Overhaul or Wars?
[MOD]DeadAir Mods
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Re: [MOD]DeadAir Mods
Sounds amazing! looking forward to it!DeadAirRT wrote: ↑Fri, 15. May 20, 05:36 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.
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Re: [MOD]DeadAir Mods
So I know this is a long shot, as the Fallen Split are a non-fleshed out minor faction but... I want to operate out of their area and I am unable to buy any ships from them due to not having the license rights, even basic fighters and industrial ships. I've gone into the XML and see that they use the freesplit licence for all the factions and I do see that under "player" there is no fallensplit.
I guess the long and short of the question is, is it a simple matter of save editing myself to have this licence or is this something that doesn't exist in the current iteration as Egosoft never intended for the Fallen Split to have wharfs and shipyards?
EDIT: I have save file edited the "player" section to include both fallensplit and split (confusingly Free Families use split and Zyarth use freesplit); and this did work! I am able to purchase basic ships as expected from a non-hostile faction. I have no idea if I'll be able to have promotions and buy the military and capital later on but that is a hurtle I'll test myself this evening. While expanding in the Fallen Families area I have also noticed that their Trade Station has zero buy orders.
I guess the long and short of the question is, is it a simple matter of save editing myself to have this licence or is this something that doesn't exist in the current iteration as Egosoft never intended for the Fallen Split to have wharfs and shipyards?
EDIT: I have save file edited the "player" section to include both fallensplit and split (confusingly Free Families use split and Zyarth use freesplit); and this did work! I am able to purchase basic ships as expected from a non-hostile faction. I have no idea if I'll be able to have promotions and buy the military and capital later on but that is a hurtle I'll test myself this evening. While expanding in the Fallen Families area I have also noticed that their Trade Station has zero buy orders.
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Re: [MOD]DeadAir Mods
Edit: I completely misread this entire thing. You are right! I missed something in factions.xml for the initial starting licenses. You should get the higher ranked ones no problem once you get to the required reputation.Entissus wrote: ↑Sat, 16. May 20, 01:03 So I know this is a long shot, as the Fallen Split are a non-fleshed out minor faction but... I want to operate out of their area and I am unable to buy any ships from them due to not having the license rights, even basic fighters and industrial ships. I've gone into the XML and see that they use the freesplit licence for all the factions and I do see that under "player" there is no fallensplit.
I guess the long and short of the question is, is it a simple matter of save editing myself to have this licence or is this something that doesn't exist in the current iteration as Egosoft never intended for the Fallen Split to have wharfs and shipyards?
EDIT: I have save file edited the "player" section to include both fallensplit and split (confusingly Free Families use split and Zyarth use freesplit); and this did work! I am able to purchase basic ships as expected from a non-hostile faction. I have no idea if I'll be able to have promotions and buy the military and capital later on but that is a hurtle I'll test myself this evening. While expanding in the Fallen Families area I have also noticed that their Trade Station has zero buy orders.
Now that that is sorted, onto the trade station. So in your game they have no offers at all to buy at the trade station?
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Re: [MOD]DeadAir Mods
No buy offers at all; just a station with no purpose and a ton of storage. I even used the cheat engine to destroy it and then let them rebuild it
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Re: [MOD]DeadAir Mods
I figured it why this didn't affect me. I had previously already fixed it with a script that is apparently in the wrong mod. I've moved the file to gate.
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Re: [MOD]DeadAir Mods
Ahh ok that makes sense hah! Well wonderful that it is fixed when the next iteration comes out.. by any chance, is the ID for the Fallen "fallensplit" so I can relay to Max Bain of XR ships for the Red Knight? Trying to bring everyone up to speed so that, should Gates/VRO/XR Ships be used in unison that all features are available to every racial faction
I guess they don't show up in the wares.xml so I'm not sure where exactly their unique ID is as I'm more used to X3 files than X4 currently
I guess they don't show up in the wares.xml so I'm not sure where exactly their unique ID is as I'm more used to X3 files than X4 currently
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Re: [MOD]DeadAir Mods
fallensplit is the faction id for them.Entissus wrote: ↑Sat, 16. May 20, 23:46 Ahh ok that makes sense hah! Well wonderful that it is fixed when the next iteration comes out.. by any chance, is the ID for the Fallen "fallensplit" so I can relay to Max Bain of XR ships for the Red Knight? Trying to bring everyone up to speed so that, should Gates/VRO/XR Ships be used in unison that all features are available to every racial faction
I guess they don't show up in the wares.xml so I'm not sure where exactly their unique ID is as I'm more used to X3 files than X4 currently
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Re: [MOD]DeadAir Mods
Pretty big update to all my mods for testing and feedback on github. To get the full benefit of all the performance changes, requires a new game. If you do not use my gateoverhaul mod, I recommend staying on the old version of ware otherwise you may end up with issues of AI not having enough storage to accomodate some cycles (they should eventually expand their station, but I am not sure at how quickly they will get it done). Do not forget to rename deadairgateoverhaul folder, and I recommend deleting old folder then installing as some files have been removed/moved from previous versions.
deadairgateoverhaul v3.1 - Major Rework - requires new game for full benefit. Completely rewrote characters.xml to avoid any missing entries. Pirates will now be more likely to attack when scanned. Changed faction colors and added paintmods to match. Increased prices for licenses. Fixed fallensplit licenses not being awarded at game start. Cut god product stations in half (strongly recommend using deadairware which doubles production and resource costs), restructured jobs which should prevent factions from massively exceeding their quotas, added missing entries to modules for split factions which prevented them from developing their economy, increased number of modules AI was allowed to build at individual stations, reduced amount of asteroids but increased yield per asteroid, removed memorial to previous work done on wares.xml, fixed factions not being able to invade another sector inside of a multi sector cluster, increased AI station plot size, lowered amount of wares stations start with at new game, moved tradestationfix script to gate from fill.
deadairdynamicwars v1.23 - Added ability to ask AI to go to war with another AI if above 20 reputation. Fixed bug with display of small ships, added more info into economy screen (mouse-over)
deadairfill v1.22 - Minor rework of script for increased performance. Moved tradestation fix to gate.
deadairware v1.3 - Doubled lifetime of drops, rebalanced all ware production cycles to 10 minutes, doubled output and doubled resource cost. Basically one station = two stations. Reset all workforce bonuses to 50% to make using calculator easier. Increased the amount of time that must pass before shipyardwharffix runs (only prevents broken trade orders from ruining a station).
In case you are wonder, yeah, performance is pretty good now. It's still way more work than vanilla, but 15 hours into save and I'm still running ~80 fps.
deadairgateoverhaul v3.1 - Major Rework - requires new game for full benefit. Completely rewrote characters.xml to avoid any missing entries. Pirates will now be more likely to attack when scanned. Changed faction colors and added paintmods to match. Increased prices for licenses. Fixed fallensplit licenses not being awarded at game start. Cut god product stations in half (strongly recommend using deadairware which doubles production and resource costs), restructured jobs which should prevent factions from massively exceeding their quotas, added missing entries to modules for split factions which prevented them from developing their economy, increased number of modules AI was allowed to build at individual stations, reduced amount of asteroids but increased yield per asteroid, removed memorial to previous work done on wares.xml, fixed factions not being able to invade another sector inside of a multi sector cluster, increased AI station plot size, lowered amount of wares stations start with at new game, moved tradestationfix script to gate from fill.
deadairdynamicwars v1.23 - Added ability to ask AI to go to war with another AI if above 20 reputation. Fixed bug with display of small ships, added more info into economy screen (mouse-over)
deadairfill v1.22 - Minor rework of script for increased performance. Moved tradestation fix to gate.
deadairware v1.3 - Doubled lifetime of drops, rebalanced all ware production cycles to 10 minutes, doubled output and doubled resource cost. Basically one station = two stations. Reset all workforce bonuses to 50% to make using calculator easier. Increased the amount of time that must pass before shipyardwharffix runs (only prevents broken trade orders from ruining a station).
In case you are wonder, yeah, performance is pretty good now. It's still way more work than vanilla, but 15 hours into save and I'm still running ~80 fps.
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Re: [MOD]DeadAir Mods
Nice, will start a new game with all of this over the next days (need to play some Rimworld first
).
By the way, I saw your jobs.xml in gate overhaul practically replaces all vanilla jobs, so you have your very own economy.
How does that work with potential changes to jobs being done by VRO? I guess the adds from VRO (for faction Battleships) will work like expected as they are just adds. However some of the VRO jobs also do replacements especially for loadout levels and Xenon jobs. Do we need some kind of compatibility patch here, or what would you advise?

By the way, I saw your jobs.xml in gate overhaul practically replaces all vanilla jobs, so you have your very own economy.
How does that work with potential changes to jobs being done by VRO? I guess the adds from VRO (for faction Battleships) will work like expected as they are just adds. However some of the VRO jobs also do replacements especially for loadout levels and Xenon jobs. Do we need some kind of compatibility patch here, or what would you advise?
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Re: [MOD]DeadAir Mods
Before recently, whichever mod loaded last would ultimately win out. I recently asked shuulo to be more specific with his diffs so it wouldn't override my numbers. The adds still work perfectly fine, his diffs work for vanilla, and his diff will throw an error because the value doesn't match but it won't break anything. I I've heard there may be some issues with load order for mods that require dlc since I'm pretty sure most people don't actually add it into vro content.Phiolin wrote: ↑Sun, 17. May 20, 11:10 Nice, will start a new game with all of this over the next days (need to play some Rimworld first).
By the way, I saw your jobs.xml in gate overhaul practically replaces all vanilla jobs, so you have your very own economy.
How does that work with potential changes to jobs being done by VRO? I guess the adds from VRO (for faction Battleships) will work like expected as they are just adds. However some of the VRO jobs also do replacements especially for loadout levels and Xenon jobs. Do we need some kind of compatibility patch here, or what would you advise?
Once egosoft fixes the workshop tool and we can actually have dependency on dlc again (it works for everything other than steam) then load order should be fine.
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Re: [MOD]DeadAir Mods
So would you suggest that if possible we load in this order: dlc -> vro -> deadairgateoverhaul?
Or should vro come last? Then I’d just modify my content.xml
Or should vro come last? Then I’d just modify my content.xml

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Re: [MOD]DeadAir Mods
Sorry for the confusion.
if you add DLC dependency to VRO content.xml it will work as follows:
DLC - DAgateoverhaul - VRO
My mod doesn't play nice with mods that load before it because I am a bully.
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Re: [MOD]DeadAir Mods
Actually....how do you control the load order in this game?
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Re: [MOD]DeadAir Mods
It's all done by the content.xml file right now unfortunately. I was hoping one day we would get more control eventually.
Load order is alphabetical
unless there is a dependency in content.xml
It seems to go (someone correct me if I'm wrong):
A-Z (ignoring all mods with dependency)
A-Z Mods with dependency
A-Z Mods with dependency on mods with dependency
continuing until all mods are loaded.
The reason why I assume it is like this is the report I received about ROR patch loading this order (only the important mods listed):
ego_dlc_split (has no dependency)
FE pack (has no dependency
ROR (has no dependency)
DAGO (has dependency on DLC and FE)
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Re: [MOD]DeadAir Mods
I looked through DAGO and VRO jobs.xml and I still think there's going to be some significant balancing changes.DeadAirRT wrote: ↑Sun, 17. May 20, 17:14Before recently, whichever mod loaded last would ultimately win out. I recently asked shuulo to be more specific with his diffs so it wouldn't override my numbers. The adds still work perfectly fine, his diffs work for vanilla, and his diff will throw an error because the value doesn't match but it won't break anything. I I've heard there may be some issues with load order for mods that require dlc since I'm pretty sure most people don't actually add it into vro content.Phiolin wrote: ↑Sun, 17. May 20, 11:10 Nice, will start a new game with all of this over the next days (need to play some Rimworld first).
By the way, I saw your jobs.xml in gate overhaul practically replaces all vanilla jobs, so you have your very own economy.
How does that work with potential changes to jobs being done by VRO? I guess the adds from VRO (for faction Battleships) will work like expected as they are just adds. However some of the VRO jobs also do replacements especially for loadout levels and Xenon jobs. Do we need some kind of compatibility patch here, or what would you advise?
Once egosoft fixes the workshop tool and we can actually have dependency on dlc again (it works for everything other than steam) then load order should be fine.
DAGO jobs.xml for example has xenon_fighter_escort_s_frigate set to a wing size of 1:
Code: Select all
<job id="xenon_fighter_escort_s_frigate" name="{20204,3401}" startactive="false">
<orders>
<order order="Escort" default="true" />
</orders>
<category faction="xenon" tags="[military, fighter]" size="ship_s"/>
<quota wing="1"/><!--fighter_escort_s_frigate-->
<location class="galaxy" macro="xu_ep2_universe_macro" matchextension="false"/>
<environment buildatshipyard="true"/>
<modifiers subordinate="true"/>
<ship>
<select faction="xenon" tags="[military, fighter, selection]" size="ship_s"/>
<owner exact="xenon" overridenpc="true"/>
</ship>
</job>
Code: Select all
<job id="xenon_carrier_patrol_xl_sector" name="{20204,3801}" disabled="false" comment="">
<modifiers commandeerable="true"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.sector"/>
</order>
</orders>
<category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
<quota galaxy="16" cluster="1"/><!--carrier_patrol_xl_sector-->
<location class="galaxy" macro="xu_ep2_universe_macro" faction="[xenon]" relation="self" comparison="exact" matchextension="false"/>
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[military, carrier]" size="ship_xl"/>
<owner exact="xenon" overridenpc="true"/>
</ship>
<subordinates>
<subordinate job="xenon_destroyer_escort_xl"/>
<subordinate job="xenon_destroyer_escort_xl"/>
<subordinate job="xenon_frigate_escort_m"/>
<subordinate job="xenon_frigate_escort_m"/>
<subordinate job="xenon_frigate_escort_m"/>
<subordinate job="xenon_frigate_escort_m"/>
<subordinate job="xenon_frigate_escort_m"/>
<subordinate job="xenon_frigate_escort_m"/>
<subordinate job="xenon_fighter_escort_s_frigate"/>
<subordinate job="xenon_fighter_escort_s_frigate"/>
<subordinate job="xenon_fighter_escort_s_frigate"/>
<subordinate job="xenon_fighter_escort_s_frigate"/>
<subordinate job="xenon_fighter_escort_s_frigate"/>
<subordinate job="xenon_fighter_escort_s_frigate"/>
<subordinate job="xenon_fighter_escort_s_carrier"/>
</subordinates>
</job>
Code: Select all
<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota">
<quota wing="7" variation="1"/>
</replace>
The only other real overlap I see is VRO reducing the amount of Xenon miners per cluster from 10 to 8.
Not sure how balancing would work out, but I think at least the Xenon fighter escorts will be too much. For me I might just remove those changes from my VRO to ensure jobs stay in the range that you'd have defined in DAGO. But others that don't want to fiddle with their mods XMLs might see huge Xenon fleets in their game with both mods enabled.
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Re: [MOD]DeadAir Mods
Ah, guess he had missed a couple in the most recent update. I'll see about getting him to use the following:
Code: Select all
<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']">
<quota wing="7" variation="1"/>
</replace><!--vanilla replacement-->
<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']">
<quota wing="6" variation="1"/>
</replace><!--vanilla replacement-->
<replace sel="//jobs/job[@id='xenon_free_miner_m_mineral']/quota[@cluster='8']/@cluster">7</replace><!--vanilla replacement-->
<replace sel="//jobs/job[@id='xenon_free_miner_m_mineral']/quota[@cluster='3']/@cluster">7</replace><!--FE replacement-->
<replace sel="//jobs/job[@id='xenon_free_trader_m_energy']/quota[@cluster='6'/@cluster">6</replace><!--vanilla replacement-->
<replace sel="//jobs/job[@id='xenon_free_trader_m_energy']/quota[@cluster='5'/@cluster">6</replace><!--FE replacement-->
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Re: [MOD]DeadAir Mods
does Ware or GO change legality of items? Just installed new (GitHub) Wares and new GO and noticed things are no longer illegal.
Also noticed that now scooping drops is hard (in fighter- M6 might be better) - now items dance around ship and don't want to be picked ;p
Also noticed that now scooping drops is hard (in fighter- M6 might be better) - now items dance around ship and don't want to be picked ;p
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Re: [MOD]DeadAir Mods
Ware makes inventory stuff no longer illegal.djrygar wrote: ↑Mon, 18. May 20, 19:54 does Ware or GO change legality of items? Just installed new (GitHub) Wares and new GO and noticed things are no longer illegal.
Also noticed that now scooping drops is hard (in fighter- M6 might be better) - now items dance around ship and don't want to be picked ;p
I also buffed the tractor quite a bit. I usually finish the fight then sit still and collect everything. You have twice as long to collect now
