[MOD] The Teleportation Wars 2

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Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Fri, 25. Jan 19, 17:08

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

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ehtschu
Posts: 145
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Re: [MOD] The Teleportation Wars 2

Post by ehtschu » Fri, 25. Jan 19, 21:36

why can not I use the mod in the German game version?

What is the problem and what can i do?

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Sun, 27. Jan 19, 11:53

ehtschu wrote:
Fri, 25. Jan 19, 21:36
why can not I use the mod in the German game version?

What is the problem and what can i do?
No text files in other languages to work anything and never will

captainradish
Posts: 190
Joined: Sat, 30. Apr 05, 06:09
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Re: [MOD] The Teleportation Wars 2

Post by captainradish » Tue, 12. Feb 19, 03:04

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.

Vectorial1024
Posts: 222
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Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Thu, 22. Aug 19, 14:03

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.
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.

teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: [MOD] The Teleportation Wars 2

Post by teleportationwars » Fri, 23. Aug 19, 01:59

Vectorial1024 wrote:
Thu, 22. Aug 19, 14:03
Hey there.

Is this mod dead or abandoned?
Teleportation Wars 3 will come out sometime around 3.0
Because now none of the player researches give the player the corresponding blueprints for the ship mods.
You still get the research unlock when you find the PHQ through our method.
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.
We made this account so we would stop confusing people about that.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
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Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Fri, 23. Aug 19, 04:35

teleportationwars wrote:
Fri, 23. Aug 19, 01:59
Teleportation Wars 3 will come out sometime around 3.0
Ah, glad to hear that.
teleportationwars wrote:
Fri, 23. Aug 19, 01:59
You still get the research unlock when you find the PHQ through our method.
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.

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.
teleportationwars wrote:
Fri, 23. Aug 19, 01:59
We made this account so we would stop confusing people about that.
Thanks for the clarification!
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.

teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: [MOD] The Teleportation Wars 2

Post by teleportationwars » Fri, 23. Aug 19, 09:21

Yep. thats a bug.

Isemados VI
Posts: 233
Joined: Tue, 2. Aug 05, 13:44
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Re: [MOD] The Teleportation Wars 2

Post by Isemados VI » Fri, 6. Sep 19, 18:45

Is this mod compatible with Raise of the Obsidian Raider ?

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
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Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Fri, 6. Sep 19, 19:54

Isemados VI wrote:
Fri, 6. Sep 19, 18:45
Is this mod compatible with Raise of the Obsidian Raider ?
Because this mod's name begins with T, this will be loaded after that Raider mod.

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
Currently, the obvious way of "adding a <connections> node that contains everything" has a very strong pitfall: if, somehow, a mod does this and already added a <connections> node (e.g. they got loaded first), your "add a new <connections> node" method will create additional <connections> node that will be ignored, which results in something like this:

Code: Select all

<macro>
  <connections>
    <!-- Effective contents -->
  </connections>
  <connections>
    <!-- Contents, but will be ignored -->
  </connections>
</macro>
The two-step patching mentioned above makes sure that there is always 1, only 1, and only the 1st <connections> node that gets the effective contents.

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.

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
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Re: [MOD] The Teleportation Wars 2

Post by raim729 » Sun, 8. Sep 19, 13:05

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.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Mon, 9. Sep 19, 20:23

raim729 wrote:
Sun, 8. Sep 19, 13:05
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.
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.

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

Re: [MOD] The Teleportation Wars 2

Post by raim729 » Tue, 10. Sep 19, 16:03

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.

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

Re: [MOD] The Teleportation Wars 2

Post by raim729 » Sat, 14. Sep 19, 18:07

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?

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Mon, 16. Sep 19, 20:03

raim729 wrote:
Sat, 14. Sep 19, 18:07
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?
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.

teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: [MOD] The Teleportation Wars 2

Post by teleportationwars » Mon, 16. Sep 19, 23:18

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.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Sat, 28. Sep 19, 12:21

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 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.

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