to take claim and fight to expand naturally across the galaxy.
I do not think it is this galaxy's fault I believe it is the Ai Logic in general which a chore to be had at the best of times.
I am also not very familiar with a lot of complex tasks yet, I barely started my own station some 80 hours into this play I was lacking hardware to run the game above a consistent 40 on launch and last few months have been only time I had to toy with it in a playable state and have been swapping mods like crazy but coming to an idea of what I like atm in this mod list.
Mods I run.
Unrelated stuff:
I lean towards the savvy side a bit and If I can wrap my head around this XML crap (which I hate I like LUA and Python)
I have been wanting to make a diverse larger universe myself using the galaxy editor you can grab here I am sure you have advice on it hope its pretty simple and not all manual XML edits because I probably won't bother if it is.
But I like this design you have going, I was going to fire up a map of X3 then maybe Rebirth and merge those into a seamless addon for this.
With some law behind them, like you cant just simply find the gate for X3 its more of a task like you eventually find the gate but it's destroyed initially as you'd expect and you will have to rebuild it however once built you get access too X3's sectors along with the Split Race which I know is not released yet but a nice way to lore in why there is no real Split presence in X4 as all but the traders and civs got stuck behind a broken gate during the old wars when the gates were broken.
Same deal with Rebirth, I was just waiting for the DLC but I could setup the universe now and do testing before then only it just adds more sectors and a more spread out kind of universe to what exists now.
I have no idea if the whole sector take over thing is in the game yet but I know it is supposed to be a thing in X4 eventually but that is what I had in mind for most of my expanded galaxy to work as
you would have a few obvious sector choices for existing races to start with to get the economy moving in those unreachable by player sectors but the vast majority will be different from a time period closer to X4 post X3 wars and majority of them un-claimed by any race leaving the olde now redesigned galaxys open for the taking or loosing it would be quite interesting to see how it shapes up after races begin to take claim and fight to expand naturally across the galaxy.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD]DeadAirGate Overhaul v0.5
Do you happen to remember specifically which sector to which sector is causing issues? I can do some more digging on the jump route issue.
I'd recommend grabbing DeadAir God too with World War Start. It only affects new games but it fixes some holes in the economy set up by vanilla. PAR for example are missing some resources entirely and can't source from others if they are at war. None of the other mods look like they would cause any issues but I'm not too familiar with some of them.
The gate rebuilding idea is something I had early on too, but from what I've seen it sadly can't be done at the current stage. It seemed like most galaxy stuff is static based on the files. I haven't used the galaxy creator so I can't speak on that, I do all my changes manually in XML. Once you find a decent system of naming things, a lot of it becomes find/replace which helps reduce the amount of errors (which are bound to happen when you have to connect several hundred macros/connections over several files)
Also, update:
DeadAirGateOverhaulROR -
Adjusts map and gates so that mods can be used together.
I'd recommend grabbing DeadAir God too with World War Start. It only affects new games but it fixes some holes in the economy set up by vanilla. PAR for example are missing some resources entirely and can't source from others if they are at war. None of the other mods look like they would cause any issues but I'm not too familiar with some of them.
The gate rebuilding idea is something I had early on too, but from what I've seen it sadly can't be done at the current stage. It seemed like most galaxy stuff is static based on the files. I haven't used the galaxy creator so I can't speak on that, I do all my changes manually in XML. Once you find a decent system of naming things, a lot of it becomes find/replace which helps reduce the amount of errors (which are bound to happen when you have to connect several hundred macros/connections over several files)
Also, update:
DeadAirGateOverhaulROR -
Adjusts map and gates so that mods can be used together.
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Re: [MOD]DeadAirGate Overhaul v0.5
Update - Nice now just need to wait for VRO to get his update out, also have feeling it may req new game to work correctly with his new mod due to new sectors.DeadAirRT wrote: ↑Tue, 9. Apr 19, 20:08Do you happen to remember specifically which sector to which sector is causing issues? I can do some more digging on the jump route issue.
I'd recommend grabbing DeadAir God too with World War Start. It only affects new games but it fixes some holes in the economy set up by vanilla. PAR for example are missing some resources entirely and can't source from others if they are at war. None of the other mods look like they would cause any issues but I'm not too familiar with some of them.
The gate rebuilding idea is something I had early on too, but from what I've seen it sadly can't be done at the current stage. It seemed like most galaxy stuff is static based on the files. I haven't used the galaxy creator so I can't speak on that, I do all my changes manually in XML. Once you find a decent system of naming things, a lot of it becomes find/replace which helps reduce the amount of errors (which are bound to happen when you have to connect several hundred macros/connections over several files)
Also, update:
DeadAirGateOverhaulROR -
Adjusts map and gates so that mods can be used together.
As to what you asked -
Redline is behaviour I tend to see and usually happens immediately after you give a direct order to fly to or dock at.
Also, the start of both lines is the sector I had issues sending them from, but tbh I stopped paying attention how they get where many hours ago and just let them do whatever and if I am onboard and they do a silly path I just jump in the seat and do it myself, deffo seems to be mainly an issue when I command to dock at that they tend to fly across a few sectors and loop back even when there is 1 to 2 jumps I can see visually they kinda just ignore that and go for the longest route.
As for my mods, well the ones you know are the ones which matter really.
The rest are pure visual or changes to Mission offers/Rewards or the UI
The two API mods are simply that API do nothing on thier own and only used to run mods which use the API to modify the HUD and add functions to the right click menu or map which as you can see in my screen shot I have a new button in the map which lists all of my stuff in a more useful way, and one of the mods adds a bunch of default orders too right click menu so no need to go digging around the info pane for the ship just drag and select a bunch then set default instruction or do some other instructions to the whole selection.
The only ones which modify the actual economy and trade sectors are the ones you would be aware about, like Faction mods and yours, VRO is a ship balance and visual overhaul.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD]DeadAirGate Overhaul v0.5
I intend to start a new game with ROR, VRO, FW and this mod as the X Universe almost doubles it would not be a good idea to double the number of shipyards and equipment docks as many ships have to be built in larger battles and is this feasible for this mod?
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Re: [MOD]DeadAirGate Overhaul v0.5
FW?
Also, this mod requires Faction FIxes, I think VRO recommends it aswell.
https://steamcommunity.com/workshop/fil ... 1672198487 - everything but the catchup unless you want the AI to be able to get a handicap when they are much too overwhelmed in the war lossing badly if so use the catchup module which gives them % of bonus towards production over the enemys.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD]DeadAirGate Overhaul v0.5
ledhead900 wrote: ↑Wed, 10. Apr 19, 15:24FW?
Also, this mod requires Faction FIxes, I think VRO recommends it aswell.
https://steamcommunity.com/workshop/fil ... 1672198487 - everything but the catchup unless you want the AI to be able to get a handicap when they are much too overwhelmed in the war lossing badly if so use the catchup module which gives them % of bonus towards production over the enemys.
FW = Faction War, I have already tried something with Rise of the Ossian Raider and Fraction War and the Xenon and the ORA are very strong opponents that the other factions do not come with the shipbuilding because they have to build warships and freighters
Re: [MOD]DeadAirGate Overhaul v0.5
In that instance, it is calculating the distance to the gate it is using as shorter than the gate that is direct. I believe it uses a similar method to Dijkstraledhead900 wrote: ↑Tue, 9. Apr 19, 21:01Redline is behaviour I tend to see and usually happens immediately after you give a direct order to fly to or dock at.
Also, the start of both lines is the sector I had issues sending them from, but tbh I stopped paying attention how they get where many hours ago and just let them do whatever and if I am onboard and they do a silly path I just jump in the seat and do it myself, deffo seems to be mainly an issue when I command to dock at that they tend to fly across a few sectors and loop back even when there is 1 to 2 jumps I can see visually they kinda just ignore that and go for the longest route.
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Last edited by DeadAirRT on Wed, 10. Apr 19, 18:26, edited 1 time in total.
Re: [MOD]DeadAirGate Overhaul v0.5
From my experience, the changes of my submods allows the factions to almost fully utilize the one shipyard/wharf but it isn't the limiting factor yet. I have an idea already in the works of how to make a faction build a second shipyard/wharf if they have a very strong economy.
I have an unpublished mod that tweaks the economy even more (scales production amounts for 5 minute cycles, increases effect of workforce, increases cargo space of all transport ships and station storage modules, and others) that I am still tweaking. The longest I've had to wait for a ship to start production was about 10 minutes during a multi front offensive (argon attacking Xen, Tel, and Hop) so I feel that it's almost to a state to publish.
Re: [MOD]DeadAirGate Overhaul v0.5
Is anyone else having an issue where there are a whole lot of dark sectors, with no backgrounds and no light sources?
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