[MOD] The Teleportation Wars 2

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albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
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Re: [MOD] The Teleportation Wars 2

Post by albysmith »

Sin316 wrote: Sat, 12. Jan 19, 09:27

I have to constantly fight the pirates, but when I do, I get flagged as hostile by the other factions lol.

Fixed in the last update.
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

Eldiora wrote: Sat, 12. Jan 19, 15:36 Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
wanderer
Posts: 279
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] The Teleportation Wars 2

Post by wanderer »

Shuulo wrote: Fri, 11. Jan 19, 09:08 Can you please clarify a bit, does this mod spawns ships for wars or does it uses ships that are built normally on shipyards?
They are spawned. See (in folder md) files 'Master_Spawn_Tracker.xml' and 'LIB_Ship_Spawn.xml' and the followup/regarding files.
I also wanted a none spawn file/mod. Because Ego made one huge efford to create an active economy/build cycle. So I think spawing should be not considert to get ships... Therefore I changed 'Master_Spawn_Tracker.xml', and commented out the action tags from the cues. Or you may change the ship numbers in the approperiate files in the md folder...
albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
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Re: [MOD] The Teleportation Wars 2

Post by albysmith »

Saboteur58 wrote: Sat, 12. Jan 19, 22:07
Eldiora wrote: Sat, 12. Jan 19, 15:36 Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

albysmith wrote: Sun, 13. Jan 19, 02:28
Saboteur58 wrote: Sat, 12. Jan 19, 22:07
Eldiora wrote: Sat, 12. Jan 19, 15:36 Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.
I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
wanderer
Posts: 279
Joined: Wed, 6. Nov 02, 20:31
x3tc

Re: [MOD] The Teleportation Wars 2

Post by wanderer »

@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
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Re: [MOD] The Teleportation Wars 2

Post by Requiemfang »

Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
wanderer
Posts: 279
Joined: Wed, 6. Nov 02, 20:31
x3tc

Re: [MOD] The Teleportation Wars 2

Post by wanderer »

Requiemfang wrote: Sun, 13. Jan 19, 19:30 Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
Same here.
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...

Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
Requiemfang
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Re: [MOD] The Teleportation Wars 2

Post by Requiemfang »

wanderer wrote: Sun, 13. Jan 19, 23:57
Requiemfang wrote: Sun, 13. Jan 19, 19:30 Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
Same here.
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...

Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
I'm using the separate stand alone version of the find ownerless mod, guess I should have pointed that detail out.
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

Saboteur58 wrote: Sun, 13. Jan 19, 09:36
albysmith wrote: Sun, 13. Jan 19, 02:28
Saboteur58 wrote: Sat, 12. Jan 19, 22:07

I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.
I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
Button "Consumables" when creating ships earned after I Packed the files in cat. After that, new sectors and new factions disappeared. Which files are responsible for creating factions and new sectors?
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
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Re: [MOD] The Teleportation Wars 2

Post by Requiemfang »

Pointing this out about the finding ownerless scan, the mod has the habit of renaming things it finds, it's renaming landmark items like The Aquaduct, don't mind the renaming of ships mind you but it renaming landmarks is a bad idea in my opinion.
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

wanderer wrote: Sun, 13. Jan 19, 18:14 @Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
User avatar
Holzapfel
Posts: 97
Joined: Fri, 22. Nov 13, 22:16
x3ap

Re: [MOD] The Teleportation Wars 2

Post by Holzapfel »

The new pirate faction is only attacking me, and noone else. That feels kinda weird.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.
albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith »

Saboteur58 wrote: Thu, 17. Jan 19, 09:54
wanderer wrote: Sun, 13. Jan 19, 18:14 @Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

albysmith wrote: Thu, 17. Jan 19, 23:41
Saboteur58 wrote: Thu, 17. Jan 19, 09:54
wanderer wrote: Sun, 13. Jan 19, 18:14 @Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.
justify your words or repair the mod
albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith »

Saboteur58 wrote: Fri, 18. Jan 19, 00:01
albysmith wrote: Thu, 17. Jan 19, 23:41
Saboteur58 wrote: Thu, 17. Jan 19, 09:54
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.
justify your words or repair the mod
Do not remove the wares.xml or really any other file. Most of the features require it. These Satellites are used in Teleportation_War_TRS.xml and SatDecay.xml The inventory wares are used in Stellar Cartography.xml as well as populating the drops for pirates droplists in drops.xml.The egosoft extension system still has a few bugs with different version of windows. Im sure they will get around to fixing it someday. For now, you can pack your own .cats
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

albysmith wrote: Fri, 18. Jan 19, 08:26
Saboteur58 wrote: Fri, 18. Jan 19, 00:01
albysmith wrote: Thu, 17. Jan 19, 23:41
Do not remove this.
justify your words or repair the mod
Do not remove the wares.xml or really any other file. Most of the features require it. These Satellites are used in Teleportation_War_TRS.xml and SatDecay.xml The inventory wares are used in Stellar Cartography.xml as well as populating the drops for pirates droplists in drops.xml.The egosoft extension system still has a few bugs with different version of windows. Im sure they will get around to fixing it someday. For now, you can pack your own .cats
Your satellites don't even work in cat . No one said delete the entire file wares.xml. I wrote that it is necessary to remove a piece of code with non-working satellites. These satellites only work on the English version. In other versions, they make the consumables button inactive. Your mod Trade Receiver Satellite and so does not work in other languages. Other languages need a translation file (t/0001.xml). Otherwise, it will not work as it should.
Last edited by Saboteur58 on Fri, 18. Jan 19, 10:14, edited 1 time in total.
popeye2o1o
Posts: 67
Joined: Mon, 17. Dec 18, 09:00
x4

Re: [MOD] The Teleportation Wars 2

Post by popeye2o1o »

Sounds great, but can't use it in german game :-(
Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 »

popeye2o1o wrote: Fri, 18. Jan 19, 15:39 Sounds great, but can't use it in german game :-(
in addition to English, this mod does not work anywhere else
albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith »

Will do tfiles for tpwar 3. Should include carrier missile resupply some new carriers based on old models and maybe a new attack order.

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