Reaperxvii wrote:Blackrain - once I'm done editing in these ships would it be okay if I uploaded a copy of the SurfaceElements/Macros file which would include ships from the Canteran ship pack which allows them to be constructed at your player shipyards?
Also if I were to add a ship (something from lets say redesignedships mod) to the macro's file, and for some reason that person didn't have the mod installed would the file still load correctly?
What exactly is the Canteran ship pack? Who is the author of it?
You could technically add any ships to the shipyard as long as all the files needed are there. The macro and index files for the ships.
pirke123 wrote:I just built my first shipyard and have a question... When I order a Fedhelm from another shipyard, I have to pay 3.6M. When selecting the shipyard dealer on my own shipyard (there are no resources available yet) it tells me the Fedhelm will kost me 4.1M. Why is the Fedhelm 500k more expensive in my own shipyard?
Or is this a worst case price and do I get it for free if I supply all the required resources myself?
You can ignore that. It doesn't actually cost you anything to build ships at your shipyard, you just need to buy resources. However, the way it works is that you need that much money in your account to build the ship. It will appear to take your money but it doesn't. Unfortunately it must be done this way.
Thanks! I'm currently filling it up with resources, but due to the war between PMC and HOA (and most neutrals like Ledda) the different factions often don't reach my stations. I'm playing neutral, and profiting from the wars hoping to get filthy rich Buy from one side, sell to the other. 30% profit per trade on average I just need more ships of every kind, and the small consumer ships don't use the highways so are way too slow.
I did notice a bug with the shipyard: when I have a ship with 20 drones, and modify the ship to put 10 drones back in the shipyard, the ship ends up with 10 drones but the shipyard inventory isn't changed. Those 10 drones are gone, and so is the money that was promised.
Do not put drones into the shipyard that way. Either "sell" them to the shipyard or order your ship to "transfer drones" command to the station
JDD79 wrote:Hi BR,
not sure if you've missed my post, but maybe you could give answer to upcoming textIDnotfound errors, as I mentioned in my last post.
quote:
I've massive problems with "textIDnotfound" messages from CWIR version 0.66 up to 0.9f version.
Basically everything in terms of text is cryptically messed up. I've tried hard to find the issue but nothing worked out for me. I've tried to turn off other mods with no luck.
Moreover I noticed "textIDnotfound" messages in the description to your given game starts, so it's already there an issue and probably not any other mod interfering.
I'm testing your mod with X_R 3.61 (ger language) on win7-64bit
EDIT: OK I FOUND THE ISSUE IT'S THE LANG PACK, I HAVE TO START THE GAME IN ENGLISH TO GET ANY TEXT SHOWN FROM YOUR MOD.
Is there no work aroun!?... because all other mods are working with the german lang pack!
Try doing this and let me know if it works, okay?
Go into the CWIR folder in your extensions folder.
go to the t folder in the CWIR folder.
Delete the 0001-l049 file in there.
Then run the game
Let me know if this works.
Worked perfectly, errors are gone. English text from your mod is working with the german lang pack again.
Not sure what that means for you, but hopefully it helps you to fix things for the next CWIR version.
Reaperxvii wrote:Blackrain - once I'm done editing in these ships would it be okay if I uploaded a copy of the SurfaceElements/Macros file which would include ships from the Canteran ship pack which allows them to be constructed at your player shipyards?
Also if I were to add a ship (something from lets say redesignedships mod) to the macro's file, and for some reason that person didn't have the mod installed would the file still load correctly?
What exactly is the Canteran ship pack? Who is the author of it?
You could technically add any ships to the shipyard as long as all the files needed are there. The macro and index files for the ships.
I'm unsure of the author name on steam but it's beaver, I'm also re-writing the description files of redesignedships and debating on adding them as well, I have on my local copy but his ships are quite powerful compared to vanilla and your ships.
Csp ships seems more balanced and the kukri is an amazing upgrade from the scaldis. I'm learning how to do things more out of trail and error then anything.
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
Reaperxvii wrote:Blackrain - once I'm done editing in these ships would it be okay if I uploaded a copy of the SurfaceElements/Macros file which would include ships from the Canteran ship pack which allows them to be constructed at your player shipyards?
Also if I were to add a ship (something from lets say redesignedships mod) to the macro's file, and for some reason that person didn't have the mod installed would the file still load correctly?
What exactly is the Canteran ship pack? Who is the author of it?
You could technically add any ships to the shipyard as long as all the files needed are there. The macro and index files for the ships.
I'm unsure of the author name on steam but it's beaver, I'm also re-writing the description files of redesignedships and debating on adding them as well, I have on my local copy but his ships are quite powerful compared to vanilla and your ships.
Csp ships seems more balanced and the kukri is an amazing upgrade from the scaldis. I'm learning how to do things more out of trail and error then anything.
Well you could certainly just edit it so that it works with the shipyard if you want to. Every ship must be balanced so I do not want to add unbalanced ships and right now I do not have the time to look at those ships and try balancing them. It could be something for the future, though, if the author doesn't mind giving permission to add them
JDD79 wrote:Hi BR,
not sure if you've missed my post, but maybe you could give answer to upcoming textIDnotfound errors, as I mentioned in my last post.
quote:
I've massive problems with "textIDnotfound" messages from CWIR version 0.66 up to 0.9f version.
Basically everything in terms of text is cryptically messed up. I've tried hard to find the issue but nothing worked out for me. I've tried to turn off other mods with no luck.
Moreover I noticed "textIDnotfound" messages in the description to your given game starts, so it's already there an issue and probably not any other mod interfering.
I'm testing your mod with X_R 3.61 (ger language) on win7-64bit
EDIT: OK I FOUND THE ISSUE IT'S THE LANG PACK, I HAVE TO START THE GAME IN ENGLISH TO GET ANY TEXT SHOWN FROM YOUR MOD.
Is there no work aroun!?... because all other mods are working with the german lang pack!
Try doing this and let me know if it works, okay?
Go into the CWIR folder in your extensions folder.
go to the t folder in the CWIR folder.
Delete the 0001-l049 file in there.
Then run the game
Let me know if this works.
Worked perfectly, errors are gone. English text from your mod is working with the german lang pack again.
Not sure what that means for you, but hopefully it helps you to fix things for the next CWIR version.
Greetings
I only had a couple of german translations in there anyway so it isn't really a big loss.
Reaperxvii wrote:Blackrain - once I'm done editing in these ships would it be okay if I uploaded a copy of the SurfaceElements/Macros file which would include ships from the Canteran ship pack which allows them to be constructed at your player shipyards?
Also if I were to add a ship (something from lets say redesignedships mod) to the macro's file, and for some reason that person didn't have the mod installed would the file still load correctly?
What exactly is the Canteran ship pack? Who is the author of it?
You could technically add any ships to the shipyard as long as all the files needed are there. The macro and index files for the ships.
I'm unsure of the author name on steam but it's beaver, I'm also re-writing the description files of redesignedships and debating on adding them as well, I have on my local copy but his ships are quite powerful compared to vanilla and your ships.
Csp ships seems more balanced and the kukri is an amazing upgrade from the scaldis. I'm learning how to do things more out of trail and error then anything.
Well you could certainly just edit it so that it works with the shipyard if you want to. Every ship must be balanced so I do not want to add unbalanced ships and right now I do not have the time to look at those ships and try balancing them. It could be something for the future, though, if the author doesn't mind giving permission to add them
I'll do some testing and see how they all play out and help with what I can, I know Csp is quite balanced, it has its own variant of the sucellus as well, unsure how it stacks up against yours currently, the titan is pretty powerful but it's rather expensive, around 88m base cost.
redesignedships adds alot of mixed and matched ships, hunter ships is front the same person but adds an extremely powerful but expensive destroyer (like 120m base cost expensive)
I'm getting off track though, I just wanted permission to add a patch for the diffrent ship mods people might use which would allow your player shipyard files to build them and release for people to download.
I would of course give full credit to you and which ever mod author that patch would apply to (I was going to make ones for each mod and then make a larger file which combined them all)
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
Reaperxvii wrote:Blackrain - once I'm done editing in these ships would it be okay if I uploaded a copy of the SurfaceElements/Macros file which would include ships from the Canteran ship pack which allows them to be constructed at your player shipyards?
Also if I were to add a ship (something from lets say redesignedships mod) to the macro's file, and for some reason that person didn't have the mod installed would the file still load correctly?
What exactly is the Canteran ship pack? Who is the author of it?
You could technically add any ships to the shipyard as long as all the files needed are there. The macro and index files for the ships.
I'm unsure of the author name on steam but it's beaver, I'm also re-writing the description files of redesignedships and debating on adding them as well, I have on my local copy but his ships are quite powerful compared to vanilla and your ships.
Csp ships seems more balanced and the kukri is an amazing upgrade from the scaldis. I'm learning how to do things more out of trail and error then anything.
Well you could certainly just edit it so that it works with the shipyard if you want to. Every ship must be balanced so I do not want to add unbalanced ships and right now I do not have the time to look at those ships and try balancing them. It could be something for the future, though, if the author doesn't mind giving permission to add them
I'll do some testing and see how they all play out and help with what I can, I know Csp is quite balanced, it has its own variant of the sucellus as well, unsure how it stacks up against yours currently, the titan is pretty powerful but it's rather expensive, around 88m base cost.
redesignedships adds alot of mixed and matched ships, hunter ships is front the same person but adds an extremely powerful but expensive destroyer (like 120m base cost expensive)
I'm getting off track though, I just wanted permission to add a patch for the diffrent ship mods people might use which would allow your player shipyard files to build them and release for people to download.
I would of course give full credit to you and which ever mod author that patch would apply to (I was going to make ones for each mod and then make a larger file which combined them all)
VincentTH wrote:The zones in question us The Big Empty, and it is owned by PMC even though I and 2 HOA Aransas are patrolling the zones and thwarting all PMC attempt to retard it. Not just that xone, something happens everywhere, I just can't build an outpost, be it at TBE, Forlorn Armory (owned by me BTW, but no station there) or in Devries.
I can upload my save game if you need it.
You won't be able to take the zone since HOA ships are there. Let HOA take the zone and they will build an outpost thete. However, they can't take the zone if your ships are there. Like I said, there are requirements and restrictions, it's a matter of knowing what these are. Upload your save and I will look at it
VincentTH wrote:The zones in question us The Big Empty, and it is owned by PMC even though I and 2 HOA Aransas are patrolling the zones and thwarting all PMC attempt to retard it. Not just that xone, something happens everywhere, I just can't build an outpost, be it at TBE, Forlorn Armory (owned by me BTW, but no station there) or in Devries.
I can upload my save game if you need it.
You won't be able to take the zone since HOA ships are there. Let HOA take the zone and they will build an outpost thete. However, they can't take the zone if your ships are there. Like I said, there are requirements and restrictions, it's a matter of knowing what these are. Upload your save and I will look at it
I didn't get a chance to look at the save, any news?
I still can't build outpost anywhere, and HOA does not build one either. I have moved my ships out to a nearby Empty Zone, and move in only to help defend when TBE is under attack.
Does a probe in the zone prevent HOA from building an outpost?
VincentTH wrote:The zones in question us The Big Empty, and it is owned by PMC even though I and 2 HOA Aransas are patrolling the zones and thwarting all PMC attempt to retard it. Not just that xone, something happens everywhere, I just can't build an outpost, be it at TBE, Forlorn Armory (owned by me BTW, but no station there) or in Devries.
I can upload my save game if you need it.
You won't be able to take the zone since HOA ships are there. Let HOA take the zone and they will build an outpost thete. However, they can't take the zone if your ships are there. Like I said, there are requirements and restrictions, it's a matter of knowing what these are. Upload your save and I will look at it
I didn't get a chance to look at the save, any news?
I still can't build outpost anywhere, and HOA does not build one either. I have moved my ships out to a nearby Empty Zone, and move in only to help defend when TBE is under attack.
Does a probe in the zone prevent HOA from building an outpost?
Hmm, a probe should not interfere and it seems very strange it isn't happening. I have never had a problem with HOA not being able to take TBE. Try going out of zone for a little, remove all your ships from there.
VincentTH wrote:Well, there are constant PMC fighters coming down from Ascendancy, and a few HOA freighters looking for trade. The difficulty is Hard, BTW.
You might just have to wait a while. Has any zone been taken over by another faction than the original owner? If it is happening in other parts of the game then it will happen there, even if not right away.
After about 20 hours into this mod I feel the universe is very silent compared to the start. There used to be raids everywhere, but I guess most of the economy has come to an halt and a lot less raiding ships are built now.
I played neutral, building a few stations and trading with everybody, but it doesn't feel like there is a big war going on anymore. The Sovereign Syndicate spawns some ships now and then, and a lost Xenon K visits me on a rare occasion, but the big battles between PMC and HOA are gone. There hasn't been much territory change either.
I'll keep playing, maybe I can get the economy up and running again. We'll see.
Oh, and if it's possible to change the credits behavior of player shipyards: I often don't have enough (unneccessary) credits while I do have enough resources to built a ship. Very annoying! Please fix
pirke123 wrote:After about 20 hours into this mod I feel the universe is very silent compared to the start. There used to be raids everywhere, but I guess most of the economy has come to an halt and a lot less raiding ships are built now.
I played neutral, building a few stations and trading with everybody, but it doesn't feel like there is a big war going on anymore. The Sovereign Syndicate spawns some ships now and then, and a lost Xenon K visits me on a rare occasion, but the big battles between PMC and HOA are gone. There hasn't been much territory change either.
I'll keep playing, maybe I can get the economy up and running again. We'll see.
Oh, and if it's possible to change the credits behavior of player shipyards: I often don't have enough (unneccessary) credits while I do have enough resources to built a ship. Very annoying! Please fix
5 bucks that the shipyards are out of fusion reactors, in my game after about 10 hours the HOA and RoC run out of fusion reactors, If you can get a ship tech fab up you'll make alot of money
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
VincentTH wrote:Well, there are constant PMC fighters coming down from Ascendancy, and a few HOA freighters looking for trade. The difficulty is Hard, BTW.
You might just have to wait a while. Has any zone been taken over by another faction than the original owner? If it is happening in other parts of the game then it will happen there, even if not right away.
It's been a few game days already, and about 30+ PMC attempts to take back TBE. There is an LI or BER Rahanas that is "trading with Nil" in the sector, and I would have killed it if not for the rep loss.
Since the start of the game, PMC has lost TBE twice. I don't know if HOA has built the ou t post the first time they owned the zone.
I will wait till I gather enough materials, then just built the Xenon Shipyard from the PMC CV I captured if HOA does not build an outpost by then.
The main issue I find, and one I'm sure blackrain is aware of, stations can be destroyed by npc's but not re-built, which leads to a few issues with the economy, it would be neat if the factions would expand to station they need, like HoA building a ship tech fab for fusion reactors.
I'm sure thats a massive amount of coding, just throwing the idea out there
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
I did see many missions for "build station", often a ship tech fab, so I built that one, but the supplies are also hard to get. And these stations are expensive so simply extending it with everything I need takes a lot of time...