Mr.Freud wrote: ↑Sun, 30. Jun 24, 23:21
Is it possible to have some scripts enabled by default on starting a new game?
And where do I get labor union contracts and schematics?
I'm considering how to potentially design an optional file for people to set persistent values, but there is nothing on the table at the moment.
If you aren't able to find the added wares, check your folder name.
1) thx for the info. I just realized you moved some of the old scripts into ECO module (station/production building quotas etc.)
2) I see factions buy offers for the new wares, but no one is producing/selling them them. Folder names for both scripts and eco are correct (deadair_eco ; deadair_scripts). If I enable the ECO mod mid game, will factions build everything up, or do I need a new game?
sorry for dumb questions, haven't played the game with your mods for a while
Since the folder name is correct,
The factions won't spawn any of the new stations when the mod is added mid game, but the logic should get around to ordering new stations that produce the wares. You can also buy the blueprints from representatives if you decide to go that route.
The factions won't spawn any of the new stations when the mod is added mid game, but the logic should get around to ordering new stations that produce the wares. You can also buy the blueprints from representatives if you decide to go that route.
Not dumb at all, any issues let me know.
Do I need to enable the god module for factions to build these new wares production modules?
p.s. I always felt like the game was missing secondary resources from X2. This new addition you made is great!
Another question by taking the quick look at the prices - I see that some stations have large volumes of certain wares for sale, and other stations that want to buy large volumes of those wares. But sell/buy price difference is unprofitable. For example: ANT engine factory in Second Contact XI selling 3923 (filtered by "large" volume in trade overlay) engine parts at 291cr, while ARG Wharf in Argon prime buying 13035 engine parts for 223cr. But if I change the volume filter to NONE, I see that some trading stations around ANT/ARG space sell engine parts for 191-195 cr, while having much less engine parts available for sale.
Will prices even out over the time and get into correct ranges? I feel like it might be because of installing the mod mid game?
The v7.0 EVE faction ships that were released on GitHub yesterday appear to have missing textures or something, they all appear to be low resolution and brown. In contrast to what they were before.
Nixyss wrote: ↑Sat, 6. Jul 24, 23:45
The v7.0 EVE faction ships that were released on GitHub yesterday appear to have missing textures or something, they all appear to be low resolution and brown. In contrast to what they were before.
The usual first step: check your folder names if textures are missing/pink/etc
Is it all of the ships or mostly just the Amarr? The textures were not changed but I did reduce the metalness and smoothness which may have them appear less shiny. I played with it for quite a while and it wasn't particularly jarring for me but if that is what you are noticing:
Go into libraries\material_library.xml and change the entries that have
The factions won't spawn any of the new stations when the mod is added mid game, but the logic should get around to ordering new stations that produce the wares. You can also buy the blueprints from representatives if you decide to go that route.
Not dumb at all, any issues let me know.
Do I need to enable the god module for factions to build these new wares production modules?
p.s. I always felt like the game was missing secondary resources from X2. This new addition you made is great!
Another question by taking the quick look at the prices - I see that some stations have large volumes of certain wares for sale, and other stations that want to buy large volumes of those wares. But sell/buy price difference is unprofitable. For example: ANT engine factory in Second Contact XI selling 3923 (filtered by "large" volume in trade overlay) engine parts at 291cr, while ARG Wharf in Argon prime buying 13035 engine parts for 223cr. But if I change the volume filter to NONE, I see that some trading stations around ANT/ARG space sell engine parts for 191-195 cr, while having much less engine parts available for sale.
Will prices even out over the time and get into correct ranges? I feel like it might be because of installing the mod mid game?
Egosoft have changed some things with how pricing is calculated, it is not a smooth scaling based on stored amount / storage capacity of that ware. I have improvements to the pricing that I am testing, but by design there is supposed to be more variance in pricing.
If I add the EVE factions to an existing game that's about 30 hours old, will they be vulnerable to the other factions? Right now the XEN are pretty aggressive in my game, they're currently making a direct assault on my FPS by sending a ton of invading parties into Hatikvah's Choice I where I happen to be running missions.
user1679 wrote: ↑Sun, 7. Jul 24, 07:42
If I add the EVE factions to an existing game that's about 30 hours old, will they be vulnerable to the other factions? Right now the XEN are pretty aggressive in my game, they're currently making a direct assault on my FPS by sending a ton of invading parties into Hatikvah's Choice I where I happen to be running missions.
I've set it up so i think it should work added mid game, but i have never tested it.
Mr.Freud wrote: ↑Mon, 8. Jul 24, 17:15
Not sure if someone reported it already, but the new station modules introduced with the DLC, require Hull Parts for construction.
Oh, didn't realize the dlc added modules. I'll get them adjusted, thanks for the heads up.
Is it possible to tweak the ECO module in a way to revert the station count and module count per station back to vanilla values? sectors often feel lifeless/empty, due to decreased number of stations IMO
Hi, actually just made a post on reddit, but probably makes more sense to question it here
I downloaded the eve ships from your github, currently got a megathron and a erebus, megathron is losing easily in 1v1's with a xenon Q, shields are getting chewed apart easily and the turrets dont seem to do a whole lot
zibafu wrote: ↑Thu, 18. Jul 24, 19:07
Hi, actually just made a post on reddit, but probably makes more sense to question it here
I downloaded the eve ships from your github, currently got a megathron and a erebus, megathron is losing easily in 1v1's with a xenon Q, shields are getting chewed apart easily and the turrets dont seem to do a whole lot
are these ships still balanced for vro ?
not tested other ships yet, just those two
That sounds like more of a problem with the Q since for most of the time since my mods have been out, people thought they were overpowered.
But yes, the numbers are still balanced around VRO levels.
zibafu wrote: ↑Thu, 18. Jul 24, 19:07
Hi, actually just made a post on reddit, but probably makes more sense to question it here
I downloaded the eve ships from your github, currently got a megathron and a erebus, megathron is losing easily in 1v1's with a xenon Q, shields are getting chewed apart easily and the turrets dont seem to do a whole lot
are these ships still balanced for vro ?
not tested other ships yet, just those two
That sounds like more of a problem with the Q since for most of the time since my mods have been out, people thought they were overpowered.
But yes, the numbers are still balanced around VRO levels.
ok dokey, i'll keep messing around with them then, not seen a Q since then
Nixyss wrote: ↑Sat, 6. Jul 24, 23:45
The v7.0 EVE faction ships that were released on GitHub yesterday appear to have missing textures or something, they all appear to be low resolution and brown. In contrast to what they were before.
Like this? I dont know how it was before to be before to have a reference. Every time i try to use the old version the ships become transparent, and i notice that some texture names have changed, maybe something with it?
Nixyss wrote: ↑Sat, 6. Jul 24, 23:45
The v7.0 EVE faction ships that were released on GitHub yesterday appear to have missing textures or something, they all appear to be low resolution and brown. In contrast to what they were before.
Like this? I dont know how it was before to be before to have a reference. Every time i try to use the old version the ships become transparent, and i notice that some texture names have changed, maybe something with it?
In my case the correct textures will pop in if I get very close to the ship. It only happens with the EVE factions, not the default ships or those added by other mods and I have my LOD settings at 100.
Hey gang, I was wondering if anyone has encountered or has any idea how to fix this - essentially the 4 modules that add factions break my wharfs/shipyards/equipment docs.
If I try to buy a ship, either from space or directly from the vendor NPC, all I get is a black screen with the back and close tooltips in the upper right corner
If I try repair/restock equipment, a static image of the ships loads, but the rest of the UI does not
I've tried a clean install of the game, re-installing the mods(fresh downloads), disabling all other mods, enabling them one by one, installing 1 faction mod or a combination of them, it still won't work.
Also the Encyclopedia seems to be broken as well, as in I click on it and nothing loads, but that's less of a problem.