[MOD]DeadAir Mods pt2

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user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

I might have missed this somewhere but are the various missiles used by CAL all dumbfire? I noticed their stations have a HAM launcher but I don't recall seeing a mention of the type of launcher.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Sat, 1. Jun 24, 05:44 I might have missed this somewhere but are the various missiles used by CAL all dumbfire? I noticed their stations have a HAM launcher but I don't recall seeing a mention of the type of launcher.
None of the missiles used by CAL are dumb fire and none of their missiles work with vanilla launchers
Caldari Navy
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Re: [MOD]DeadAir Mods pt2

Post by Caldari Navy »

Some time ago someone was crying about some eve ship and someone have fullfill his dreams...

Do you think you can assimilate this ship in to ur factions its drifter battleship i think its perfect opponent to replace xenons or khaak, can u drop you eye on it mr. DeadAir

If yes i can manage mod autor agreement :)

Here is link for nexus
https://www.nexusmods.com/x4foundations/mods/1157/
human being
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Re: [MOD]DeadAir Mods pt2

Post by human being »

About Dynamic War, your description says "The stronger a faction is, the more enemies it will likely have. The weaker a faction is, the more friends it will likely have."

In my game with over 4 days play time I don't see this at all. Zyarth and Free Families have been basically dead for a long time, but have no friends and the same amount of enemies they had at the start. Terrans and Segaris are way ahead, but don't have more enemies than at the start.

The strength of a faction seems to only affect how likely they are to get an event, but it's always 50/50 good or bad, so the overall balance never changes.
Aseron
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Re: [MOD]DeadAir Mods pt2

Post by Aseron »

Deadair, idk if this will reach you, but what are the odds of republishing your Dynamic Evolution mod?

I loved that move in 6.0, it really gave the xenon some teeth. I'm aware that there is an endgame crisis possibly related to them now with 7.0, but I fear that it will still not exactly be enough to provide a challenge for a heavily modded game like mine.

Also, could you publish it on steam's workshop as well? It just makes it much more manageable than nexus from a user's point of view for people who got the game through steam.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

Hi,

It looks like the mods Dead Air Scripts, Dead Air Eco and Tater Trader have all been update for v7.0 (Github). Additionally, Sir Nukes has posted update Mod Support Api's on the Nexus. I think this means we're good to go with these scrips at least?
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Scoob wrote: Mon, 24. Jun 24, 12:42 Hi,

It looks like the mods Dead Air Scripts, Dead Air Eco and Tater Trader have all been update for v7.0 (Github). Additionally, Sir Nukes has posted update Mod Support Api's on the Nexus. I think this means we're good to go with these scrips at least?
Before SirNukes updated mod support api, you could get it working by also having kuertee's ui extensions mod. I have to test the updated mod support api but it should work afaik. I'll be posting once I check compatibility with timelines and final 7.0 stuff.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Aseron wrote: Sun, 23. Jun 24, 09:48 Deadair, idk if this will reach you, but what are the odds of republishing your Dynamic Evolution mod?

I loved that move in 6.0, it really gave the xenon some teeth. I'm aware that there is an endgame crisis possibly related to them now with 7.0, but I fear that it will still not exactly be enough to provide a challenge for a heavily modded game like mine.

Also, could you publish it on steam's workshop as well? It just makes it much more manageable than nexus from a user's point of view for people who got the game through steam.
Evolution is still alive in my scripts mod and has been updated quite a bit. I'll consider workshop but it's an absolute pain in the ass.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

human being wrote: Sat, 22. Jun 24, 21:53 About Dynamic War, your description says "The stronger a faction is, the more enemies it will likely have. The weaker a faction is, the more friends it will likely have."

In my game with over 4 days play time I don't see this at all. Zyarth and Free Families have been basically dead for a long time, but have no friends and the same amount of enemies they had at the start. Terrans and Segaris are way ahead, but don't have more enemies than at the start.

The strength of a faction seems to only affect how likely they are to get an event, but it's always 50/50 good or bad, so the overall balance never changes.
The reason I say "likely" is because it is still rng based. There is absolutely a modifier that will increase/decrease the chance of a faction being selected based on military strength.
human being
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Re: [MOD]DeadAir Mods pt2

Post by human being »

DeadAirRT wrote: Mon, 24. Jun 24, 13:40
human being wrote: Sat, 22. Jun 24, 21:53 The strength of a faction seems to only affect how likely they are to get an event, but it's always 50/50 good or bad, so the overall balance never changes.
The reason I say "likely" is because it is still rng based. There is absolutely a modifier that will increase/decrease the chance of a faction being selected based on military strength.
I literally said that in the very post you're quoting. I think you don't understand your own code. A faction being more likely to be selected for an event changes absolutely nothing about how many friends or enemies they are likely to have when the event is always on average neutral. You only made the relations more volatile the stronger the faction.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

DeadAirRT wrote: Mon, 24. Jun 24, 13:36 Before SirNukes updated mod support api, you could get it working by also having kuertee's ui extensions mod. I have to test the updated mod support api but it should work afaik. I'll be posting once I check compatibility with timelines and final 7.0 stuff.
I wasn't aware of that, thanks. I'm being quite careful what mods I add into my current game, as there is a little uncertainty at the moment. Looking forward to your confirmation that all is well. You continued modding efforts are much appreciated.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

human being wrote: Mon, 24. Jun 24, 14:46
DeadAirRT wrote: Mon, 24. Jun 24, 13:40
human being wrote: Sat, 22. Jun 24, 21:53 The strength of a faction seems to only affect how likely they are to get an event, but it's always 50/50 good or bad, so the overall balance never changes.
The reason I say "likely" is because it is still rng based. There is absolutely a modifier that will increase/decrease the chance of a faction being selected based on military strength.
I literally said that in the very post you're quoting. I think you don't understand your own code. A faction being more likely to be selected for an event changes absolutely nothing about how many friends or enemies they are likely to have when the event is always on average neutral. You only made the relations more volatile the stronger the faction.
Ignoring how rude you are coming off this one time, (although thinking about it, certain regions speak very directly so it may not have been intentionally rude/demeaning)

If a faction has a higher chance of being selected as faction two in the script because it is weaker on positive relation events,
and
the same faction has a lower chance of being selected as faction two in the script because it is weaker on negative relation events,

that would logically indicate that over time, it would be more likely to have positive relations with other factions

So where is the error?

I'm pretty sure I understand my code, thanks buddy!
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Scoob wrote: Mon, 24. Jun 24, 16:08
DeadAirRT wrote: Mon, 24. Jun 24, 13:36 Before SirNukes updated mod support api, you could get it working by also having kuertee's ui extensions mod. I have to test the updated mod support api but it should work afaik. I'll be posting once I check compatibility with timelines and final 7.0 stuff.
I wasn't aware of that, thanks. I'm being quite careful what mods I add into my current game, as there is a little uncertainty at the moment. Looking forward to your confirmation that all is well. You continued modding efforts are much appreciated.
As soon as I get a chance to look through the new dlc stuff and 7.0 stuff, I'll let you know.
human being
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Re: [MOD]DeadAir Mods pt2

Post by human being »

DeadAirRT wrote: Mon, 24. Jun 24, 16:10 So where is the error?
Entirely on my end. I apologize.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

human being wrote: Mon, 24. Jun 24, 17:52
DeadAirRT wrote: Mon, 24. Jun 24, 16:10 So where is the error?
Entirely on my end. I apologize.
All good. Looking at how faction one is chosen then it definitely could seem that way.
Aeks_Ved
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Re: [MOD]DeadAir Mods pt2

Post by Aeks_Ved »

Hello!

I try install eve faction ships:

i download from github eco`s mod and ships mod:
https://github.com/DeadAirRT/deadair_eco
https://github.com/DeadAirRT/deadairfactionminmatar

put both in D:\Games\X4 Foundations\extensions, and rename "deadairfactionamarr-main" to "deadairfactionamarr", but ships still doesnt have texture.
what i do wrong?

game version 7.00

thank you!
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Aeks_Ved wrote: Tue, 25. Jun 24, 10:24 Hello!

I try install eve faction ships:

i download from github eco`s mod and ships mod:
https://github.com/DeadAirRT/deadair_eco
https://github.com/DeadAirRT/deadairfactionminmatar

put both in D:\Games\X4 Foundations\extensions, and rename "deadairfactionamarr-main" to "deadairfactionamarr", but ships still doesnt have texture.
what i do wrong?

game version 7.00

thank you!
My factions and ships are not updated for 7.0 yet.They will be ready soon.
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cyfagy
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Re: [MOD]DeadAir Mods pt2

Post by cyfagy »

Hello, I've installed the new mods deadair eco and deadair scripts and first of all they are really great and thank you very much for them. I have a question, how does the blueprint scanning work, I don't mean the modules, I already know how that works, I'm clever hehe :) no, I mean with the weapons, for example, is a close flyby enough like with the modules or do I have to target them for them to count as scanned?
warming by devil´s fire
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

cyfagy wrote: Wed, 26. Jun 24, 02:02 Hello, I've installed the new mods deadair eco and deadair scripts and first of all they are really great and thank you very much for them. I have a question, how does the blueprint scanning work, I don't mean the modules, I already know how that works, I'm clever hehe :) no, I mean with the weapons, for example, is a close flyby enough like with the modules or do I have to target them for them to count as scanned?
You have a chance of getting scan credit on any module or ship that has the modules on it. Your ships performing Police behavior can also gain credit when they scan ships.
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cyfagy
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Re: [MOD]DeadAir Mods pt2

Post by cyfagy »

OK and thanks again for all the content you make available to us. I really appreciate it !!!
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