[MOD] The Teleportation Wars 2
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [MOD] The Teleportation Wars 2
to gather together other people's mods and passing it off as your own? You deal first with what's not working right now.
This mod now looks like a bunch of garbage is not related to each other
This mod now looks like a bunch of garbage is not related to each other
Re: [MOD] The Teleportation Wars 2
why can not I use the mod in the German game version?
What is the problem and what can i do?
What is the problem and what can i do?
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- Posts: 15
- Joined: Sat, 1. Dec 18, 19:55
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
Re: [MOD] The Teleportation Wars 2
Can we maybe get the pirates working? I like the extra faction, but even if they are attacking everyone in the neighborhood I still get in trouble for blowing them up. This is ludicrous.
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Re: [MOD] The Teleportation Wars 2
Hey there.
Is this mod dead or abandoned?
Because now none of the player researches give the player the corresponding blueprints for the ship mods.
I mean, you just completely wiped the mentor subscription MD file clean without even noticing that it contains the important code for unlocking ship mods and teleportation, etc.
EDIT:
And also, albysmith, there is this forum user named teleportationwars. Is that user related to you or the The Teleportation Wars mod in any way? His presence is confusing.
Is this mod dead or abandoned?
Because now none of the player researches give the player the corresponding blueprints for the ship mods.
I mean, you just completely wiped the mentor subscription MD file clean without even noticing that it contains the important code for unlocking ship mods and teleportation, etc.
EDIT:
And also, albysmith, there is this forum user named teleportationwars. Is that user related to you or the The Teleportation Wars mod in any way? His presence is confusing.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
Re: [MOD] The Teleportation Wars 2
Teleportation Wars 3 will come out sometime around 3.0
You still get the research unlock when you find the PHQ through our method.Because now none of the player researches give the player the corresponding blueprints for the ship mods.
We made this account so we would stop confusing people about that.And also, albysmith, there is this forum user named teleportationwars. Is that user related to you or the The Teleportation Wars mod in any way? His presence is confusing.
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- Posts: 222
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] The Teleportation Wars 2
Ah, glad to hear that.teleportationwars wrote: ↑Fri, 23. Aug 19, 01:59Teleportation Wars 3 will come out sometime around 3.0
I mean, sure, I found the PHQ in the new clusters, and when the PHQ icon appears, I can see the Research tab appearing. The thing is, when I complete researches (e.g. Basic Weapon Mods), the game/mod does not give me the blueprints. But in vanilla, the game would listen to this "research completed" event and award blueprints accordingly. Check the original mentor subscription file you have overridden, there is this <event_player_production_completed research="true"/> tag, that's the relevant code.teleportationwars wrote: ↑Fri, 23. Aug 19, 01:59You still get the research unlock when you find the PHQ through our method.
That was quite unexpected, to say the least. I thought I was missing something else when I look at the empty Workstation at the Wharves.
Thanks for the clarification!teleportationwars wrote: ↑Fri, 23. Aug 19, 01:59We made this account so we would stop confusing people about that.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
Re: [MOD] The Teleportation Wars 2
Yep. thats a bug.
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Re: [MOD] The Teleportation Wars 2
Is this mod compatible with Raise of the Obsidian Raider ?
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- Posts: 222
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] The Teleportation Wars 2
Because this mod's name begins with T, this will be loaded after that Raider mod.Isemados VI wrote: ↑Fri, 6. Sep 19, 18:45Is this mod compatible with Raise of the Obsidian Raider ?
As some safety advice, when making patches to a zone without any <connections> node, please do a two-step patching:
- Make a patch to add a <connections> node
- Make a patch to add content to the 1st <connections> node
Code: Select all
<macro>
<connections>
<!-- Effective contents -->
</connections>
<connections>
<!-- Contents, but will be ignored -->
</connections>
</macro>
If only your mod is adding the <connections> node, then it is fine; essentially adding into your created <connections> node.
If other mods already created the <connections> node, then you would be adding to the <connections> node created by others, strengthening compatibility.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] The Teleportation Wars 2
Hello,
This mod is actually. More enemies good.
But too bad, no HQ. Research, is not possible.
Had read, Pirates HQ should give camouflaged. But that's not true.
This mod is actually. More enemies good.
But too bad, no HQ. Research, is not possible.
Had read, Pirates HQ should give camouflaged. But that's not true.
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- Posts: 222
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] The Teleportation Wars 2
There are so many new sectors in this mod (I think 20+), if the HQ appears in any one of them it is gonna be hard to find it.
BTW, the way the HQ actor is handled, this mod is not compatible with other PHQ-altering mods (e.g. the Teleport PHQ mod)
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] The Teleportation Wars 2
Too bad. no real help here.
Man. do not know what to look for. Has faction symbol. Pirate, PHQ?
There was no xenon in all sectors, xenon only in one sector. There was nothing.
PHQ, is it a new game from the beginning or over time?
The trading satellites only show ships for takeover. Nothing else.
The trading satellites indicate nothing.
Sorry, found base now.
Research and that's all.
Guarded pirates.
Quite different sector than thought.
Man. do not know what to look for. Has faction symbol. Pirate, PHQ?
There was no xenon in all sectors, xenon only in one sector. There was nothing.
PHQ, is it a new game from the beginning or over time?
The trading satellites only show ships for takeover. Nothing else.
The trading satellites indicate nothing.
Sorry, found base now.
Research and that's all.
Guarded pirates.
Quite different sector than thought.
Re: [MOD] The Teleportation Wars 2
Hello,
I still have questions and hope, get Anteort!
Is this mod 2 HQ?
HQ Base found, but I had read xenon guard.
There were pirates with me, 15 ships about?
Borone. not there?
I still have questions and hope, get Anteort!
Is this mod 2 HQ?
HQ Base found, but I had read xenon guard.
There were pirates with me, 15 ships about?
Borone. not there?
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- Posts: 222
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] The Teleportation Wars 2
1 HQ only.
Yes, it looks like red xenon. But kill the red guard, then it becomes green PHQ.
Boron is not there; maybe a bug. @theteleportationwars an explanation?
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
Re: [MOD] The Teleportation Wars 2
Honestly, the project has grown so much that I would have to go back and look to know exactly how far it goes. You get the hq and get access to research. In our development version, you have to find the xenon version of the phq to end the war but I'm not sure we made it that far in v2. We stopped the quick releases because win7 issues and tfiles needed to be correct for other lang versions completely drowned out feedback.
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- Posts: 222
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] The Teleportation Wars 2
Now before I forget:
The Find Ownerless scan is working fine, but it also renames Data Vaults and Aqueducts to Unknown Contact. It's a bit "unclean" that the data vaults and aqueducts do not get pronounced by Betty when clicked by me.
The Find Ownerless scan is working fine, but it also renames Data Vaults and Aqueducts to Unknown Contact. It's a bit "unclean" that the data vaults and aqueducts do not get pronounced by Betty when clicked by me.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.