Caldari Navy wrote: ↑Fri, 21. Jun 24, 17:49
Some time ago someone was crying about some eve ship and someone have fullfill his dreams...
Do you think you can assimilate this ship in to ur factions its drifter battleship i think its perfect opponent to replace xenons or khaak, can u drop you eye on it mr. DeadAir
put both in D:\Games\X4 Foundations\extensions, and rename "deadairfactionamarr-main" to "deadairfactionamarr", but ships still doesnt have texture.
what i do wrong?
game version 7.00
thank you!
My factions and ships are not updated for 7.0 yet.They will be ready soon.
Hello DeadAir, first of all thank you for your great mods.
I wanted to know if by starting a new game in 7.0 and installing your versions of Dearfaction 6.2, the factions would still develop normally? Apart from the fact that they do not have access to their most powerful ships.
Furthermore, won't this cause any particular problems when you update your factions to 7.0?
I find that some XL ships have a huge amount of hull and shield points (sometimes 1,000,000+). Will these factions build a lot of these ships or just one or 2? If not, is there a way to remove these overpowered ships and put normal faction ships in their place?
At the same time, regarding your scripts, should I activate the ones I want one by one in the options menu or are they activated by default?
Caldari Navy wrote: ↑Fri, 21. Jun 24, 17:49
Some time ago someone was crying about some eve ship and someone have fullfill his dreams...
Do you think you can assimilate this ship in to ur factions its drifter battleship i think its perfect opponent to replace xenons or khaak, can u drop you eye on it mr. DeadAir
put both in D:\Games\X4 Foundations\extensions, and rename "deadairfactionamarr-main" to "deadairfactionamarr", but ships still doesnt have texture.
what i do wrong?
game version 7.00
thank you!
My factions and ships are not updated for 7.0 yet.They will be ready soon.
Hello DeadAir, first of all thank you for your great mods.
I wanted to know if by starting a new game in 7.0 and installing your versions of Dearfaction 6.2, the factions would still develop normally? Apart from the fact that they do not have access to their most powerful ships.
Furthermore, won't this cause any particular problems when you update your factions to 7.0?
I find that some XL ships have a huge amount of hull and shield points (sometimes 1,000,000+). Will these factions build a lot of these ships or just one or 2? If not, is there a way to remove these overpowered ships and put normal faction ships in their place?
At the same time, regarding your scripts, should I activate the ones I want one by one in the options menu or are they activated by default?
The only real problem 6.2 causes with the factions that I am aware of is that egosoft changed the name on some textures so the ships occasionally disappear. I haven't ever tried to use the 6.2 version on 7.0 so I can't comment as to how many problems it has.
The ships are balanced around VRO and are very much not overpowered from testing. Compare the firepower/hit points of an I to any of them, and test them out in AI hands against each-other. They also build very few of the titans.
The scripts are disabled by default, and you simply activate each one that you want.
Katakora wrote: ↑Sat, 29. Jun 24, 23:18
might be a dumb question but where do i find blueprints for the new production modules that make the 3 new added wares, labour union contracts and co?
They should be available from faction reps. They might be acquirable through signal leaks although I haven't managed to get it from them. They can also be acquired using blueprint analysis from scripts mod.
Katakora wrote: ↑Sat, 29. Jun 24, 23:18
might be a dumb question but where do i find blueprints for the new production modules that make the 3 new added wares, labour union contracts and co?
They should be available from faction reps. They might be acquirable through signal leaks although I haven't managed to get it from them. They can also be acquired using blueprint analysis from scripts mod.
Cant seem to find any, might be that it only populates it on a new game start? It seems no one has the modules on stations to scan and no faction rep has the blueprint for it. I did add the mod to an ongoing game so i imagine this might be why
Katakora wrote: ↑Sat, 29. Jun 24, 23:18
might be a dumb question but where do i find blueprints for the new production modules that make the 3 new added wares, labour union contracts and co?
They should be available from faction reps. They might be acquirable through signal leaks although I haven't managed to get it from them. They can also be acquired using blueprint analysis from scripts mod.
Cant seem to find any, might be that it only populates it on a new game start? It seems no one has the modules on stations to scan and no faction rep has the blueprint for it. I did add the mod to an ongoing game so i imagine this might be why
Is the folder named correctly?
As to no modules to scan, that would be due to adding to existing game. I'll double check the reps selling blueprint, but could be caused by incorrect folder name.
They should be available from faction reps. They might be acquirable through signal leaks although I haven't managed to get it from them. They can also be acquired using blueprint analysis from scripts mod.
Cant seem to find any, might be that it only populates it on a new game start? It seems no one has the modules on stations to scan and no faction rep has the blueprint for it. I did add the mod to an ongoing game so i imagine this might be why
Is the folder named correctly?
As to no modules to scan, that would be due to adding to existing game. I'll double check the reps selling blueprint, but could be caused by incorrect folder name.
Ill double check, i just extracted the downloaded zips from github
P.S.: yes the naming was wrong since it defaulted to deadair_eco_master, corrected it to deadair_eco
Cant seem to find any, might be that it only populates it on a new game start? It seems no one has the modules on stations to scan and no faction rep has the blueprint for it. I did add the mod to an ongoing game so i imagine this might be why
Is the folder named correctly?
As to no modules to scan, that would be due to adding to existing game. I'll double check the reps selling blueprint, but could be caused by incorrect folder name.
Ill double check, i just extracted the downloaded zips from github
P.S.: yes the naming was wrong since it defaulted to deadair_eco_master, corrected it to deadair_eco
They should show up now. It's an annoyance of GitHub but can usually be avoided by grabbing the zip from releases on right side.
As to no modules to scan, that would be due to adding to existing game. I'll double check the reps selling blueprint, but could be caused by incorrect folder name.
Ill double check, i just extracted the downloaded zips from github
P.S.: yes the naming was wrong since it defaulted to deadair_eco_master, corrected it to deadair_eco
They should show up now. It's an annoyance of GitHub but can usually be avoided by grabbing the zip from releases on right side.
yep, all working as intended, thanks for the patience in troubleshooting this, twas my silly ass not noticing the naming
Katakora wrote: ↑Sun, 30. Jun 24, 03:40
yep, all working as intended, thanks for the patience in troubleshooting this, twas my silly ass not noticing the naming
My factions and ships are not updated for 7.0 yet.They will be ready soon.
Hello DeadAir, first of all thank you for your great mods.
I wanted to know if by starting a new game in 7.0 and installing your versions of Dearfaction 6.2, the factions would still develop normally? Apart from the fact that they do not have access to their most powerful ships.
Furthermore, won't this cause any particular problems when you update your factions to 7.0?
I find that some XL ships have a huge amount of hull and shield points (sometimes 1,000,000+). Will these factions build a lot of these ships or just one or 2? If not, is there a way to remove these overpowered ships and put normal faction ships in their place?
At the same time, regarding your scripts, should I activate the ones I want one by one in the options menu or are they activated by default?
The only real problem 6.2 causes with the factions that I am aware of is that egosoft changed the name on some textures so the ships occasionally disappear. I haven't ever tried to use the 6.2 version on 7.0 so I can't comment as to how many problems it has.
The ships are balanced around VRO and are very much not overpowered from testing. Compare the firepower/hit points of an I to any of them, and test them out in AI hands against each-other. They also build very few of the titans.
The scripts are disabled by default, and you simply activate each one that you want.
Thank you DeadAir for your answers.
I don't play with VRO, I think I shouldn't play with your faction mods, without VRO I expose myself to various problems and also balancing problems I think?
As for your excellent scripts, are they developed around VRO too or can I use them without VRO, I am thinking of "TaterTrader", "deadair_eco" and "deadair_scripts"?
Hello DeadAir, first of all thank you for your great mods.
I wanted to know if by starting a new game in 7.0 and installing your versions of Dearfaction 6.2, the factions would still develop normally? Apart from the fact that they do not have access to their most powerful ships.
Furthermore, won't this cause any particular problems when you update your factions to 7.0?
I find that some XL ships have a huge amount of hull and shield points (sometimes 1,000,000+). Will these factions build a lot of these ships or just one or 2? If not, is there a way to remove these overpowered ships and put normal faction ships in their place?
At the same time, regarding your scripts, should I activate the ones I want one by one in the options menu or are they activated by default?
The only real problem 6.2 causes with the factions that I am aware of is that egosoft changed the name on some textures so the ships occasionally disappear. I haven't ever tried to use the 6.2 version on 7.0 so I can't comment as to how many problems it has.
The ships are balanced around VRO and are very much not overpowered from testing. Compare the firepower/hit points of an I to any of them, and test them out in AI hands against each-other. They also build very few of the titans.
The scripts are disabled by default, and you simply activate each one that you want.
Thank you DeadAir for your answers.
I don't play with VRO, I think I shouldn't play with your faction mods, without VRO I expose myself to various problems and also balancing problems I think?
As for your excellent scripts, are they developed around VRO too or can I use them without VRO, I am thinking of "TaterTrader", "deadair_eco" and "deadair_scripts"?
Only the ships are balanced around VRO, the others are not really balance mod sensitive.
Lechrenski wrote: ↑Sun, 30. Jun 24, 19:29
Would I be correct in assuming that only the mods that you have still listed in the Steam Workshop are the ones that are fully functional in 7.0?
Tater, scripts, and eco are updated for 7.0.
The rest are either in the process of being updated or absorbed into scripts/eco.
Scripts / eco may be on workshop eventually, but i dislike everything about workshop as a mod author.
Lechrenski wrote: ↑Sun, 30. Jun 24, 19:29
Would I be correct in assuming that only the mods that you have still listed in the Steam Workshop are the ones that are fully functional in 7.0?
Tater, scripts, and eco are updated for 7.0.
The rest are either in the process of being updated or absorbed into scripts/eco.
Scripts / eco may be on workshop eventually, but i dislike everything about workshop as a mod author.
Alright, thank you for responding. I'll go by what you have recently updated on GitHub instead.
I understand your annoyance with Workshop, but it is much more convenient, as an end-user, in terms of staying current with updates and keeping mods organized. But I realize it is a largely thankless, tedious task on your part:.. so thank you for listing those things you have! It is appreciated, even if that doesn't get communicated well.
Mr.Freud wrote: ↑Sun, 30. Jun 24, 23:21
Is it possible to have some scripts enabled by default on starting a new game?
And where do I get labor union contracts and schematics?
I'm considering how to potentially design an optional file for people to set persistent values, but there is nothing on the table at the moment.
If you aren't able to find the added wares, check your folder name.
Mr.Freud wrote: ↑Sun, 30. Jun 24, 23:21
Is it possible to have some scripts enabled by default on starting a new game?
And where do I get labor union contracts and schematics?
I'm considering how to potentially design an optional file for people to set persistent values, but there is nothing on the table at the moment.
If you aren't able to find the added wares, check your folder name.
1) thx for the info. I just realized you moved some of the old scripts into ECO module (station/production building quotas etc.)
2) I see factions buy offers for the new wares, but no one is producing/selling them them. Folder names for both scripts and eco are correct (deadair_eco ; deadair_scripts). If I enable the ECO mod mid game, will factions build everything up, or do I need a new game?
sorry for dumb questions, haven't played the game with your mods for a while