[MOD]DeadAir Mods

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DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

TCESylver wrote: Wed, 6. May 20, 09:11
DeadAirRT wrote: Wed, 6. May 20, 04:29
TCESylver wrote: Tue, 5. May 20, 19:06 Been playing for a while now with the gateoverhaul mod and i love the size of the universe, but i just cant seem to find any good gas locations near the south/middle part of the map. Any suggestions on where to look?
Depends, each of my designed systems will have one good solid resource and one good gas resource. I randomized which ones i used in each system so even i don't have a definite answer lol
Interesting, most i can see is that almost all(at least in the southern part) have high quanities of minirals like 7/km^3... but almost no gas 0.00085/km^3... havent come across a single sector with a decent gas supply :?
Those only actually apply to the systems that I've built, I didn't mess with vanilla sectors resources for the most part unless a faction was missing something in their main cluster. If you are in the southern central, your best bet would sadly be ALI or CAB space. Do some recon, then destroy them for that sweet gas.
TCESylver
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Re: [MOD]DeadAir Mods

Post by TCESylver »

DeadAirRT wrote: Wed, 6. May 20, 17:24
TCESylver wrote: Wed, 6. May 20, 09:11
DeadAirRT wrote: Wed, 6. May 20, 04:29

Depends, each of my designed systems will have one good solid resource and one good gas resource. I randomized which ones i used in each system so even i don't have a definite answer lol
Interesting, most i can see is that almost all(at least in the southern part) have high quanities of minirals like 7/km^3... but almost no gas 0.00085/km^3... havent come across a single sector with a decent gas supply :?
Those only actually apply to the systems that I've built, I didn't mess with vanilla sectors resources for the most part unless a faction was missing something in their main cluster. If you are in the southern central, your best bet would sadly be ALI or CAB space. Do some recon, then destroy them for that sweet gas.
Ill go take a look! Thanks, but who are CAB? do you meant CUB?
Also, are there suppose to be two sectors with the name Eleventh hour? There's one in the middle cluster and in BUC space.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

TCESylver wrote: Thu, 7. May 20, 00:24
Ill go take a look! Thanks, but who are CAB? do you meant CUB?
Also, are there suppose to be two sectors with the name Eleventh hour? There's one in the middle cluster and in BUC space.
Yeah cab/cub, i hate storyline complexity lol.

I was using unused names for sectors that suddenly got used. The choices are rename them and lose voice stuff or try to find more which is a lot more taxing. I'll get around to it eventually but it's low priority right now
TCESylver
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Re: [MOD]DeadAir Mods

Post by TCESylver »

DeadAirRT wrote: Thu, 7. May 20, 06:41
TCESylver wrote: Thu, 7. May 20, 00:24
Ill go take a look! Thanks, but who are CAB? do you meant CUB?
Also, are there suppose to be two sectors with the name Eleventh hour? There's one in the middle cluster and in BUC space.
Yeah cab/cub, i hate storyline complexity lol.

I was using unused names for sectors that suddenly got used. The choices are rename them and lose voice stuff or try to find more which is a lot more taxing. I'll get around to it eventually but it's low priority right now
Ah makes sense. Sadly I cannot progress in the split storyline yet. Quest is bugged. Not using the beta version tho, waiting for 3.2 to hit live :)
Nefasi
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Re: [MOD]DeadAir Mods

Post by Nefasi »

Hi, I have Dynamic Wars and SirNukes Mod Support APIs installed. I am still getting =ReadText33232471. When starting a new game with Dynamic Wars Start, I get in the player logbook =ReadText33232471-111 in the header and =ReadText33232471-208 in the description after ~5 minutes.

Going into extension options, Named Pipes API is at the top and underneath it is =ReadText33232471-401=. Clicking on it results in 3 new subheadings:
=ReadText33232471-402=
=ReadText33232471-403=
=ReadText33232471-404=

I can't seem to find a way to get it to work properly.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Nefasi wrote: Thu, 7. May 20, 15:00 Hi, I have Dynamic Wars and SirNukes Mod Support APIs installed. I am still getting =ReadText33232471. When starting a new game with Dynamic Wars Start, I get in the player logbook =ReadText33232471-111 in the header and =ReadText33232471-208 in the description after ~5 minutes.

Going into extension options, Named Pipes API is at the top and underneath it is =ReadText33232471-401=. Clicking on it results in 3 new subheadings:
=ReadText33232471-402=
=ReadText33232471-403=
=ReadText33232471-404=

I can't seem to find a way to get it to work properly.
I'll double check the t files, what language does your game default to?
ScandyNav
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Re: [MOD]DeadAir Mods

Post by ScandyNav »

Image

Some strange events in Dynamic Wars. Greater slightly ... allies. :mrgreen:

And wanted to ask how often relations can improve, because currently i notice only worsen events.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

ScandyNav wrote: Thu, 7. May 20, 19:13
Some strange events in Dynamic Wars. Greater slightly ... allies. :mrgreen:

And wanted to ask how often relations can improve, because currently i notice only worsen events.
It works out kind of strangely because the relations are done on a log scale. That same change would have put two factions from 0 to -20. I'm also not a very creative person when it comes to story writing or artistic stuff lol.

Your odds of a good event are the same as a bad event.

Code: Select all

<do_any>
	<set_value name="$DynamicWarEvent" exact="'Besties'" weight="5" />
	<set_value name="$DynamicWarEvent" exact="'BigBoost'" weight="25" />
	<set_value name="$DynamicWarEvent" exact="'SmallBoost'" weight="50" />
	<set_value name="$DynamicWarEvent" exact="'SmallBlow'" weight="50" />
	<set_value name="$DynamicWarEvent" exact="'BigBlow'" weight="25" />
	<set_value name="$DynamicWarEvent" exact="'Nemesis'" weight="5" />
	<set_value name="$DynamicWarEvent" exact="'Nothing'" weight="1" />
</do_any>
Nefasi
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Re: [MOD]DeadAir Mods

Post by Nefasi »

DeadAirRT wrote: Thu, 7. May 20, 17:45
Nefasi wrote: Thu, 7. May 20, 15:00 Hi, I have Dynamic Wars and SirNukes Mod Support APIs installed. I am still getting =ReadText33232471. When starting a new game with Dynamic Wars Start, I get in the player logbook =ReadText33232471-111 in the header and =ReadText33232471-208 in the description after ~5 minutes.

Going into extension options, Named Pipes API is at the top and underneath it is =ReadText33232471-401=. Clicking on it results in 3 new subheadings:
=ReadText33232471-402=
=ReadText33232471-403=
=ReadText33232471-404=

I can't seem to find a way to get it to work properly.
I'll double check the t files, what language does your game default to?
Default is English
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Nefasi wrote: Thu, 7. May 20, 19:19 Default is English
I'm not sure what could be causing the problem. I just double checked all the entries and they look fine to me. It sounds like either the t file wasn't downloaded correctly or something else. Did you try restarting the game itself?


Where did you download the mod from? I've noticed some strange behavior when a mod is updated as the game launches (via steam)
Nefasi
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Re: [MOD]DeadAir Mods

Post by Nefasi »

DeadAirRT wrote: Thu, 7. May 20, 19:26
Nefasi wrote: Thu, 7. May 20, 19:19 Default is English
I'm not sure what could be causing the problem. I just double checked all the entries and they look fine to me. It sounds like either the t file wasn't downloaded correctly or something else. Did you try restarting the game itself?


Where did you download the mod from? I've noticed some strange behavior when a mod is updated as the game launches (via steam)
Its working now. Thanks for looking. I redownloaded the mod.

I redownloaded it off Github and compared the two zip files. Sizes were off by ~3kb, checked the version, one said it was v121 the other v122. Found my problem, sorry.
djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar »

re: gateoverhaul
there are 2 systems called 'eleventh hour'
one at [-1, 0] (argon)
second [-9, -2] (BUC)
MHDriver
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Re: [MOD]DeadAir Mods

Post by MHDriver »

DeadAirRT wrote: Thu, 7. May 20, 19:26
Nefasi wrote: Thu, 7. May 20, 19:19 Default is English
I'm not sure what could be causing the problem. I just double checked all the entries and they look fine to me. It sounds like either the t file wasn't downloaded correctly or something else. Did you try restarting the game itself?


Where did you download the mod from? I've noticed some strange behavior when a mod is updated as the game launches (via steam)
I've noticed the same thing. I have set all my steam mods to not update to reduce these errors. Besides I tweak most of the mods I use to my preferences and updating can overwrite those tweaks..
shovelmonkey
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Re: [MOD]DeadAir Mods

Post by shovelmonkey »

Dumb question, but the menus you showed a few pages back (also in your screenshots on steam workshop)...where do I find them? For the life of me I can't figure out where they are! :gruebel:


Edit -- Yep, dumb question indeed. Faction information right at the top of the extension option.... :oops:
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

shovelmonkey wrote: Fri, 8. May 20, 23:27 Dumb question, but the menus you showed a few pages back (also in your screenshots on steam workshop)...where do I find them? For the life of me I can't figure out where they are! :gruebel:


Edit -- Yep, dumb question indeed. Faction information right at the top of the extension option.... :oops:
Glad you found it. Expect a little more info in the future when you mouse over certain categories 8)
Phiolin
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Re: [MOD]DeadAir Mods

Post by Phiolin »

On your Github I can see you're working on a rebalance mod. Care to provide some background on what we can expect from that?
Is it going to be similar or conflicting with VRO, do you see it as an addition or replacement of VRO?

Currently thinking to start a DAGO game, which I haven't tried yet, and debating whether I should do it with VRO enabled or not... I believe your gate overhaul and VRO would work together, right?
TCESylver
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Re: [MOD]DeadAir Mods

Post by TCESylver »

Phiolin wrote: Sat, 9. May 20, 08:31 On your Github I can see you're working on a rebalance mod. Care to provide some background on what we can expect from that?
Is it going to be similar or conflicting with VRO, do you see it as an addition or replacement of VRO?

Currently thinking to start a DAGO game, which I haven't tried yet, and debating whether I should do it with VRO enabled or not... I believe your gate overhaul and VRO would work together, right?
Im playing DAGO with VRO. The universe is so big i couldnt play without the extra speed VRO gives :)
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Phiolin wrote: Sat, 9. May 20, 08:31 On your Github I can see you're working on a rebalance mod. Care to provide some background on what we can expect from that?
Is it going to be similar or conflicting with VRO, do you see it as an addition or replacement of VRO?

Currently thinking to start a DAGO game, which I haven't tried yet, and debating whether I should do it with VRO enabled or not... I believe your gate overhaul and VRO would work together, right?
It's more of a pet project. I don't really expect it to be widely used and I'm not really going to accept balancing feedback for it. VRO is well done but feels slow to me and not particularly to my tastes. They wouldn't work together very well because most of it would be over written by vro.

If you feel like trying out a balance with a more arcade feel and closer to vanilla style, you're more than welcome to try it. Just don't expect the same level of care as shuulo puts into vro.
DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Figured I'd do a little teaser for next update...

The bad news: to get all the benefits will require a new game.

The good news: at the start of a game, my computer runs at ~110 fps compared to ~90 with current public version. The economy is a little slower but runs steady, i think the longest I've waited for a ship to build is 5 minutes. At 10 hours in of mostly peace (dynamic war), my fps is stable around 80 (near stations mind you). The xenon have not lost any sectors they start with, they are making gains against HAT but losing ground to CUB/CAB. I'm hoping for some major wars to kick off to hopefully destroy some stations. Once I'm happy with performance, i can start working on improving/adding features again.
Phiolin
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Re: [MOD]DeadAir Mods

Post by Phiolin »

Sounds good!
Just waiting for it to start a new game and give it a try anyway. :)

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