[MOD]DeadAir Mods pt2

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Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

DeadAirRT wrote: Mon, 14. Oct 24, 17:14 There are three instances where credit is gained:
1) the f2 scan mode actively scanning
2) the proximity discovery
3) Your ships performing the "police" default order

If you fly close enough to a ship that it reveals information (just like with station modules), that counts. The only station modules that can be discovered without you personally flying close to them are storage modules (sector satellites satisfies the event_player_discovered_object on storage modules for some reason).

If you have something that changes the level of scan on your ship, that will increase the speed of blueprints gained. Credit earned per scan/discovery is 1 * the ships scan level. By default, your ship has a scan level of 1. The police license increases it to 2. The spacesuit has a level of 3.
1) I've only done F2 scans a few times, so I don't think it can be that.
2) Proximity discovery might be the one, however, I've not been near ANY TER stations yet have gained their modules (Storage).
3) I've no sector authority, so no Police ships at this time.

Ah, satellites! I've placed a few Advanced ones. I'm guessing they can pick up stations (still no TER station in their coverage though) as well as passing ships. The passing ships thing could pick up a lot of stuff potentially, including those TER roaming patrols. I have 11 Advanced Satellites placed, covering five sectors. I just checked them all and I still see no TER Stations I could have gotten those modules from.

I've been roll-playing a little differently this game, in that I stay in my "Home" sector, where I started with a basic Wharf and minimal blueprints. I've sent ships to explore (Sector Explorer mod) and I've remote-claimed a few ships, but I've not flown far from home personally. I've turned on the "Evolution" options, and might turn a few things up as I want to see what the Xenon Apocalypse looks like lol.

Not to worry, I must have missed something when it came to obtaining those TER Storage BPs. I've had ships remotely exploring PIO space (not "found" TER yet) but I've certainly not been there in person. Still, all good fun :)
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Scoob wrote: Mon, 14. Oct 24, 17:35
DeadAirRT wrote: Mon, 14. Oct 24, 17:14 There are three instances where credit is gained:
1) the f2 scan mode actively scanning
2) the proximity discovery
3) Your ships performing the "police" default order

If you fly close enough to a ship that it reveals information (just like with station modules), that counts. The only station modules that can be discovered without you personally flying close to them are storage modules (sector satellites satisfies the event_player_discovered_object on storage modules for some reason).

If you have something that changes the level of scan on your ship, that will increase the speed of blueprints gained. Credit earned per scan/discovery is 1 * the ships scan level. By default, your ship has a scan level of 1. The police license increases it to 2. The spacesuit has a level of 3.
1) I've only done F2 scans a few times, so I don't think it can be that.
2) Proximity discovery might be the one, however, I've not been near ANY TER stations yet have gained their modules (Storage).
3) I've no sector authority, so no Police ships at this time.

Ah, satellites! I've placed a few Advanced ones. I'm guessing they can pick up stations (still no TER station in their coverage though) as well as passing ships. The passing ships thing could pick up a lot of stuff potentially, including those TER roaming patrols. I have 11 Advanced Satellites placed, covering five sectors. I just checked them all and I still see no TER Stations I could have gotten those modules from.

I've been roll-playing a little differently this game, in that I stay in my "Home" sector, where I started with a basic Wharf and minimal blueprints. I've sent ships to explore (Sector Explorer mod) and I've remote-claimed a few ships, but I've not flown far from home personally. I've turned on the "Evolution" options, and might turn a few things up as I want to see what the Xenon Apocalypse looks like lol.

Not to worry, I must have missed something when it came to obtaining those TER Storage BPs. I've had ships remotely exploring PIO space (not "found" TER yet) but I've certainly not been there in person. Still, all good fun :)
Satellites from my testing have only ever triggered progress gains for storage modules. The normal explore command doesn't trigger progress gains but sector explorer may somehow be triggering it. I've made some changes that will make only active f2 scans and police gain progress on ships in a future version.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

DeadAirRT wrote: Mon, 14. Oct 24, 18:34 Satellites from my testing have only ever triggered progress gains for storage modules. The normal explore command doesn't trigger progress gains but sector explorer may somehow be triggering it. I've made some changes that will make only active f2 scans and police gain progress on ships in a future version.
I have let a Sector Explorer go wild, it's uncovered around 70% of the map I'd estimate. Thanks for the change, I think that'll make it a much more deliberate activity initially, then a passive one once the player owns a sector. I like that.

On an unrelated note, and I'm not sure if it was you and I discussing this before (ages ago) or not... I often observe a situation where (for example) ARG are engaged with XEN, when ZYA turn up. When this happened to me, ARG were invading the Tharka's Cascade sector and steadily losing to a Xenon fleet. Then a ZYA fleet shows up and proceeds to attack, pretty much exclusively, ARG forces, ignoring XEN. Sure, there was the odd bit of turret fire against XEN ships, but the fleet seemed to be set on attacking ARG. XEN continued to shoot at ARG, with the odd shot at the ZYA fleet. ARG fell quite quickly, but took a few ZYA with them. XEN then proceeded to mop up the remaining ZYA ships.

Is there any way - I'm considering the dynamic war relations here - that the game can acknowledge a common foe. I.e. That ZYA fleet would surely more likely prefer to engage the XEN forces, forming a temporary alliance with ARG. Is something like this at all possible? I.e. a fleet invades a sector but sees a foe common to both races? Perhaps an exception is made when XEN or KHK are present.

In my current Reemergence game, XEN are gaining a foothold (stations under construction) in Getsu Fune. There are both TER and ANT forces in this sector, but ANT seem dead set on destroying TER stations currently, and TER, surprisingly, are a little on the back-foot due to this.

Perhaps this "biologicals unite!" behaviour could be contained within a sector, but have an impact on the overall relations of those races. I mean, uniting against a common foe is certainly a logical choice. With certain DA options making the Xenon more of a threat (great!) this makes more sense. However, I do suspect limitations of the engine might make this tricky and/or more resource intensive than is ideal. Anyway, just something I was pondering as I have posted about it before elsewhere.
tantanoid
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Re: [MOD]DeadAir Mods pt2

Post by tantanoid »

Hi.

When I try to add any of the new modules to my station it uses Terran resources even if I set the preferred build method to Universal. Am I doing something wrong?

I have deadair_eco v1.08 and deadair_scripts v1.08.1
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Buzz2005
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Re: [MOD]DeadAir Mods pt2

Post by Buzz2005 »

if its terran modules they can only be built with terran wares
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

tantanoid wrote: Thu, 17. Oct 24, 18:49 Hi.

When I try to add any of the new modules to my station it uses Terran resources even if I set the preferred build method to Universal. Am I doing something wrong?

I have deadair_eco v1.08 and deadair_scripts v1.08.1
That is strange to be honest. It might have something to do with the game's functionality of build method not respecting on an individual station basis compared to global default. All of the modules added in that version have the "default" method set to commonwealth and the optional terran method as well. I'm not sure there is anything I can do on my end but the next version completely separates the modules into two versions for ease of use.
tantanoid
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Re: [MOD]DeadAir Mods pt2

Post by tantanoid »

DeadAirRT wrote: Fri, 18. Oct 24, 15:22 That is strange to be honest. It might have something to do with the game's functionality of build method not respecting on an individual station basis compared to global default. All of the modules added in that version have the "default" method set to commonwealth and the optional terran method as well. I'm not sure there is anything I can do on my end but the next version completely separates the modules into two versions for ease of use.
Yeah, looks like a game bug, even when the global default is set to Universal. I removed the Terran method in wares.xml and everything works as expected, just need to remember to undo once the build is finished.

Hopefully the next version is going to be save compatible :D
humhum
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Re: [MOD]DeadAir Mods pt2

Post by humhum »

Good day,

this mod is not compatible with the Linux version of the game or im just too stupid to get it working

After two days of trying to enable the different scripts in the "Da Mod Menu", I finally remembered that you can switch games in Steam to Proton and now everything works fine.

In the Linux native version you can't enable the scripts in the mod menu. They just keep staying "Disabled".
There were no other mods involved besides "deadair_eco, deadair_scripts, sn_mod_support_apis"
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

humhum wrote: Sun, 20. Oct 24, 09:50 Good day,

this mod is not compatible with the Linux version of the game or im just too stupid to get it working

After two days of trying to enable the different scripts in the "Da Mod Menu", I finally remembered that you can switch games in Steam to Proton and now everything works fine.

In the Linux native version you can't enable the scripts in the mod menu. They just keep staying "Disabled".
There were no other mods involved besides "deadair_eco, deadair_scripts, sn_mod_support_apis"
It most likely has to do with a race condition that is handled differently in linux vs windows/proton. I've been refactoring some code to eliminate the issue and sorry about the trouble.
humhum
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Re: [MOD]DeadAir Mods pt2

Post by humhum »

Hey,

works like a charm after the update :)

Thank you for the quick fix!
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

Hi,

I'm using DeadAir Scripts, DeadAir Eco, DeadAir Reemergence and TaterTrader alongside a Reemergence mod game. For some reason, the BUC faction seem to be spamming "Labour Union Facility" stations. They've built eleven in Morning Star IV thus far, which seems a little excessive. I can provide a complete mod lists, if you suspect something else is perhaps influencing things.

Note: DA Fill is DISABLED for role-play reasons. Dynamic War is on. I've turned up fleet sizes and enabled Evolution, turning up a few settings on that too. My aim was very much an apocalyptic game where the Xenon are taking over the universe, and I have a race against time to secure my little piece of it. Fun.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

Hi again,

Continuing this game, I've noticed that allied factions seem to be starting a LOT of stations, but not completing any of them. They then start more, so I have sectors with LOTS of build sites, but little or no build progress. However, my game is perhaps a little unusual in how things have progressed...

I'm using the Reemergence Mod, so different layout. I do use the DA Reemergence tweaks too of course. I have Evolution turned up to 10, with extra fleets, of larger sizes etc. Xenon own 80% of the map currently. This appears to have triggered factions to go build-crazy as they've basically lost all their regular sectors, so they want to build in mine, or those of other allies. I don't have DA Fill enabled - I want factions to starve, don't judge me, it's part of the role-play - so essentially dead factions aren't getting resource injections. Not that they have stations to accept them anyway lol.

So, factions are trying to build stations, but in sectors that are basically cut-off from any resource deliveries. Yet they keep starting new builds. I have started feeding many of these sites - if I see a Shipyard, Wharf, Equipment Dock or Trading Station - but then a builder ship getting to them is the next issue. Something I cannot help with. I am in the process of opening up cut-off areas, so allied Builders can potentially get there, but that's an on-going task.

While I commend the factions for never giving up and keeping trying to build, the literal dozens of build sites that have had NO resources delivered and have NO builder assigned are really causing things to clutter up. I know my situation is far from normal - likely why I really like it lol - but can anything be done about the constant build attempts?

Note: I've set up facilities - Wharf and Shipyard - so factions can buy their own builders, which is helping, but there are sooo many stations to build. We could be seeing 20 to 30 stations in one sector - almost certainly due to the number of sectors taken by the Xenon, leaving very little available for economic recovery.
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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise »

Scoob wrote: Sun, 24. Nov 24, 15:48 Hi again,

Continuing this game, I've noticed that allied factions seem to be starting a LOT of stations, but not completing any of them. They then start more, so I have sectors with LOTS of build sites, but little or no build progress. However, my game is perhaps a little unusual in how things have progressed...

I'm using the Reemergence Mod, so different layout. I do use the DA Reemergence tweaks too of course. I have Evolution turned up to 10, with extra fleets, of larger sizes etc. Xenon own 80% of the map currently. This appears to have triggered factions to go build-crazy as they've basically lost all their regular sectors, so they want to build in mine, or those of other allies. I don't have DA Fill enabled - I want factions to starve, don't judge me, it's part of the role-play - so essentially dead factions aren't getting resource injections. Not that they have stations to accept them anyway lol.

So, factions are trying to build stations, but in sectors that are basically cut-off from any resource deliveries. Yet they keep starting new builds. I have started feeding many of these sites - if I see a Shipyard, Wharf, Equipment Dock or Trading Station - but then a builder ship getting to them is the next issue. Something I cannot help with. I am in the process of opening up cut-off areas, so allied Builders can potentially get there, but that's an on-going task.

While I commend the factions for never giving up and keeping trying to build, the literal dozens of build sites that have had NO resources delivered and have NO builder assigned are really causing things to clutter up. I know my situation is far from normal - likely why I really like it lol - but can anything be done about the constant build attempts?

Note: I've set up facilities - Wharf and Shipyard - so factions can buy their own builders, which is helping, but there are sooo many stations to build. We could be seeing 20 to 30 stations in one sector - almost certainly due to the number of sectors taken by the Xenon, leaving very little available for economic recovery.
That's kind of up in the air since it's common behavior when a faction is dead or virtually near death. There is an option in the DA mods set that is part of DA God I think where afaik it says recovery. I believe you can toggle this on or off but again as far as I understood the description the DA God script attempts to recover what it ordered or wanted to order in terms of modules. Debug options perhaps would help. This all hinges on if you have GOD enabled. That's my guess.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

Baconnaise wrote: Mon, 25. Nov 24, 15:42 That's kind of up in the air since it's common behavior when a faction is dead or virtually near death. There is an option in the DA mods set that is part of DA God I think where afaik it says recovery. I believe you can toggle this on or off but again as far as I understood the description the DA God script attempts to recover what it ordered or wanted to order in terms of modules. Debug options perhaps would help. This all hinges on if you have GOD enabled. That's my guess.
I've never had a game go quite this badly for the other factions before, so I'd not really seen this spamming of build sites behaviour. Although the BUC Faction were building lots of Labour Union Facilities for some reason quite early-on.

DA GOD is enabled in my game, I just don't use DA Fill to give Factions a resource injection. I wanted this game to go the way it has, with the Xenon trying - and being quite successful - wiping everyone out. The build site spam is a little irksome though as it's making things very messy.

I suspect the game is trying to simply build where it can, as around 80% or so of the sectors are Xenon-owned now. So, their options for building are limited. I would open up some of the blocked sectors that DA's scripts don't allow expansion in to. However, I've no doubt the Xenon would build there first, and no Faction can get a Builder, let alone ship resources to these locations anyway. It's all on me to push the Xenon back, which is proving quite challenging, even with substantial fleets. Still, it'll keep me occupied :)
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

Question: What is the "use spreading queue" option in the DeadTater command? I don't remember seeing it before and turning it off doesn't seem to change behavior, but I am only trading in two sectors right now so I might not see it yet.
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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise »

Scoob wrote: Mon, 25. Nov 24, 18:03
Baconnaise wrote: Mon, 25. Nov 24, 15:42 That's kind of up in the air since it's common behavior when a faction is dead or virtually near death. There is an option in the DA mods set that is part of DA God I think where afaik it says recovery. I believe you can toggle this on or off but again as far as I understood the description the DA God script attempts to recover what it ordered or wanted to order in terms of modules. Debug options perhaps would help. This all hinges on if you have GOD enabled. That's my guess.
I've never had a game go quite this badly for the other factions before, so I'd not really seen this spamming of build sites behaviour. Although the BUC Faction were building lots of Labour Union Facilities for some reason quite early-on.

DA GOD is enabled in my game, I just don't use DA Fill to give Factions a resource injection. I wanted this game to go the way it has, with the Xenon trying - and being quite successful - wiping everyone out. The build site spam is a little irksome though as it's making things very messy.

I suspect the game is trying to simply build where it can, as around 80% or so of the sectors are Xenon-owned now. So, their options for building are limited. I would open up some of the blocked sectors that DA's scripts don't allow expansion in to. However, I've no doubt the Xenon would build there first, and no Faction can get a Builder, let alone ship resources to these locations anyway. It's all on me to push the Xenon back, which is proving quite challenging, even with substantial fleets. Still, it'll keep me occupied :)
If GOD is enabled I'm fairly certain this behavior becomes more extreme when the universe/factions are near death or destroyed almost entirely. I've noticed VIG/RIP even after I change ownership or delete their stations but not all of their ships they will linger for quite a bit with station build orders. This is with fill disabled. VIG/RIP are set enemies with all major factions to ensure they do not recover. Duke's Buccaneers I'm unsure about since I think I overlook them when enabled even if set as enemies with all factions. I've seen them hop around and try to build an office station for the rep in various factions that are not part of DLC (never terran/segaris/split/boron).
Caldari Navy
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Re: [MOD]DeadAir Mods pt2

Post by Caldari Navy »

I would love to see more eve ships :o
Croaker_Senjak
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Re: [MOD]DeadAir Mods pt2

Post by Croaker_Senjak »

I'm coming back after 2 or so years away. Can someone confirm for me that Deadair intends for us to just download one or three of some combo repositories, instead of all the separate ones? As a dev, I totally understand ReadMe's being behind development, but I feel like I'm reading between the lines in figuring out what I need now.

*EDIT*

Answering my own question: Yes, he's moved everything except the eve factions (i think) into either deadair_eco or deadair_scripts), these are the two to get. I'll update on the eve stuff after I get in game later.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

Hi,

I'm using DA Scrips and DA ECO with the Reemergence Mod (+RE DA Scripts compatibility update).

Under Dynamic War, I have relations UNLOCKED for the Fallen Families (FAF) Faction. As I've done a split start, I ideally don't want these guys plundering my shipping, so I wanted to get to at least 10+ rep with them. In RE, FAF have Stations. One of these is a "FAF Split Trading Station" in Ghinn's Escape. My numerous trade ships - mostly Dead Taters - have been trading with this station for a while now. However, trade does not appear to aid in rep gain with the FAF Faction. Is this intended?

If they're designed not to respond to trade for reputation building, is there any way to raise this faction's standing? I've unlocked SCA rep in the past, and have increased it without issue, though not in this particular game start.

I started fresh with v7.6, this isn't a continued game from an older version - of the game or mods.
Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob »

On an unrelated note, can I suggest an option for the Xenon Evolution feature?

When I enabled this feature in my prior v7.5 + RE game, I went NUTS, turning everything up a high as it'd go. I expected a short game - it was short for some factions lol - but I held on. It turned into a proper war game, where I had to secure sectors to ensure resource supply. Xenon had over 80% of the sectors, but I was starting to push back. Then 7.6 came along and I started beta testing that...

Anyway, one thing that struck me as quite immersion-breaking was a particular default behaviour. Even with the Xenon literally steam-rolling sector after sector, the (relatively speaking) petty squabbles between factions continued. This would often lead to a sector falling to the Xenon because two opposing factions were still fighting each other over it. With dynamic relations being a thing, is it possible to change it so that if a mutual foe is actively threatening both Factions, they'd put aside their differences.

Basically, with the significant common threat of Evolved Xenon taking over sectors, surely some of the Faction's higher-up should respond accordingly. I want to see Split (ZYA) forces fighting alongside ARG forces against the Xenon. Not focus on their pretty squabble while the Xenon eliminate them both.

Not sure how possible this is, or how to track things. Though some record of how much damage the Xenon have done to a faction vs. other foes might be good. That and being aware of number of sectors the Xenon own, how rapidly they're expanding etc. RE with Deadair Scripts and Eco seems to have all the tools already in place to make this a thing.

What do you think? I know relations change randomly currently, but having those relation changes respond to Evolved Xenon a little more realistically would be good. In my prior game, sectors fell to the Xenon purely because of those petty Faction squabbles...

Fitting with a Factions personality, ARG wanting to unite against a common foe fits nicely. Split happy because Split get to kill machines. TEL happy due to war economic opportunities. PAR/HOP the maths adds up for them to unite. Even the Pirate groups could operate differently. Perhaps I'm wrong, but isn't reputation pretty much everything in terms of how a Faction responds to another? Attack / Ignore / Defend sort of thing depending on that reputation.

Just some random ponderings as the Xenon begin to stir in my fresh v7.6 RE game... I LOVE the evolution feature... but I'm a bit too weak to turn it on just yet lol.

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