[MOD] The Teleportation Wars 2

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Swagmatic
Posts: 3
Joined: Mon, 7. May 18, 16:35
x4

Re: [MOD] The Teleportation Wars 2

Post by Swagmatic » Fri, 11. Jan 19, 15:17

Really cool idea :)
I dont know if the pirate or medi ships will just tp to the locations of traders and annoy them or if they just randomly tp to the sector and aggro if they get in the range of the trader.
Also how aggressive are they?
Will it become a task to babysit my traders and eventually have fighters escort them or is it more of a inconvenience because from time to time the traders get annoyed. I understand that this will become a matter of the number of traders (i usually have ~20-30 traders).

Looking forward to the prrofitssssssss to be made in the new sssectorsssssss ǝɹǝɥ ıpɐlǝʇ ʎpǝǝɹɓ ʇɹǝsuI

Edit:
Is this inevitably going to turn into a full war with proper defense lines like the paranids have in their lower left sectors with the xenon? Or just some rare medium fights like argon vs paranid?
______________________________________________________________________________________________________________________________

Sin316
Posts: 43
Joined: Tue, 9. Oct 12, 12:35
x4

Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Fri, 11. Jan 19, 23:58

Is it normal, that the Pirates aren't at war with anyone?

clzcoolzpro
Posts: 4
Joined: Sun, 6. Jan 19, 06:54

Re: [MOD] The Teleportation Wars 2

Post by clzcoolzpro » Sat, 12. Jan 19, 03:33

The pirates/AI dont have access to the research upgrades from PHQ right?

Access to all weapons does not include weapon modifications?

Satellites destroyed in all sectors deployed as they are not just a pirate faction. They literally are a pirate "faction". One faction by itself not at war with anyone. Not enemies or a threat to ARG,ANT,PAR. The big giants let the "pirates" run around only targeting the player that has only one ship as if he is carrying a cargo worth a billion CR oh wait. They also have mining ships to support their faction. This is a nice idea. However, if made enemies to all they will be treated as xenon. if made enemies to only players, they will be present in multiple sectors attacking only the players ships. They dont care about cargo apparently even thought they are pirates. These pirates are nothing more than added "enemy" faction.

Maybe a good idea late game but that will be "spawning" them with ships out of nowhere. I think they have too much ships running around for "pirates"

I had 2 mineral and 1 gas mining PRT faction attacking me + a vanguard while im navigating around a station dodging their bs.

Hopefully soon somehow the pirate faction can be converted into real pirates

Suggestion:
Delete
NEW FACTION - "Pirate Faction" - flies every ship and uses every station module
NEW FACTION - "Medi-tech Corporation" - enemy to you, friend to the universe; only you realize the depths of their corruption

Insert
NEW FACTION - The Empire, exist in the new sectors. flies every ship and uses every station module. enemy to everyone?

Sin316
Posts: 43
Joined: Tue, 9. Oct 12, 12:35
x4

Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Sat, 12. Jan 19, 09:27

Yeah, the pirates are just the same as med-tech.

I have to constantly fight the pirates, but when I do, I get flagged as hostile by the other factions lol.

Imho you should remove them altogether. Or have them only roam around neutral space or away from other factions, like between clusters of stations or whatever.

Eldiora
Posts: 10
Joined: Mon, 2. Dec 13, 06:28
x3ap

Re: [MOD] The Teleportation Wars 2

Post by Eldiora » Sat, 12. Jan 19, 15:36

Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.

albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith » Sat, 12. Jan 19, 18:53

Sin316 wrote:
Sat, 12. Jan 19, 09:27


I have to constantly fight the pirates, but when I do, I get flagged as hostile by the other factions lol.

Fixed in the last update.

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

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Sat, 12. Jan 19, 22:07

Eldiora wrote:
Sat, 12. Jan 19, 15:36
Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.

wanderer
Posts: 278
Joined: Wed, 6. Nov 02, 20:31
x3tc

Re: [MOD] The Teleportation Wars 2

Post by wanderer » Sat, 12. Jan 19, 22:41

Shuulo wrote:
Fri, 11. Jan 19, 09:08
Can you please clarify a bit, does this mod spawns ships for wars or does it uses ships that are built normally on shipyards?
They are spawned. See (in folder md) files 'Master_Spawn_Tracker.xml' and 'LIB_Ship_Spawn.xml' and the followup/regarding files.
I also wanted a none spawn file/mod. Because Ego made one huge efford to create an active economy/build cycle. So I think spawing should be not considert to get ships... Therefore I changed 'Master_Spawn_Tracker.xml', and commented out the action tags from the cues. Or you may change the ship numbers in the approperiate files in the md folder...

albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith » Sun, 13. Jan 19, 02:28

Saboteur58 wrote:
Sat, 12. Jan 19, 22:07
Eldiora wrote:
Sat, 12. Jan 19, 15:36
Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.

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

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Sun, 13. Jan 19, 09:36

albysmith wrote:
Sun, 13. Jan 19, 02:28
Saboteur58 wrote:
Sat, 12. Jan 19, 22:07
Eldiora wrote:
Sat, 12. Jan 19, 15:36
Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.
I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.
I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.

wanderer
Posts: 278
Joined: Wed, 6. Nov 02, 20:31
x3tc

Re: [MOD] The Teleportation Wars 2

Post by wanderer » Sun, 13. Jan 19, 18:14

@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
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Re: [MOD] The Teleportation Wars 2

Post by Requiemfang » Sun, 13. Jan 19, 19:30

Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?

wanderer
Posts: 278
Joined: Wed, 6. Nov 02, 20:31
x3tc

Re: [MOD] The Teleportation Wars 2

Post by wanderer » Sun, 13. Jan 19, 23:57

Requiemfang wrote:
Sun, 13. Jan 19, 19:30
Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
Same here.
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...

Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
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Re: [MOD] The Teleportation Wars 2

Post by Requiemfang » Mon, 14. Jan 19, 00:27

wanderer wrote:
Sun, 13. Jan 19, 23:57
Requiemfang wrote:
Sun, 13. Jan 19, 19:30
Curious about the find ownerless scan, I have a large hab module on my PHQ yet I've gotten no scan results, is the hab suppose to be full of people as in max population on it? or am I missing something? also I tested this with a ownerless ship in sector and still got no results?
Same here.
I did a fast dig into xml 'Find_Ownerless_Scan.xml' (in folder md), the file for the scan. There you'll see that it checks for the macros of the L habitats. But I think the 'find_object name' will try to get ALL 3 L habitats (Paranid, Argon, Teladi). While I only had a Teladi.
I now commented this function out (don't forget the end if as well). After this done, it's now working...

Well, this leads to a second problem (maybe) - in xml 'Teleportation_War_TRS.xml' you'll find the same function. (...while I never tried these sat's...)
I'm using the separate stand alone version of the find ownerless mod, guess I should have pointed that detail out.

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

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Mon, 14. Jan 19, 10:16

Saboteur58 wrote:
Sun, 13. Jan 19, 09:36
albysmith wrote:
Sun, 13. Jan 19, 02:28
Saboteur58 wrote:
Sat, 12. Jan 19, 22:07


I wrote about it three times. the author makes a stupid face and does not understand what's wrong.
Either you put it in the Documents folder, or you have Windows 7 and didn't pack your .cats, or you have some other mod conflict that doesn't have anything to do with me. It is not an issue caused by this mod.
I have Windows 10. Mod put in the folder "extensions" in the root of the game. Ran the game with the only mod. Still not working button "consumables" at the shipyard.
Packed the files into cat and it worked. Do the two options then the fashion. One unpacked and one Packed.
Button "Consumables" when creating ships earned after I Packed the files in cat. After that, new sectors and new factions disappeared. Which files are responsible for creating factions and new sectors?

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Re: [MOD] The Teleportation Wars 2

Post by Requiemfang » Thu, 17. Jan 19, 06:04

Pointing this out about the finding ownerless scan, the mod has the habit of renaming things it finds, it's renaming landmark items like The Aquaduct, don't mind the renaming of ships mind you but it renaming landmarks is a bad idea in my opinion.

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

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Thu, 17. Jan 19, 09:54

wanderer wrote:
Sun, 13. Jan 19, 18:14
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 

User avatar
Holzapfel
Posts: 97
Joined: Fri, 22. Nov 13, 22:16
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Re: [MOD] The Teleportation Wars 2

Post by Holzapfel » Thu, 17. Jan 19, 19:46

The new pirate faction is only attacking me, and noone else. That feels kinda weird.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.

albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith » Thu, 17. Jan 19, 23:41

Saboteur58 wrote:
Thu, 17. Jan 19, 09:54
wanderer wrote:
Sun, 13. Jan 19, 18:14
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.

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

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Fri, 18. Jan 19, 00:01

albysmith wrote:
Thu, 17. Jan 19, 23:41
Saboteur58 wrote:
Thu, 17. Jan 19, 09:54
wanderer wrote:
Sun, 13. Jan 19, 18:14
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.
justify your words or repair the mod

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