is
right line to edit?<quota galaxy="2" />
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right line to edit?<quota galaxy="2" />
No, I actually use a different way of adding more ships than what is specified in jobs. I only use jobs to specify what ships get built (by calling on jobs through mdscripts). However, it is my md script which determines how many will be built and how often.
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checkinterval="20min">
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<set_value name="$ExistingDestroyerThreshold" exact="2"/>
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<set_value name="$ExistingDestroyerThreshold" exact="2"/>
I guess it really depends on your hardware and how much action you want. Also, it depends on how healthy the economy is and when you load the mod up. I like to play with heavy settings with all the big fleets on. This can get a little crazy though so not sure if you can handle it. It works fine for me.
It is fully compatible. This only adds new ships to the game and shouldn't conflict with anything else really.Exitialis101 wrote: ↑Tue, 30. Mar 21, 00:17 This seems like an excellent mod. Just a question, I tried searching the topic but could not find any information if this is compatible with DeadAir's Dynamic Wars mod?
Link:
https://steamcommunity.com/sharedfiles/ ... 2082610148
I assume this mod increases the number of ships, but does not make the factions dynamically declare war on each other?
Alright, thank you very much for the answer!BlackRain wrote: ↑Tue, 30. Mar 21, 00:35It is fully compatible. This only adds new ships to the game and shouldn't conflict with anything else really.Exitialis101 wrote: ↑Tue, 30. Mar 21, 00:17 This seems like an excellent mod. Just a question, I tried searching the topic but could not find any information if this is compatible with DeadAir's Dynamic Wars mod?
Link:
https://steamcommunity.com/sharedfiles/ ... 2082610148
I assume this mod increases the number of ships, but does not make the factions dynamically declare war on each other?
I want to see factions struggle with Xenon threat, loosing sectors to them. I always read about other people experiences with Xenon and how they take over sectors and haven't seen it happening in any of my games since the game release. (I have 9900k, 32gb of ram @4200 and 2080ti). Also my new COH start is with VRO.BlackRain wrote: ↑Mon, 29. Mar 21, 22:33I guess it really depends on your hardware and how much action you want. Also, it depends on how healthy the economy is and when you load the mod up. I like to play with heavy settings with all the big fleets on. This can get a little crazy though so not sure if you can handle it. It works fine for me.
If you tell me a little bit more about your pc or what you are looking for I can recommend some settings.
Are you using Faction war as well? Currently in my game, Xenon have taken several sectors, especially near split space, but the paranid area near split space is gone too. So I would say they are a threat.Mr.Freud wrote: ↑Tue, 30. Mar 21, 14:19I want to see factions struggle with Xenon threat, loosing sectors to them. I always read about other people experiences with Xenon and how they take over sectors and haven't seen it happening in any of my games since the game release. (I have 9900k, 32gb of ram @4200 and 2080ti). Also my new COH start is with VRO.BlackRain wrote: ↑Mon, 29. Mar 21, 22:33I guess it really depends on your hardware and how much action you want. Also, it depends on how healthy the economy is and when you load the mod up. I like to play with heavy settings with all the big fleets on. This can get a little crazy though so not sure if you can handle it. It works fine for me.
If you tell me a little bit more about your pc or what you are looking for I can recommend some settings.
I have enabled the War module and Economic module and hour ago, and overall my save game is nearing 20 hours. For ships I've added Xenon (maxed out options + XenonApocalypse option enabled) and Split (went for setting of 2) ships. Maybe I need to wait more?BlackRain wrote: ↑Tue, 30. Mar 21, 15:57
Are you using Faction war as well? Currently in my game, Xenon have taken several sectors, especially near split space, but the paranid area near split space is gone too. So I would say they are a threat.
I have the following Xenon options active:
<set_value name="$activateXenminers" exact="1" />
<set_value name="$activateXencardefend" exact="1" />
<set_value name="$activatemoreXenonCaps" exact="1" />
<set_value name="$activatemoreXenonfrigates" exact="1" />
<set_value name="$activateXenonApocalypse" exact="1" />
I increased the Xenon miner's quota to 4 from 2 (for all of them so 16 in total). Anyway, I have had some crazy battles and Xenon are wrecking havoc. I guess if you only add Xenon ships and no other faction, that might make a difference too.
Err, definitely. 20 hours is nothing lol. My save is 7 days in right now. You won't see as much actions until a couple or so days probably. It takes time to build up and things to happen.Mr.Freud wrote: ↑Tue, 30. Mar 21, 16:07I have enabled the War module and Economic module and hour ago, and overall my save game is nearing 20 hours. For ships I've added Xenon (maxed out options + XenonApocalypse option enabled) and Split (went for setting of 2) ships. Maybe I need to wait more?BlackRain wrote: ↑Tue, 30. Mar 21, 15:57
Are you using Faction war as well? Currently in my game, Xenon have taken several sectors, especially near split space, but the paranid area near split space is gone too. So I would say they are a threat.
I have the following Xenon options active:
<set_value name="$activateXenminers" exact="1" />
<set_value name="$activateXencardefend" exact="1" />
<set_value name="$activatemoreXenonCaps" exact="1" />
<set_value name="$activatemoreXenonfrigates" exact="1" />
<set_value name="$activateXenonApocalypse" exact="1" />
I increased the Xenon miner's quota to 4 from 2 (for all of them so 16 in total). Anyway, I have had some crazy battles and Xenon are wrecking havoc. I guess if you only add Xenon ships and no other faction, that might make a difference too.
So, a few days in later with the multiplier of resource ships changed from 2 to 6 (tripled lol xD) Xenon finally started rolling again.sanctific wrote: ↑Fri, 26. Mar 21, 13:24Thanks for the reply!BlackRain wrote: ↑Fri, 26. Mar 21, 13:04Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.sanctific wrote: ↑Fri, 26. Mar 21, 12:18 Hi BlackRain,
I've noticed that Xenon in CoH are much less active and are nowhere even close to the threat they were with FOCW (Apocalypse+Caps settings) in 3.3.
I'm now @ 80 hours mark in my CoH playthrough, Xenon have expanded to Turquoise Sea only at this point, they manage to keep their starting systems though.
I believe that these differenced between pre-CoH & CoH FOCW are related to how efficiency of resources gathering was affected by the expansion, so now the question to you - if the ratio of resources ships in FOCW jobs would be doubled/tripled, would that work to help Xenon or something would break the mod?
P.S: Just for comparison - in 3.3 with FOCW Xenon would totally destroy HAT+MIN+ZYA+TEL (at least, more likely that ANT+ARG+FRF would also be gone) by 80th hour unless a player would intervene...Miss that race of time & resources to actually save "organics" against the machines![]()
Will give it a try, will post it here if increasing resource ships for Xenon would do them any good.
Let me know if your universe survives lol.sanctific wrote: ↑Tue, 30. Mar 21, 23:54So, a few days in later with the multiplier of resource ships changed from 2 to 6 (tripled lol xD) Xenon finally started rolling again.sanctific wrote: ↑Fri, 26. Mar 21, 13:24Thanks for the reply!BlackRain wrote: ↑Fri, 26. Mar 21, 13:04
Hmm, well I think the issue with COH is that the Terrans actively go after the Xenon no matter where they may be and now that there are more xenon sectors, the Xenon ships are spread out more. You can try increasing the number of resource ships if you like but where they are built would be random. I haven't done any extensive testing of this so you can give it a try if you know what you are doing.
Will give it a try, will post it here if increasing resource ships for Xenon would do them any good.
Now, with FOCW, VRO, Faction Enhancer & XR Ship Pack I'm having massive, no MASSIVE (much, much bigger than in Split Vendetta) fights where, for instance Xenon field 2 I's, 5-6 K's, 5-6 V's, one U (just one, meh...) and, dunno...a few hundreds?...of fighters & corvettes vs some crazy defense fleets (Paranid in the described case, total of 9 capital ships and oh-jeez-my-PC-lags number of fighters & corvettes). EDIT HERE: 9 battleships+carriers, didn't even bother to count normal destroyers.
Really, with 4.0 expansion and the listed mods its the first time in years (since X3:AP - XRM conversion) I've seen such massive battles. I'm about 110 hours into my current save, wonder whats gonna be happening in another 60-70 hours, especially since I gonna unite PAR & HOP and make TRI hostile to pretty much everyone xD
This mod does not touch the diplomacy unless you turn it on.Dampz wrote: ↑Wed, 31. Mar 21, 16:40 Hey!
I don't know if this is just me having this issue but for some reason ANT and Terran are friends in Getsu Fune insted of having a war as they did before i installed the mod? They are all patrolling around with ships and not shooting each other as they did before i installe... i didnt mess with the diplomacy issues afaik just added some more ships... maybe i missed something? Hope someone can help me on this! thanks!