[MOD]DeadAir Mods

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boogieman335
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Re: [MOD]DeadAir Mods

Post by boogieman335 » Thu, 28. May 20, 16:41

DeadAirRT wrote:
Thu, 28. May 20, 15:34
Realspace wrote:
Thu, 28. May 20, 10:24
Hi! First my apreciation for the hard work. I'd never start editing the map without a full-working galaxy editor. That alone requires eternal patience. That's one of the reasons I still play X3 now, I could rearrange the galaxy in a few days thanks to the various editors... my "technical" question: did you remove the superhighways for choice or bc it is complicated to write them in the map? As much as I hate the local highways, find the ones connecting say a planet to its moons very immersive. Hoped ego had used more, instead of directly jumping in the low orbit of a planet through the gates. I would like to edit them in the vanilla map to have more zones connected inside the sectors through superhw. What do you suggest? Thanks again for your work!
So i removed them because of the sector reorganization and they generally over complicate a lot of movement scripts. That being said,

I have attempted multiple times to create my own highway mod for my map but it is very difficult. I have managed to perfectly calculate their position and get them mostly working but there are some issues i was unable to solve. The ai would not stay on the highway all the way out of the sector and would exit about 10km from the gate, thus rendering them useless. Someone suggested it was because i didn't have a highway on the other side which is possible, but it is hard to justify creating tons of them just to find out it doesn't work.

I will probably revisit that mod and attempt to get them working but it is about as fun working on them as a colonoscopy lol
Personally not having Highways is one of the features I like best. I 've always since Rebirth thought that if I wanted to play on a highway I would of got a racing game or just get in my pickup and go to town. LOL . That being said I wish one of you would maybe make a mod with a planetary landing aspect. Maybe use an accelarator to get back to orbit. I saw a you tube where a guy did one with a gate but I have yet to see a mod released.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 28. May 20, 16:57

boogieman335 wrote:
Thu, 28. May 20, 16:41
Personally not having Highways is one of the features I like best. I 've always since Rebirth thought that if I wanted to play on a highway I would of got a racing game or just get in my pickup and go to town. LOL . That being said I wish one of you would maybe make a mod with a planetary landing aspect. Maybe use an accelarator to get back to orbit. I saw a you tube where a guy did one with a gate but I have yet to see a mod released.
I was planning on making it an optional sub mod.

As to the planetary thing, i would honestly have no clue how to do it. I'm also not artistic at all in case you couldn't tell from the lack of creativity in my sector designs lol.

boogieman335
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Re: [MOD]DeadAir Mods

Post by boogieman335 » Thu, 28. May 20, 20:36

DeadAirRT wrote:
Thu, 28. May 20, 16:57
boogieman335 wrote:
Thu, 28. May 20, 16:41
Personally not having Highways is one of the features I like best. I 've always since Rebirth thought that if I wanted to play on a highway I would of got a racing game or just get in my pickup and go to town. LOL . That being said I wish one of you would maybe make a mod with a planetary landing aspect. Maybe use an accelarator to get back to orbit. I saw a you tube where a guy did one with a gate but I have yet to see a mod released.
I was planning on making it an optional sub mod.

As to the planetary thing, i would honestly have no clue how to do it. I'm also not artistic at all in case you couldn't tell from the lack of creativity in my sector designs lol.
I have only found 2 mods that really add sectors and yours is by far the best so don't sell yourself short. As to the planetary thing like I said a guy did a you tube video about it back when the game first came out but it is basically just a dock with atmosphere around it and a big gate up in the sky overhead to jump back to orbit. I don't know how he did the background but it does prove the concept. But I can see it working with maybe an accelarator instead of the gate. I just think it would be kind of a cool option to have a few sectors where you could go to the planet. Maybe somebody will see this and make it happen. As for me I don't know squat about .xml modding. I used to do some ship mods and interiors in X3, but even though I own Rebirth i never played it much, got in to modding Silent Hunter 5 and just came back to the X games with Foundations.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Fri, 29. May 20, 02:05

DeadAir Dynamic Wars
v1.24

Made split vendetta dependency optional, added more debugging tools (not enabled by default), reduced weighting for faction recently selected, new feature adjusts factions mood depending on recent events (should affect how many ships they use for invasions). TODO: implement defense pacts, call for aid, and penalties for not supporting allies.

DeadAir Fill
v1.23

Integrated SirNukes options menu.

DeadAir Gate
v3.2 Test

Rewrote AI trade ranges, wrote 'flee' improvements, gave legal pirate traders the ability to use cover as well, implemented security/economy restrictions to some jobs (in progress), increased NPC empty deploy-able space to ease burden on economy, changed sectors with duplicate names, fixed bug with teladianium modules introduced in 3.1, improved faction paintjobs introduced in 3.1, reverted resource nerfs implemented in 3.0, added options menu for flagship fleets.

New feature: Flagship fleets. Large fleets that will defend their faction's shipyards and occasionally be tasked with attacking EVERYTHING an enemy owns in a sector. If they survive, they will return to their shipyard to restock, repair, and prepare for another attack. Todo: notifications, balancing, incorporate VRO battleships if mod is present

DeadAir Ware
v1.31

increased advanced electronics output, increased production time of ship modules (35s XL, 30s L. 25s M, 20s S), increased scanning arrays output.
v1.31v2

decreased production time of ship modules (20s XL, 15s L. 10s M, 5s S) introduced in 1.31

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Fri, 29. May 20, 10:27

oh my, testing!

thanks for such a quick drop!
------------------------------
Is gateovehaul compatible with Split plotline? I think I uncovered all gates in ZYA space, but nothing triggers.
might be vanilla bug or something with map

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Sat, 30. May 20, 04:32

Your mod (Deadair gate overhaul) makes me unable to start X4. I am using 3.2 beta 2, Split Vendetta, with all other mods disabled. It quits before I can get to the main menu. I get a popup window that says "X4 has stopped working".

Deadair Wares and Deadair Dynamic Wars seems to be fine.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 05:04

Falcrack wrote:
Sat, 30. May 20, 04:32
Your mod (Deadair gate overhaul) makes me unable to start X4. I am using 3.2 beta 2, Split Vendetta, with all other mods disabled. It quits before I can get to the main menu. I get a popup window that says "X4 has stopped working".

Deadair Wares and Deadair Dynamic Wars seems to be fine.
How much ram do you have?

Did you install from github or steam?

if github, did you rename the folder?
if steam, did you check the content.xml file?

Windows 7?

Also, not supporting beta but I haven't heard of any issues.

Falcrack
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Re: [MOD]DeadAir Mods

Post by Falcrack » Sat, 30. May 20, 05:37

DeadAirRT wrote:
Sat, 30. May 20, 05:04
Falcrack wrote:
Sat, 30. May 20, 04:32
Your mod (Deadair gate overhaul) makes me unable to start X4. I am using 3.2 beta 2, Split Vendetta, with all other mods disabled. It quits before I can get to the main menu. I get a popup window that says "X4 has stopped working".

Deadair Wares and Deadair Dynamic Wars seems to be fine.
How much ram do you have?

Did you install from github or steam?

if github, did you rename the folder?
if steam, did you check the content.xml file?

Windows 7?

Also, not supporting beta but I haven't heard of any issues.
I have 16 GB RAM, Windows 10, GTX 1060 6 GB, i7-7700K. I installed from Steam workshop. I didn't check the content.xml file, I didn't realize it was necessary to do so. How do I check the content.xml file?

EDIT: I checked the content.xml file, as instructed, made the necessary changes, and now it works.
Last edited by Falcrack on Sat, 30. May 20, 05:54, edited 1 time in total.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 05:54

Falcrack wrote:
Sat, 30. May 20, 05:37

I have 16 GB RAM, Windows 10, GTX 1060 6 GB, i7-7700K. I installed from Steam workshop. I didn't check the content.xml file, I didn't realize it was necessary to do so. How do I check the content.xml file?
There's a sticky post on the mod steam page.

You have to edit content.xml file in the mod folder.

I'd recommend my test branch on GitHub though if you don't mind. It runs much smoother and i could use help finding bugs before i finalize it.

dnatabar
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Re: [MOD]DeadAir Mods

Post by dnatabar » Sat, 30. May 20, 13:38

DeadAirRT wrote:
Sat, 30. May 20, 05:54
I'd recommend my test branch on GitHub though if you don't mind. It runs much smoother and i could use help finding bugs before i finalize it.
Where would i find the test branch?
I only see the master branch there

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 15:42

dnatabar wrote:
Sat, 30. May 20, 13:38
DeadAirRT wrote:
Sat, 30. May 20, 05:54
I'd recommend my test branch on GitHub though if you don't mind. It runs much smoother and i could use help finding bugs before i finalize it.
Where would i find the test branch?
I only see the master branch there
One in the same. I use releases for old version repository. I'm not the best git person haha

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 17:04

err... I think we have problem here

My sector was just visited by "XEN Patrol Destroyer Rattlesnake" produced by Court of Curbs (and other split made ships also designated as XEN), yet, only my ships/stations attack them. Regular CUB ships ignore them.
My station of course started shooting which resulted in drop in relations with CUB

Never happened before, DAGO was only update of mods
Last edited by djrygar on Sat, 30. May 20, 17:10, edited 1 time in total.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 17:08

djrygar wrote:
Sat, 30. May 20, 17:04
err... I think we have problem here

My sector was just visited by "XEN Patrol Destroyer Rattlesnake" produced by COurr of Curbs (and other split made ships also designated as XEN), yet, only my ships/stations attack them. Regular CUB ships ignore them.
My station of course started shooting which resulted in drop in relations with CUB

Never happened before, DAGO was only update of mods
Sounds like a mod conflict, what other mods are you running?

Did you scan them by chance? It may be a FAF pirate

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 17:13

quite a lot,

29.05.2020 12:54 <DIR> deadairgateoverhaul
28.05.2020 16:58 <DIR> DeadAirWare-master
28.04.2020 16:20 <DIR> ego_dlc_split
29.04.2020 22:35 <DIR> faction_fix_pack
29.04.2020 22:35 <DIR> faction_fix_pack_econ_ai
12.04.2020 15:03 <DIR> faction_fix_pack_econ_bal
27.11.2019 02:32 <DIR> FOCW
29.04.2020 22:35 <DIR> gemfx
06.02.2020 20:59 <DIR> gettingpaid
10.12.2018 22:29 <DIR> More NPC
12.05.2020 03:32 <DIR> mules_and_warehouses_extended
14.05.2020 10:29 <DIR> reactivefactions
18.05.2020 04:38 <DIR> shib_gohomedrone
19.05.2020 10:25 <DIR> shib_landlord
28.05.2020 22:24 <DIR> sn_better_target_monitor
18.04.2020 15:55 <DIR> sn_extra_game_options
28.05.2020 22:24 <DIR> sn_mod_support_apis
06.05.2020 22:07 <DIR> sn_remove_blinking_lights
18.05.2020 11:20 <DIR> vro
23.12.2019 00:12 <DIR> WorkbenchMusic
02.05.2020 22:06 <DIR> x4_fireandsmoke
09.01.2019 02:46 <DIR> XRrebirth
29.05.2020 17:37 <DIR> xr_shippack
13.05.2020 15:57 <DIR> xr_shippack_vro

it was destroyer + smaller ships, small fleet, so rather not pirate (besides, pirate would not disguise himself as Xenon)
Last edited by djrygar on Sat, 30. May 20, 17:18, edited 2 times in total.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 17:16

I'll look into it, but the reason I suspect it was either FAF or a mod conflict is because CUB don't have the plunder job or tag, so none of their ships should ever use cover.

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 17:19

hm after copypasting I see there was more automatic updates from steam, damn, impossible to pinpoint now
GADO/Ware was only one done manually

They are quite far, so I cannot teleport myself there

I have save made right before it happens, so if you have similar modset I may drop it somewhere if you want

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 17:22

djrygar wrote:
Sat, 30. May 20, 17:19
hm after copypasting I see there was more automatic updates from steam, damn, impossible to pinpoint now
GADO/Ware was only one done manually

They are quite far, so I cannot teleport myself there

I have save made right before it happens, so if you have similar modset I may drop it somewhere if you want
I don't use most of those mods but I could look in the save to find some info.

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 17:33

save is quite big (not using beta yet)
http://rygar.net/x4/save_008.xml.gz

they are in 'Depth of Silence" sector ([-6,-5] on your map)

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 30. May 20, 17:45

djrygar wrote:
Sat, 30. May 20, 17:33
save is quite big (not using beta yet)
http://rygar.net/x4/save_008.xml.gz

they are in 'Depth of Silence" sector ([-6,-5] on your map)
can you get their id-code for me?

djrygar
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Re: [MOD]DeadAir Mods

Post by djrygar » Sat, 30. May 20, 17:49

destroyer has id IAM-155

I looked at save myself
owner="court" cover="xenon"

this is weird
They should not use Xenon as cover, but I guess this is not DAGO's thing. Cannot find leader's job.

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