[MOD]DeadAir Mods pt2

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Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

DeadAirRT wrote: Mon, 14. Oct 24, 17:14 There are three instances where credit is gained:
1) the f2 scan mode actively scanning
2) the proximity discovery
3) Your ships performing the "police" default order

If you fly close enough to a ship that it reveals information (just like with station modules), that counts. The only station modules that can be discovered without you personally flying close to them are storage modules (sector satellites satisfies the event_player_discovered_object on storage modules for some reason).

If you have something that changes the level of scan on your ship, that will increase the speed of blueprints gained. Credit earned per scan/discovery is 1 * the ships scan level. By default, your ship has a scan level of 1. The police license increases it to 2. The spacesuit has a level of 3.
1) I've only done F2 scans a few times, so I don't think it can be that.
2) Proximity discovery might be the one, however, I've not been near ANY TER stations yet have gained their modules (Storage).
3) I've no sector authority, so no Police ships at this time.

Ah, satellites! I've placed a few Advanced ones. I'm guessing they can pick up stations (still no TER station in their coverage though) as well as passing ships. The passing ships thing could pick up a lot of stuff potentially, including those TER roaming patrols. I have 11 Advanced Satellites placed, covering five sectors. I just checked them all and I still see no TER Stations I could have gotten those modules from.

I've been roll-playing a little differently this game, in that I stay in my "Home" sector, where I started with a basic Wharf and minimal blueprints. I've sent ships to explore (Sector Explorer mod) and I've remote-claimed a few ships, but I've not flown far from home personally. I've turned on the "Evolution" options, and might turn a few things up as I want to see what the Xenon Apocalypse looks like lol.

Not to worry, I must have missed something when it came to obtaining those TER Storage BPs. I've had ships remotely exploring PIO space (not "found" TER yet) but I've certainly not been there in person. Still, all good fun :)
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Scoob wrote: Mon, 14. Oct 24, 17:35
DeadAirRT wrote: Mon, 14. Oct 24, 17:14 There are three instances where credit is gained:
1) the f2 scan mode actively scanning
2) the proximity discovery
3) Your ships performing the "police" default order

If you fly close enough to a ship that it reveals information (just like with station modules), that counts. The only station modules that can be discovered without you personally flying close to them are storage modules (sector satellites satisfies the event_player_discovered_object on storage modules for some reason).

If you have something that changes the level of scan on your ship, that will increase the speed of blueprints gained. Credit earned per scan/discovery is 1 * the ships scan level. By default, your ship has a scan level of 1. The police license increases it to 2. The spacesuit has a level of 3.
1) I've only done F2 scans a few times, so I don't think it can be that.
2) Proximity discovery might be the one, however, I've not been near ANY TER stations yet have gained their modules (Storage).
3) I've no sector authority, so no Police ships at this time.

Ah, satellites! I've placed a few Advanced ones. I'm guessing they can pick up stations (still no TER station in their coverage though) as well as passing ships. The passing ships thing could pick up a lot of stuff potentially, including those TER roaming patrols. I have 11 Advanced Satellites placed, covering five sectors. I just checked them all and I still see no TER Stations I could have gotten those modules from.

I've been roll-playing a little differently this game, in that I stay in my "Home" sector, where I started with a basic Wharf and minimal blueprints. I've sent ships to explore (Sector Explorer mod) and I've remote-claimed a few ships, but I've not flown far from home personally. I've turned on the "Evolution" options, and might turn a few things up as I want to see what the Xenon Apocalypse looks like lol.

Not to worry, I must have missed something when it came to obtaining those TER Storage BPs. I've had ships remotely exploring PIO space (not "found" TER yet) but I've certainly not been there in person. Still, all good fun :)
Satellites from my testing have only ever triggered progress gains for storage modules. The normal explore command doesn't trigger progress gains but sector explorer may somehow be triggering it. I've made some changes that will make only active f2 scans and police gain progress on ships in a future version.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

DeadAirRT wrote: Mon, 14. Oct 24, 18:34 Satellites from my testing have only ever triggered progress gains for storage modules. The normal explore command doesn't trigger progress gains but sector explorer may somehow be triggering it. I've made some changes that will make only active f2 scans and police gain progress on ships in a future version.
I have let a Sector Explorer go wild, it's uncovered around 70% of the map I'd estimate. Thanks for the change, I think that'll make it a much more deliberate activity initially, then a passive one once the player owns a sector. I like that.

On an unrelated note, and I'm not sure if it was you and I discussing this before (ages ago) or not... I often observe a situation where (for example) ARG are engaged with XEN, when ZYA turn up. When this happened to me, ARG were invading the Tharka's Cascade sector and steadily losing to a Xenon fleet. Then a ZYA fleet shows up and proceeds to attack, pretty much exclusively, ARG forces, ignoring XEN. Sure, there was the odd bit of turret fire against XEN ships, but the fleet seemed to be set on attacking ARG. XEN continued to shoot at ARG, with the odd shot at the ZYA fleet. ARG fell quite quickly, but took a few ZYA with them. XEN then proceeded to mop up the remaining ZYA ships.

Is there any way - I'm considering the dynamic war relations here - that the game can acknowledge a common foe. I.e. That ZYA fleet would surely more likely prefer to engage the XEN forces, forming a temporary alliance with ARG. Is something like this at all possible? I.e. a fleet invades a sector but sees a foe common to both races? Perhaps an exception is made when XEN or KHK are present.

In my current Reemergence game, XEN are gaining a foothold (stations under construction) in Getsu Fune. There are both TER and ANT forces in this sector, but ANT seem dead set on destroying TER stations currently, and TER, surprisingly, are a little on the back-foot due to this.

Perhaps this "biologicals unite!" behaviour could be contained within a sector, but have an impact on the overall relations of those races. I mean, uniting against a common foe is certainly a logical choice. With certain DA options making the Xenon more of a threat (great!) this makes more sense. However, I do suspect limitations of the engine might make this tricky and/or more resource intensive than is ideal. Anyway, just something I was pondering as I have posted about it before elsewhere.
tantanoid
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Re: [MOD]DeadAir Mods pt2

Post by tantanoid »

Hi.

When I try to add any of the new modules to my station it uses Terran resources even if I set the preferred build method to Universal. Am I doing something wrong?

I have deadair_eco v1.08 and deadair_scripts v1.08.1
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Buzz2005
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Re: [MOD]DeadAir Mods pt2

Post by Buzz2005 »

if its terran modules they can only be built with terran wares
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

tantanoid wrote: Thu, 17. Oct 24, 18:49 Hi.

When I try to add any of the new modules to my station it uses Terran resources even if I set the preferred build method to Universal. Am I doing something wrong?

I have deadair_eco v1.08 and deadair_scripts v1.08.1
That is strange to be honest. It might have something to do with the game's functionality of build method not respecting on an individual station basis compared to global default. All of the modules added in that version have the "default" method set to commonwealth and the optional terran method as well. I'm not sure there is anything I can do on my end but the next version completely separates the modules into two versions for ease of use.
tantanoid
Posts: 15
Joined: Thu, 18. Oct 07, 20:50

Re: [MOD]DeadAir Mods pt2

Post by tantanoid »

DeadAirRT wrote: Fri, 18. Oct 24, 15:22 That is strange to be honest. It might have something to do with the game's functionality of build method not respecting on an individual station basis compared to global default. All of the modules added in that version have the "default" method set to commonwealth and the optional terran method as well. I'm not sure there is anything I can do on my end but the next version completely separates the modules into two versions for ease of use.
Yeah, looks like a game bug, even when the global default is set to Universal. I removed the Terran method in wares.xml and everything works as expected, just need to remember to undo once the build is finished.

Hopefully the next version is going to be save compatible :D
humhum
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Re: [MOD]DeadAir Mods pt2

Post by humhum »

Good day,

this mod is not compatible with the Linux version of the game or im just too stupid to get it working

After two days of trying to enable the different scripts in the "Da Mod Menu", I finally remembered that you can switch games in Steam to Proton and now everything works fine.

In the Linux native version you can't enable the scripts in the mod menu. They just keep staying "Disabled".
There were no other mods involved besides "deadair_eco, deadair_scripts, sn_mod_support_apis"
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

humhum wrote: Sun, 20. Oct 24, 09:50 Good day,

this mod is not compatible with the Linux version of the game or im just too stupid to get it working

After two days of trying to enable the different scripts in the "Da Mod Menu", I finally remembered that you can switch games in Steam to Proton and now everything works fine.

In the Linux native version you can't enable the scripts in the mod menu. They just keep staying "Disabled".
There were no other mods involved besides "deadair_eco, deadair_scripts, sn_mod_support_apis"
It most likely has to do with a race condition that is handled differently in linux vs windows/proton. I've been refactoring some code to eliminate the issue and sorry about the trouble.
humhum
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Re: [MOD]DeadAir Mods pt2

Post by humhum »

Hey,

works like a charm after the update :)

Thank you for the quick fix!
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

Hi,

I'm using DeadAir Scripts, DeadAir Eco, DeadAir Reemergence and TaterTrader alongside a Reemergence mod game. For some reason, the BUC faction seem to be spamming "Labour Union Facility" stations. They've built eleven in Morning Star IV thus far, which seems a little excessive. I can provide a complete mod lists, if you suspect something else is perhaps influencing things.

Note: DA Fill is DISABLED for role-play reasons. Dynamic War is on. I've turned up fleet sizes and enabled Evolution, turning up a few settings on that too. My aim was very much an apocalyptic game where the Xenon are taking over the universe, and I have a race against time to secure my little piece of it. Fun.
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