[MOD] World War X - Version 3.2- 07-17-2015 updated
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Hello @BlackRain again.
I tell you I am enjoying your mod a whole lot, you improved things greatly.
Reviewing your updates I see in previous ones there were issues with mission target followers.
Can mission titurels scorting titurel target not reacting when shot because they are set to follow leader be a problem of this mod? or that's a known bug in vanilla too?
I tell you I am enjoying your mod a whole lot, you improved things greatly.
Reviewing your updates I see in previous ones there were issues with mission target followers.
Can mission titurels scorting titurel target not reacting when shot because they are set to follow leader be a problem of this mod? or that's a known bug in vanilla too?
ezra-r wrote:Hello @BlackRain again.
I tell you I am enjoying your mod a whole lot, you improved things greatly.
Reviewing your updates I see in previous ones there were issues with mission target followers.
Can mission titurels scorting titurel target not reacting when shot because they are set to follow leader be a problem of this mod? or that's a known bug in vanilla too?
Well, ships following other ships should fight back if the leader is in zone. If the leader is not in the zone, they may not fight back but usually capital ships can fight back even in this case (this is a vanilla issue)
Thanks man!BlackRain wrote:ezra-r wrote:Hello @BlackRain again.
I tell you I am enjoying your mod a whole lot, you improved things greatly.
Reviewing your updates I see in previous ones there were issues with mission target followers.
Can mission titurels scorting titurel target not reacting when shot because they are set to follow leader be a problem of this mod? or that's a known bug in vanilla too?
Well, ships following other ships should fight back if the leader is in zone. If the leader is not in the zone, they may not fight back but usually capital ships can fight back even in this case (this is a vanilla issue)
Hope ego devs fix it, its kind of ruining
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Hmm ... wwx says that it uses the player shipyards mod ... I built a shipyard and it will only build (L) class ships ... I checked the platforms and the other (L) platform as well as the (XL) platform do not have ship dealers on them ... Is something missing?
Edit: Left sector and came back a few minutes later and all dealers were present on my shipyard. I do however, still have a problem that it only builds pmc ships ... the original player shipyards mod says you can build all basic ships I assumed that also meant Omicron lyrae stuff as well ... anybody with any info on this for me?
Edit: Left sector and came back a few minutes later and all dealers were present on my shipyard. I do however, still have a problem that it only builds pmc ships ... the original player shipyards mod says you can build all basic ships I assumed that also meant Omicron lyrae stuff as well ... anybody with any info on this for me?
Station Comm : Would the pilot with the fleet of capitol ships, please take what they want.
Think outside the box .....
Think outside the box .....
You can only build the ships that belong to the faction of the shipyard. You can not build every ship.Grassturtle wrote:Hmm ... wwx says that it uses the player shipyards mod ... I built a shipyard and it will only build (L) class ships ... I checked the platforms and the other (L) platform as well as the (XL) platform do not have ship dealers on them ... Is something missing?
Edit: Left sector and came back a few minutes later and all dealers were present on my shipyard. I do however, still have a problem that it only builds pmc ships ... the original player shipyards mod says you can build all basic ships I assumed that also meant Omicron lyrae stuff as well ... anybody with any info on this for me?
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- Posts: 467
- Joined: Wed, 28. Dec 05, 07:08
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Grassturtle wrote:ive also tried buying cv's and architects from other factions ... it still only lets me build pmc ships only
A CV from omicron Lyrae will buil OL ships. CV from Drevies builds Devries ships. CV from Albion builds Albion ships. That is all it is to it. I know it works so the problem is on your end, I'm not sure what it could be.
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ive been experimenting with various mods so I cant tell if it was some interference from one or just a weird bug ... the stations are working like they should now ... Thank you for your time
Station Comm : Would the pilot with the fleet of capitol ships, please take what they want.
Think outside the box .....
Think outside the box .....
maybe the spawning ratio of PMC subjugation ships all over the place is a bit too fast, as you can see in twilight sentinel...
I went there with a fulmecron and a captured xenon I and started pounding every pmc i saw.
Every 2 - 4 minutes a taranis and wing showed up at the gate to be pounded, after a little while, the result :oops::oops::oops::
http://s13.postimg.org/kn5oumgyv/2015_09_17_00001.jpg
Also in Far Out , no matter if I help them pound PMC, they just keep coming after a little while, making it look like I make little difference.
I would consider rising the time when they spawn from minutes to "hour" and something like that. So there may be lots of fleets but if you pound them you have some time for "joy" before they show up again. Maybe "just" important home sectors should have such a quick spawning ratio, my opinion.
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
I went there with a fulmecron and a captured xenon I and started pounding every pmc i saw.
Every 2 - 4 minutes a taranis and wing showed up at the gate to be pounded, after a little while, the result :oops::oops::oops::
http://s13.postimg.org/kn5oumgyv/2015_09_17_00001.jpg
Also in Far Out , no matter if I help them pound PMC, they just keep coming after a little while, making it look like I make little difference.
I would consider rising the time when they spawn from minutes to "hour" and something like that. So there may be lots of fleets but if you pound them you have some time for "joy" before they show up again. Maybe "just" important home sectors should have such a quick spawning ratio, my opinion.
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
Last edited by ezra-r on Mon, 28. Sep 15, 02:20, edited 3 times in total.
yes yes, not like I tried to conquer, just that the spawning rate is like.. way too quickBlackRain wrote:Well, WWX isn't really a "conquest" mod. That is what CWIR is for. It is really just a sandbox with lots of ships heh.
I editted my previous post with more specific comments.
About CWIR, that one is next on my list!
Keep up the awesome job!
Had a wing of 3 phoenix and 1 succelus vanguard , all lost due to the wing leader being killed first by a Marauder.
Just a question: Arent the escort fallback supposed to go on attack instead of sitting idly and waiting for death when leader is gone?
Log messages just mention the leader killed by Marauder, while the others are just reported as destroyed, without specifying what killed them.
Before these, the succelus vanguard was going alone, and there was just 1 wing of two phoenix and the other phoenix and succelus were doing their own patrol, no wings, for days/hours, without any casualties.
Just a question: Arent the escort fallback supposed to go on attack instead of sitting idly and waiting for death when leader is gone?
Log messages just mention the leader killed by Marauder, while the others are just reported as destroyed, without specifying what killed them.
Before these, the succelus vanguard was going alone, and there was just 1 wing of two phoenix and the other phoenix and succelus were doing their own patrol, no wings, for days/hours, without any casualties.
What exactly happened? Escort ships do not just sit idly when their leader dies, they should be fighting back.ezra-r wrote:Had a wing of 3 phoenix and 1 succelus vanguard , all lost due to the wing leader being killed first by a Marauder.
Just a question: Arent the escort fallback supposed to go on attack instead of sitting idly and waiting for death when leader is gone?
Log messages just mention the leader killed by Marauder, while the others are just reported as destroyed, without specifying what killed them.
Before these, the succelus vanguard was going alone, and there was just 1 wing of two phoenix and the other phoenix and succelus were doing their own patrol, no wings, for days/hours, without any casualties.
hehehe, that's my question, maybe I gave the leader a wrong order? , but I'd swear the leader was already on patrol with another ship when I assigned it the other two , who knows.BlackRain wrote:What exactly happened? Escort ships do not just sit idly when their leader dies, they should be fighting back.ezra-r wrote:Had a wing of 3 phoenix and 1 succelus vanguard , all lost due to the wing leader being killed first by a Marauder.
Just a question: Arent the escort fallback supposed to go on attack instead of sitting idly and waiting for death when leader is gone?
Log messages just mention the leader killed by Marauder, while the others are just reported as destroyed, without specifying what killed them.
Before these, the succelus vanguard was going alone, and there was just 1 wing of two phoenix and the other phoenix and succelus were doing their own patrol, no wings, for days/hours, without any casualties.
No biggie really, just wondering if escorts idle when leader dies, but if they are not supposed to do that, I'm alright, I'll pay close attention.
I added OOZ mod after this, so I can monitor all enemy activity more closely.
regards
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I know you're not updating this mod anymore since you're working on the conquest mod, however :
I've opened your mods files and looked through the jobs and i saw you deleted alot of the original jobs there.
I haven't done any X:R-XML-editing so far but i was thinking : If i comment out all the "remove job"-entries, i'll get both your WWX jobs aswell as the original jobs, right? Or would that cause some kind of conflict?
I've opened your mods files and looked through the jobs and i saw you deleted alot of the original jobs there.
I haven't done any X:R-XML-editing so far but i was thinking : If i comment out all the "remove job"-entries, i'll get both your WWX jobs aswell as the original jobs, right? Or would that cause some kind of conflict?