[MOD]DeadAir Mods

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DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

VPanda wrote: Sun, 26. Apr 20, 11:25 Does it make sense to try Gate mod with core i7 2600k? I saw complaints from a guy with i7 9600 about lags.
It is heavier on cpu because of more ships (used much better than vanilla imo)

I can't really say how performance is on certain cpu's because my rig has no issues. The more useful feedback i get, the easier it is for me to try and tweak it.
VPanda
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Re: [MOD]DeadAir Mods

Post by VPanda »

DeadAirRT wrote: Sun, 26. Apr 20, 18:02
VPanda wrote: Sun, 26. Apr 20, 11:25 Does it make sense to try Gate mod with core i7 2600k? I saw complaints from a guy with i7 9600 about lags.
It is heavier on cpu because of more ships (used much better than vanilla imo)

I can't really say how performance is on certain cpu's because my rig has no issues. The more useful feedback i get, the easier it is for me to try and tweak it.
what's your rig?
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

VPanda wrote: Sun, 26. Apr 20, 18:34 what's your rig?
I9 9900k - 90+ fps

As far as xenon, they are balanced similar to the factions. The difference being that they each have a cluster connected to the main factions. You can run vro and fe with my mods (especially fe since i adjust parts of his mod in mine). Vro messes with jobs though and override some of my changes so i can't tell you how balanced things are with it.
VPanda
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Re: [MOD]DeadAir Mods

Post by VPanda »

DeadAirRT wrote: Sun, 26. Apr 20, 19:08
VPanda wrote: Sun, 26. Apr 20, 18:34 what's your rig?
I9 9900k - 90+ fps

As far as xenon, they are balanced similar to the factions. The difference being that they each have a cluster connected to the main factions. You can run vro and fe with my mods (especially fe since i adjust parts of his mod in mine). Vro messes with jobs though and override some of my changes so i can't tell you how balanced things are with it.
yes I am asking because FE+VRO bundle has half-dead xenons at the moment.
Haven't tried them with your mods yet
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

VPanda wrote: Sun, 26. Apr 20, 20:01
DeadAirRT wrote: Sun, 26. Apr 20, 19:08
VPanda wrote: Sun, 26. Apr 20, 18:34 what's your rig?
I9 9900k - 90+ fps

As far as xenon, they are balanced similar to the factions. The difference being that they each have a cluster connected to the main factions. You can run vro and fe with my mods (especially fe since i adjust parts of his mod in mine). Vro messes with jobs though and override some of my changes so i can't tell you how balanced things are with it.
yes I am asking because FE+VRO bundle has half-dead xenons at the moment.
Haven't tried them with your mods yet
Without things overriding my changes, it tends to be a fairly nice back and forth. The border systems have a good amount of conflict, stations get destroyed, and there isn't any rapid collapse. I play mostly with my dynamic war mod so typically a faction will either hold or make small gains (sending fleets to invade xenon as opposed to defending) but once a war starts with another faction they will start slightly losing. There are a lot of variables so i haven't seen any trends that overly stand out (like vanilla hop almost always beating xenon)
djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar »

I use VRO + gateoverhaul and its pretty static. I think last versions of vro nerfed xenons quite a bit.
But I also use FE and xenons just started to pop out more frequently, I think it is also determined by my own assets or by time. Hard to say.
One thing that I noticed is that due to some of your scripts, when xenon destroyed one of teladi's trading stations, new one popped up shortly after, almost immediately, no building time etc. So its kinda whack-a-mole for xenons. I guess, this could be changed so station should be set to rebuild, not just respawn.

(nice thing was new station had traders with Argnu Steaks, which were impossible to find anywhere else :)

I just restroyed (VRO) Xenon V basically with Nemesis, few salvos and hes dead. They are pathetically weak.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

djrygar wrote: Sun, 26. Apr 20, 22:18 I use VRO + gateoverhaul and its pretty static. I think last versions of vro nerfed xenons quite a bit.
But I also use FE and xenons just started to pop out more frequently, I think it is also determined by my own assets or by time. Hard to say.
One thing that I noticed is that due to some of your scripts, when xenon destroyed one of teladi's trading stations, new one popped up shortly after, almost immediately, no building time etc. So its kinda whack-a-mole for xenons. I guess, this could be changed so station should be set to rebuild, not just respawn.

(nice thing was new station had traders with Argnu Steaks, which were impossible to find anywhere else :)

I just restroyed (VRO) Xenon V basically with Nemesis, few salvos and hes dead. They are pathetically weak.
My scripts don't re-spawn teladi trade stations. That happens because they are a "landmark" that technically can't be built sadly. I could change it, but then you would have more generic teladi trade stations.

Overall VRO doesn't change too many of my jobs, but the addition of battleships probably throws off the balance when my numbers are set up to balance without them. You will end up with a bit more ships using VRO.
djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar »

I see.. Well, their stations are pretty so maybe it should stay.. will try the game without vro and see what happens.

right now i was able to kill 3 xenon destroyers in a row and only challenge was not to get bored to death in the process...

I just attached itself to its back, destroyed spinal turrets and slowly chipped shield and hull. My side turrets were able to suppress K/V shield recharge rate, which is very wrong.
I don't know if it possible in vanilla or vro balancing stuff.
I miss so much X3's Xenons, there was no way I could destroy their big ships with corvette (or at least not without lots of maneuvering)

Also, "fantastic" decision on Egosoft side to allow this attaching/gluing to bigger ships when they are enemy.
VPanda
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Re: [MOD]DeadAir Mods

Post by VPanda »

Why can't I launch X4 with your mods from github? The game just won't start(process is ok in task manager).
I guess it is because all other Steam mods are packed in some .cat and .dat files, and yours not?
edit:the game starts when I put mods to MyDocuments/x4/extensions folder, but says "gate overhaul" requeries SPLIT dlc not found(I have one)
UPD: it won't work with steam aswell, "installing extension" screen hangs up on "deadair ware".
Am I the only having these problems here?)
kmunoz
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Re: [MOD]DeadAir Mods

Post by kmunoz »

Would I be correct in thinking that the DeadAirGate Overhaul mod will absolutely destroy my frame rate due to CPU usage? (I generally get 25-35 fps right now, I don't have the fanciest computer.)
Let's Play Poorly! - Suboptimal X4 Playthroughs
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

kmunoz wrote: Mon, 27. Apr 20, 17:36 Would I be correct in thinking that the DeadAirGate Overhaul mod will absolutely destroy my frame rate due to CPU usage? (I generally get 25-35 fps right now, I don't have the fanciest computer.)
Most likely sadly
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

VPanda wrote: Mon, 27. Apr 20, 16:55 Why can't I launch X4 with your mods from github? The game just won't start(process is ok in task manager).
I guess it is because all other Steam mods are packed in some .cat and .dat files, and yours not?
edit:the game starts when I put mods to MyDocuments/x4/extensions folder, but says "gate overhaul" requeries SPLIT dlc not found(I have one)
UPD: it won't work with steam aswell, "installing extension" screen hangs up on "deadair ware".
Am I the only having these problems here?)
If you grab from github, rename the deadairgateoverhaul-master folder to deadairgateoverhaul. It must be in the game folder, not documents otherwise bugs.

Are you on Windows 7?
VPanda
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Re: [MOD]DeadAir Mods

Post by VPanda »

DeadAirRT wrote: Mon, 27. Apr 20, 18:13
VPanda wrote: Mon, 27. Apr 20, 16:55 Why can't I launch X4 with your mods from github? The game just won't start(process is ok in task manager).
I guess it is because all other Steam mods are packed in some .cat and .dat files, and yours not?
edit:the game starts when I put mods to MyDocuments/x4/extensions folder, but says "gate overhaul" requeries SPLIT dlc not found(I have one)
UPD: it won't work with steam aswell, "installing extension" screen hangs up on "deadair ware".
Am I the only having these problems here?)
If you grab from github, rename the deadairgateoverhaul-master folder to deadairgateoverhaul. It must be in the game folder, not documents otherwise bugs.

Are you on Windows 7?
yes 7, yes I renamed.
The only way to make it work was install from steam(first install ALL FE and compile them), steam autocompiles it.
Git version just hangs up the game in game folder...
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

VPanda wrote: Mon, 27. Apr 20, 18:20 yes 7, yes I renamed.
The only way to make it work was install from steam(first install ALL FE and compile them), steam autocompiles it.
Git version just hangs up the game in game folder...
For some reason some mods on Windows 7 only work compiled. Sorry for the trouble.
VPanda
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Re: [MOD]DeadAir Mods

Post by VPanda »

DeadAirRT wrote: Mon, 27. Apr 20, 18:23
VPanda wrote: Mon, 27. Apr 20, 18:20 yes 7, yes I renamed.
The only way to make it work was install from steam(first install ALL FE and compile them), steam autocompiles it.
Git version just hangs up the game in game folder...
For some reason some mods on Windows 7 only work compiled. Sorry for the trouble.
ah thx
I made some changes in DeadAirDynamicWarStart-master because it isn't on steam.
<dependency id="DeadAirGateOverhaul" optional="true" name="DeadAir Gate Overhaul" />
and it works from documents folder.
Guess it could be done with all other mods?
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

VPanda wrote: Mon, 27. Apr 20, 18:40
DeadAirRT wrote: Mon, 27. Apr 20, 18:23
VPanda wrote: Mon, 27. Apr 20, 18:20 yes 7, yes I renamed.
The only way to make it work was install from steam(first install ALL FE and compile them), steam autocompiles it.
Git version just hangs up the game in game folder...
For some reason some mods on Windows 7 only work compiled. Sorry for the trouble.
ah thx
I made some changes in DeadAirDynamicWarStart-master because it isn't on steam.
<dependency id="DeadAirGateOverhaul" optional="true" name="DeadAir Gate Overhaul" />
and it works from documents folder.
Guess it could be done with all other mods?
Better yet, since you have the steam version:

Go into the gateoverhaul folder content.xml

Copy the id, steam changes it to ws_###### and paste that into id in content of other mods that are having dependency issue.

There can be some issues with load order isn't working properly, which is what dependency is for.

This is part of the reason i hate steam lol
kmunoz
Posts: 444
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Re: [MOD]DeadAir Mods

Post by kmunoz »

DeadAirRT wrote: Mon, 27. Apr 20, 18:07
kmunoz wrote: Mon, 27. Apr 20, 17:36 Would I be correct in thinking that the DeadAirGate Overhaul mod will absolutely destroy my frame rate due to CPU usage? (I generally get 25-35 fps right now, I don't have the fanciest computer.)
Most likely sadly
Ok! Yet more incentive to upgrade my CPU.
Let's Play Poorly! - Suboptimal X4 Playthroughs
ScandyNav
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Re: [MOD]DeadAir Mods

Post by ScandyNav »

Will DeadAirFill work with Xenons?
In my game, presumably because of VRO, Xenon economy just gone dark.
VPanda
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Re: [MOD]DeadAir Mods

Post by VPanda »

ScandyNav wrote: Tue, 28. Apr 20, 12:41 Will DeadAirFill work with Xenons?
In my game, presumably because of VRO, Xenon economy just gone dark.
DeadFill functionality sounds like NPC cheat for me. Or I didn't get it right?
ScandyNav
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Re: [MOD]DeadAir Mods

Post by ScandyNav »

VPanda wrote: Tue, 28. Apr 20, 14:18
ScandyNav wrote: Tue, 28. Apr 20, 12:41 Will DeadAirFill work with Xenons?
In my game, presumably because of VRO, Xenon economy just gone dark.
DeadFill functionality sounds like NPC cheat for me. Or I didn't get it right?
Yes it's NPC cheat. But i need to reanimate Xenons somehow.

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