[MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
Im trying replace caladri missile launcherch whith other weapons just to test how it behive but i can see only xl ships can normaly change to new weapons but all L and M class ship ate extremely random and on new game start somenof them dont have weapons but some of them have what im doing wrong i changes wares component and macro in librarys and md and index folders
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Re: [MOD]DeadAir Mods pt2
A question about DeadAir AI tweaks:
Since I've been using them, I've had to notice that in large fleet battles (Xenon / Argon), sometimes significantly fewer containers have fallen.
In similar battles at the same place, 10-20 containers were left over the thumb (things like tuning parts, spacefly eggs, skill books, components of various kinds, ...) - a found feast for my dedicated collector
Now, even after the sector was full of wrecks, there was just one tuning part in space
I watched the whole thing yesterday for over 2 hours without it becoming significantly more (apart from the wrecks ... they kept increasing)
Before that I didn't use a mod that could have increased the drop rate. From yesterday the DeadAir AI tweaks.
Could that be because of this? At least a few things about the loot will be changed according to the readme.
Since I've been using them, I've had to notice that in large fleet battles (Xenon / Argon), sometimes significantly fewer containers have fallen.
In similar battles at the same place, 10-20 containers were left over the thumb (things like tuning parts, spacefly eggs, skill books, components of various kinds, ...) - a found feast for my dedicated collector

Now, even after the sector was full of wrecks, there was just one tuning part in space

I watched the whole thing yesterday for over 2 hours without it becoming significantly more (apart from the wrecks ... they kept increasing)
Before that I didn't use a mod that could have increased the drop rate. From yesterday the DeadAir AI tweaks.
Could that be because of this? At least a few things about the loot will be changed according to the readme.
Meine Mods bei NexusMods: RS Loss Report RS Bribe for Scandata RS Colors RS Marine Special Training
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Re: [MOD]DeadAir Mods pt2
My changes only add training seminars to drops, it does not change how many drops you get.Reisser wrote: ↑Tue, 17. May 22, 11:11 A question about DeadAir AI tweaks:
Since I've been using them, I've had to notice that in large fleet battles (Xenon / Argon), sometimes significantly fewer containers have fallen.
In similar battles at the same place, 10-20 containers were left over the thumb (things like tuning parts, spacefly eggs, skill books, components of various kinds, ...) - a found feast for my dedicated collector
Now, even after the sector was full of wrecks, there was just one tuning part in space
I watched the whole thing yesterday for over 2 hours without it becoming significantly more (apart from the wrecks ... they kept increasing)
Before that I didn't use a mod that could have increased the drop rate. From yesterday the DeadAir AI tweaks.
Could that be because of this? At least a few things about the loot will be changed according to the readme.
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Re: [MOD]DeadAir Mods pt2
Quick question can you pass vars from simple menu API to an AI script?
I am trying to create a MD menu and can't get the vars passed to an AI script diff file.
I am trying to create a MD menu and can't get the vars passed to an AI script diff file.
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Re: [MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
yah, aiscripts don't have access to md scripts.
i pass vars from md to aiscript by setting a global var to the cue when it is initialised.
e.g. in MD:
Code: Select all
<cue name="Foo" namespace="this">
<actions>
<set_value name="global.$Foo" exact="this" />
<set_value name="$var" exact="'foo bar'" />
</actions>
Code: Select all
...
<set_value name="$var" exact="global.$Foo.$var" />
<debug_text text="'$var" />
...
i.e. the actual vars used in the aiscripts and are accessible from the Extension Options are scoped in an MD cue.
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Re: [MOD]DeadAir Mods pt2
Thank you very much for the help, you guys are the best!kuertee wrote: ↑Thu, 19. May 22, 07:16yah, aiscripts don't have access to md scripts.
i pass vars from md to aiscript by setting a global var to the cue when it is initialised.
e.g. in MD:in aiscript:Code: Select all
<cue name="Foo" namespace="this"> <actions> <set_value name="global.$Foo" exact="this" /> <set_value name="$var" exact="'foo bar'" /> </actions>
that's how i pass vars from Extension Options to aiscripts in our Kuda AI Tweaks mod.Code: Select all
... <set_value name="$var" exact="global.$Foo.$var" /> <debug_text text="'$var" /> ...
i.e. the actual vars used in the aiscripts and are accessible from the Extension Options are scoped in an MD cue.
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Re: [MOD]DeadAir Mods pt2
I've probably missed it somewhere but is there any reason why the Eve Factions wont place orders at my shipyards/wharfs?
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Re: [MOD]DeadAir Mods pt2
There's nothing in particular blocking it. You would need their weapon blueprints since they don't use other factions. You would also need the blueprint for the engine for cruiser sized larges.Necessarious wrote: ↑Sat, 21. May 22, 21:00 I've probably missed it somewhere but is there any reason why the Eve Factions wont place orders at my shipyards/wharfs?
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Re: [MOD]DeadAir Mods pt2
Idk then. I have their BluePrints and Weapons. Right now I built one so I could solely support the Amarr but they will not order any ships at all. I literally have bought no other blueprints but the blueprints I can get from Amarr. Im trying to do an Amarr only playthrough. Even though I dont have the Argon or Antigone weapons they are the ones that order ships from my Wharf half the Universe away. I havnt really tested it for the L and XL Shipyards yet.DeadAirRT wrote: ↑Sat, 21. May 22, 21:09There's nothing in particular blocking it. You would need their weapon blueprints since they don't use other factions. You would also need the blueprint for the engine for cruiser sized larges.Necessarious wrote: ↑Sat, 21. May 22, 21:00 I've probably missed it somewhere but is there any reason why the Eve Factions wont place orders at my shipyards/wharfs?
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Re: [MOD]DeadAir Mods pt2
Oh did you get the ishield bp too? Afaik it should work fine, their economy should be mostly fine where they can mostly handle their own ship building. If they happen to get low on turret components then it should definitely pick up.Necessarious wrote: ↑Sun, 22. May 22, 04:55Idk then. I have their BluePrints and Weapons. Right now I built one so I could solely support the Amarr but they will not order any ships at all. I literally have bought no other blueprints but the blueprints I can get from Amarr. Im trying to do an Amarr only playthrough. Even though I dont have the Argon or Antigone weapons they are the ones that order ships from my Wharf half the Universe away. I havnt really tested it for the L and XL Shipyards yet.DeadAirRT wrote: ↑Sat, 21. May 22, 21:09There's nothing in particular blocking it. You would need their weapon blueprints since they don't use other factions. You would also need the blueprint for the engine for cruiser sized larges.Necessarious wrote: ↑Sat, 21. May 22, 21:00 I've probably missed it somewhere but is there any reason why the Eve Factions wont place orders at my shipyards/wharfs?
Re: [MOD]DeadAir Mods pt2
Is there some ships updates comming soon ? More factions or something ?
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Re: [MOD]DeadAir Mods pt2
Hi,
Perhaps it's been there a while but I just noticed that alongside the "TaterTrader" option I'm used to near the bottom of the Default Behaviour list, there's also a "Dead Tater" option just below the vanilla Local and Advanced AutoTrade options. I've never noticed this before, and I seem to be unable to find a description on it. Considering you took over the maintenance of TaterTrader from ludsloe (sp?) have I been using the wrong one?
(Caveat: it's very late, I'm very tired and I just noticed this as I was about to log off for the eve)
Perhaps it's been there a while but I just noticed that alongside the "TaterTrader" option I'm used to near the bottom of the Default Behaviour list, there's also a "Dead Tater" option just below the vanilla Local and Advanced AutoTrade options. I've never noticed this before, and I seem to be unable to find a description on it. Considering you took over the maintenance of TaterTrader from ludsloe (sp?) have I been using the wrong one?
(Caveat: it's very late, I'm very tired and I just noticed this as I was about to log off for the eve)
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Re: [MOD]DeadAir Mods pt2
I put it in the patch notes but it's my rewrite of tater trader. There's a lot of info for it in the picture guide on the workshop page.Scoob wrote: ↑Sun, 29. May 22, 01:42 Hi,
Perhaps it's been there a while but I just noticed that alongside the "TaterTrader" option I'm used to near the bottom of the Default Behaviour list, there's also a "Dead Tater" option just below the vanilla Local and Advanced AutoTrade options. I've never noticed this before, and I seem to be unable to find a description on it. Considering you took over the maintenance of TaterTrader from ludsloe (sp?) have I been using the wrong one?
(Caveat: it's very late, I'm very tired and I just noticed this as I was about to log off for the eve)
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Re: [MOD]DeadAir Mods pt2
Thanks. I have the GoG version of the game, so don't go near the Steam Workshop, only ever downloaded TT from Github - didn't know it was on the workshop too, will check it out, cheers.
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Re: [MOD]DeadAir Mods pt2
Love your mods,
One question. When will you update your VRO-Lite mod to the last VRO version ?.
"Patch 3.3.5 and 3.3.6 from VRO"
One question. When will you update your VRO-Lite mod to the last VRO version ?.
"Patch 3.3.5 and 3.3.6 from VRO"
It's Just a Virus
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Re: [MOD]DeadAir Mods pt2
So I'm at a crossroads basically. I am probably going to be fully removing the added ships except the xenon stuff and the battleships from VRO-lite. The problem is that it takes a lot of work over time to continue to have them or a lot of time up front to remove them from the mod. If you like the ships added in VRO i would suggest switching over.
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Re: [MOD]DeadAir Mods pt2
Hi DeadAiRT,DeadAirRT wrote: ↑Mon, 30. May 22, 14:25So I'm at a crossroads basically. I am probably going to be fully removing the added ships except the xenon stuff and the battleships from VRO-lite. The problem is that it takes a lot of work over time to continue to have them or a lot of time up front to remove them from the mod. If you like the ships added in VRO i would suggest switching over.
Thanks for your reply,
I use all your mods (love it!), and I'm still not sure if I will use VRO... What is your opinion about is the best way to play?, is without VRO? and why not use the full version of VRO along with your mods (to much change?) (what is your experience with your mods and VRO (full))
And when are you going to update your VSO lite version with just the XENON and battleships? (I think that will be a great idea to).
It's Just a Virus