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 wrote: ↑Wed, 6. May 20, 09:11Interesting, 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![]()
[MOD]DeadAir Mods
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
-
- Posts: 26
- Joined: Thu, 13. Dec 18, 12:36
Re: [MOD]DeadAir Mods
Ill go take a look! Thanks, but who are CAB? do you meant CUB?DeadAirRT wrote: ↑Wed, 6. May 20, 17:24Those 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.
Also, are there suppose to be two sectors with the name Eleventh hour? There's one in the middle cluster and in BUC space.
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
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
-
- Posts: 26
- Joined: Thu, 13. Dec 18, 12:36
Re: [MOD]DeadAir Mods
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 liveDeadAirRT wrote: ↑Thu, 7. May 20, 06:41Yeah 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

-
- Posts: 24
- Joined: Sun, 21. Sep 14, 05:23
Re: [MOD]DeadAir Mods
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.
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.
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
I'll double check the t files, what language does your game default to?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.
-
- Posts: 321
- Joined: Wed, 6. Nov 02, 20:31
Re: [MOD]DeadAir Mods

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

And wanted to ask how often relations can improve, because currently i notice only worsen events.
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
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>
-
- Posts: 24
- Joined: Sun, 21. Sep 14, 05:23
Re: [MOD]DeadAir Mods
Default is EnglishDeadAirRT wrote: ↑Thu, 7. May 20, 17:45I'll double check the t files, what language does your game default to?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.
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
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)
-
- Posts: 24
- Joined: Sun, 21. Sep 14, 05:23
Re: [MOD]DeadAir Mods
Its working now. Thanks for looking. I redownloaded the mod.DeadAirRT wrote: ↑Thu, 7. May 20, 19:26I'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 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.
-
- Posts: 1842
- Joined: Mon, 10. Aug 09, 02:09
Re: [MOD]DeadAir Mods
re: gateoverhaul
there are 2 systems called 'eleventh hour'
one at [-1, 0] (argon)
second [-9, -2] (BUC)
there are 2 systems called 'eleventh hour'
one at [-1, 0] (argon)
second [-9, -2] (BUC)
-
- Posts: 464
- Joined: Wed, 27. Feb 19, 19:39
Re: [MOD]DeadAir Mods
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..DeadAirRT wrote: ↑Thu, 7. May 20, 19:26I'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)
-
- Posts: 152
- Joined: Wed, 29. Feb 12, 17:34
Re: [MOD]DeadAir Mods
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! 
Edit -- Yep, dumb question indeed. Faction information right at the top of the extension option....

Edit -- Yep, dumb question indeed. Faction information right at the top of the extension option....

“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
Glad you found it. Expect a little more info in the future when you mouse over certain categoriesshovelmonkey 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!
Edit -- Yep, dumb question indeed. Faction information right at the top of the extension option....![]()

-
- Posts: 158
- Joined: Wed, 26. May 04, 08:49
Re: [MOD]DeadAir Mods
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?
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?
-
- Posts: 26
- Joined: Thu, 13. Dec 18, 12:36
Re: [MOD]DeadAir Mods
Im playing DAGO with VRO. The universe is so big i couldnt play without the extra speed VRO givesPhiolin 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?

-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
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.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?
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.
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
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.
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.
-
- Posts: 158
- Joined: Wed, 26. May 04, 08:49
Re: [MOD]DeadAir Mods
Sounds good!
Just waiting for it to start a new game and give it a try anyway.
Just waiting for it to start a new game and give it a try anyway.
