[MOD] Black Legion (v0.123 for 4.3 and below)
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hey m8, me again,
Little update about my problem.
I did enable your mod again, and at the moment I do not have any problem anymore with my game.
Still strange, I did't change anything. But in the weekend I will play more and see how that goes.
Greetzzz
Little update about my problem.
I did enable your mod again, and at the moment I do not have any problem anymore with my game.
Still strange, I did't change anything. But in the weekend I will play more and see how that goes.
Greetzzz
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Hey m8,
Yes it seems that was the problem. Mod is working fine in my game now.
One more question. When I buy a battleship at the pirate shipyard, it uses different ammo. Can I buy the ammo somewhere?
Thanks.
Yes it seems that was the problem. Mod is working fine in my game now.
One more question. When I buy a battleship at the pirate shipyard, it uses different ammo. Can I buy the ammo somewhere?
Thanks.
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)
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Thanksiforgotmysocks wrote:Glad to hear that, thanks.Informer wrote:Yes it seems that was the problem. Mod is working fine in my game now.
Yah, at pirate shipyards.Informer wrote:. When I buy a battleship at the pirate shipyard, it uses different ammo. Can I buy the ammo somewhere?
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)
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- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
Time for an update before the X4 frenzy starts:
Version 0.123
- The timer that handles level ups of black legion now resets properly when they lose a shipyard
- The timer that handles shipyard rebuilding of black legion now resets properly when they lose a shipyard
- The "Destroy Pirate Shipyard mission" is now available to all factions hostile to black legion, not just the major 3
- The "Destroy Pirate Shipyard mission" now also succesfully finishes when boarding the station playing with a mod that allows to board stations
- Fixed the warning for a BL level up to actually trigger before they level up, not after
- Black Legion can now also be successfully wiped out when the boss capital ship is captured instead destroyed
- Improved removal of empty pirate zones, after pirate station and their ships might get destroyed
- Ensured the possibility to reactivate the mod by using the $cleanUpUninstall variable in the config file. Saving the game after setting this to true and setting it back to false after saving allows the player to restart the mod without losing any of his stations or ships, which might happend if the modfiles were to be removed
- Small adjustments to the config settings in the config file
- Formatted black legion messages more clearly in the log
- Disabled debug messages of mission generation
Have fun.
Version 0.123
- The timer that handles level ups of black legion now resets properly when they lose a shipyard
- The timer that handles shipyard rebuilding of black legion now resets properly when they lose a shipyard
- The "Destroy Pirate Shipyard mission" is now available to all factions hostile to black legion, not just the major 3
- The "Destroy Pirate Shipyard mission" now also succesfully finishes when boarding the station playing with a mod that allows to board stations
- Fixed the warning for a BL level up to actually trigger before they level up, not after
- Black Legion can now also be successfully wiped out when the boss capital ship is captured instead destroyed
- Improved removal of empty pirate zones, after pirate station and their ships might get destroyed
- Ensured the possibility to reactivate the mod by using the $cleanUpUninstall variable in the config file. Saving the game after setting this to true and setting it back to false after saving allows the player to restart the mod without losing any of his stations or ships, which might happend if the modfiles were to be removed
- Small adjustments to the config settings in the config file
- Formatted black legion messages more clearly in the log
- Disabled debug messages of mission generation
Have fun.
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
Thanks m8,
Always used your mod. Thanks for the work and update.
Greetzzzz
Always used your mod. Thanks for the work and update.
Greetzzzz
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
Hey Informer,
i'm glad u're still enjoying it.
I'm still working on a few things that didn't sit well with me, there should be another small update in few days.
Only small things tho. Still wasnt able to track down why the black legion npcs disappeared from the stations, thats a bit annoying.
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
i just know from create_platform_actor that triggers an process in the md/npc_FOO.xml thats delete them if they not set to permanent, so you may send a call in case like
regarding create_station
i don't think the station will assigned to the buildspot finally, so you should use instead
Code: Select all
<signal_cue_instantly cue="md.NPC_Staff.OnPlatformPopulation_Staff" param="[$manager, 0]" />
Code: Select all
<create_station name="$bl_station" macro="$stationMacro" zone="$smallship.zone" owner="faction.blacklegion">
<safepos value="$buildLocation.offset"/>
<buildsequence sequence="'a'" stage="3"/>
<buildsequence sequence="'b'" stage="3"/>
<buildsequence sequence="'c'" stage="3"/>
<buildsequence sequence="'d'" stage="3"/>
<buildsequence sequence="'e'" stage="3"/>
</create_station>
Code: Select all
<create_station name="$bl_station" macro="$stationMacro" zone="$smallship.zone" buildlocation="$buildLocation" owner="faction.blacklegion">
<buildsequence sequence="'a'" stage="3"/>
<buildsequence sequence="'b'" stage="3"/>
<buildsequence sequence="'c'" stage="3"/>
<buildsequence sequence="'d'" stage="3"/>
<buildsequence sequence="'e'" stage="3"/>
</create_station>
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- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
Hey there Marvin, not sure if that's related to my problem. The normal npcs controlling the stations (manager, defence npc, engineer) work just fine, my problem is that i added black legion as an extra faction to the library files and it used to work quite well for a long time that the stations had black legion npcs ready to hire. I think after the last patch they just disappeared.Marvin Martian wrote: ↑Wed, 28. Nov 18, 08:19i just know from create_platform_actor that triggers an process in the md/npc_FOO.xml thats delete them if they not set to permanent, so you may send a call in case likeCode: Select all
<signal_cue_instantly cue="md.NPC_Staff.OnPlatformPopulation_Staff" param="[$manager, 0]" />
Thanks mate, i'll check that out. That could explain alot. ^^Marvin Martian wrote: ↑Wed, 28. Nov 18, 08:19regarding create_station
i don't think the station will assigned to the buildspot finally, so you should use instead
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
ok, plattform-npc may generated by library/quota.xml-entries i think
this signal stuff i use in NF additionally because at some point i always lost architects from CVs
this signal stuff i use in NF additionally because at some point i always lost architects from CVs
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
Hi there!
Nice mod and I like it, but I have a problem even when I use your mod allone.
I do have the left engine flames of my skunk moved to front tip of the skunk when I reload. No idea how this can happen. But its reproducable. Fresh start save reload and I do have this glitch
Thanks in advance
Nice mod and I like it, but I have a problem even when I use your mod allone.
I do have the left engine flames of my skunk moved to front tip of the skunk when I reload. No idea how this can happen. But its reproducable. Fresh start save reload and I do have this glitch
Thanks in advance
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
Are you using other mods that could cause this? There isn't any file in this mod that adjusts the playership at all.
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
no only this mod alone which is very strange amd its only after save and reload with this mod activated. Could it be that the savegame gets corrupted somehow?
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- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] Black Legion (v0.123 for 4.3 and below)
In order for that to happen this mod would actually have to touch the playership, but it doesn't. Not even close. It spawns and builds new things to the game and manages them, it doesn't change anything that already exists in the game. This has to be related to another mod or another issue i'm sorry to say.