
is that with the new 5.1.0008 version released a couple of hours ago?
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i didn't do this. but the new update has a bug-fix that may address the issue indirectly - and minimise this issue.Berni wrote: ↑Sun, 15. May 22, 17:25Hey kuertee, can you build this into your friendly fire mod so that drones and s-fighters don't cause reputation loss if they are accidentally killed by my turrets?
That they are sort of collateral damage? It's really very difficult to help (friendly) stations and ships when you can't hit anything else but enemy ships. I like flak and starburst turrets, but they also tend to oneshot a defense or repair drone^^
i didn't do this because as i thought about it more ... i think the player should get penalised for disabling a ship or station.siath70 wrote: ↑Wed, 18. May 22, 15:42Something I would like to see is the ability to remove or reduce the silly rep loss on destroying components. The components are repairable it's not like they're gone for good. Very annoying to kill an engine get a rep loss, then they repair it and you get another rep loss for killing it again. Same goes for turrets and shields. Some ships have a lot of components which can tank your rep in one go. Be nice to be able to turn this function off or on if you want too. Also wanted to say thanks for all the work and I love the scripts.
Cool, just seems silly to me that you get tagged for attacking a target and they tag you for each thing you destroy. However, if I attack an object and destroy no components and kill the ship, I do not get in trouble for destroying all the components. To me that makes little to no sense.kuertee wrote: ↑Mon, 23. May 22, 17:27i didn't do this because as i thought about it more ... i think the player should get penalised for disabling a ship or station.siath70 wrote: ↑Wed, 18. May 22, 15:42Something I would like to see is the ability to remove or reduce the silly rep loss on destroying components. The components are repairable it's not like they're gone for good. Very annoying to kill an engine get a rep loss, then they repair it and you get another rep loss for killing it again. Same goes for turrets and shields. Some ships have a lot of components which can tank your rep in one go. Be nice to be able to turn this function off or on if you want too. Also wanted to say thanks for all the work and I love the scripts.
My favorite update galore day
No, 5.1.0007. You need to up your game and start to release new versions just hours before I update to previous one, not after
yes, they were in different sectors.
Sorry, I just noticed this message now.leoriq wrote: ↑Wed, 25. May 22, 18:43 Another issue - looks like UI: Trade analytics conflicts with Immediate Orders, if both mods are installed then Immediate Orders don't appear on right-click menu
tested on new game without any other mods except pre-requisites. Logs:
both mods
Immediate Orders only
I have
Code: Select all
Immediate Orders
G Workaround And Right Click API
Sir Nuke's Mod Support API
Yeah, because until a mod explicitly uses any of Mod Support API's functions, Mod Support APIs is "dormant".leoriq wrote: ↑Fri, 27. May 22, 12:40I haveinstalled simultaneously - and everything works. Troubles start only when I add UI: Trade analyticsCode: Select all
Immediate Orders G Workaround And Right Click API Sir Nuke's Mod Support API
Code: Select all
capi.config = {
layer = 3,
width = 260,
rowHeight = 16,
entryFontSize = Helper.standardFontSize,
entryX = 3,
mouseOutRange = 100,
border = 5,
subsectionDelay = 0.5,
sections = {
{ id = "main", text = "", isorder = false },
{ id = "interaction", text = ReadText(1001, 7865), isorder = false },
{ id = "hiringbuilderoption", text = "", isorder = false, subsections = {
{ id = "hiringbuilder", text = ReadText(1001, 7873) },
}},
{ id = "trade", text = ReadText(1001, 7104), isorder = false },
{ id = "playersquad_orders", text = ReadText(1001, 1002), isorder = false }, -- Broadcast
kuertee wrote: ↑Fri, 27. May 22, 17:33 Yeah, because until a mod explicitly uses any of Mod Support API's functions, Mod Support APIs is "dormant".
I had a look at G Workaround, and it looks like it rewrites the Interact Menu. It's likely that any mod that adds right-click commands with Mod Support APIs (e.g. KUDA AI Tweaks) will be incompatible with G Workaround.
Do the right-click commands added by KUDA work with Immediate Orders? Do my other mods with new custom UI menus work with Immediate Orders?
found the bug, but have not been able to test. busy at the moment.leoriq wrote: ↑Sun, 29. May 22, 20:00 AI Tweaks v5.1.00081 - I order ship to 'disable avoid high-risk enemies' from right-click menu, avoidance order disappears from map, but appears again a second later
If I disable the option in settings (M ship), then it works, but shouldn't manual override be working even with the option enabled in setting?