Moonrat wrote: ↑Wed, 4. Jan 23, 10:07
Realspace wrote: ↑Mon, 2. Jan 23, 22:13
Ok guys I think I found the reason why ship won't be created in dlc's economy, it's the damn
matchextension="false" attribute. Now you know too, in case you want to mess with jobs file, this attribute is very tricky.
Now Pirate sectors are full of ships, so are Split's and terran's too
I've uploaded the patch
I've just loaded up the new patches and ships and objects are now being generated in deepspace once again.
Not 100% sure the positioning is sometimes Ok but the changes I made in v1.4.1 seem to be functioning fine as far as I can tell. As always feedback is welcome... but changes take time!
Great, downloading...
Taking a look I see an add to setup_dlc_pirate.xml. Do you mind adding these sectors too?
macro.cluster_501_sector002_macro
macro.cluster_502_sector002_macro
macro.cluster_503_sector002_macro
They would make the encounters work as intended by you in XRSGE and I imagine would make no harm, being ignored by the script, in vanilla
Similarly, in setup_dlc_terran.xml adding _sector002_macro to the list of sectors.
Except cluster_100 which is shared between Terran and Antigone, being Circle of Labour (asteroid Belt is 101_sector002). So there only sector001 belongs to Terran
In general, in XRSGE there is always a sector002 for every existing vanilla 001, from base to all dlcs (not a 003 except Avarice).
About encounter's number, does it change the frequency and general units in the universe if I increase Xenon numbers in the jobs? Or does it affect only the quantity in a wing?
As for instance this:
Code: Select all
<!-- Xenon Encounters -->
<job id="xenon_fighter_s_deepspace_single" name="{20204,3401}">
<modifiers commandeerable="false"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.zone"/>
</order>
</orders>
<category faction="xenon" tags="[military, fighter]" size="ship_s"/>
<quota galaxy="45"/>
<location matchextension="false" class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact" />
<environment buildatshipyard="true"/>
<encounters id="xenon_s_lone"/>
<ship>
<select faction="xenon" tags="[fighter, heavy]" size="ship_s"/>
<owner exact="xenon" overridenpc="true"/>
</ship>
</job>
Vanilla is only 15, so I wonder what happens, will the wings contain more ships or will there be more wings /encounters around?
I need to balance for the galaxy, which contains more than 3x the number of sectors (vanilla x2 + dlcs x2 + 60 RSsectors x 2)
Thank you
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REM 2.1.1 available
https://www.nexusmods.com/x4foundations/mods/848
Bug fix: crazy high travel speed of a combat engine mk3
----------------------------------------------------
Things that are fixed, for the next release of XRSGE:
* superhighways in Hewa twin The Cove - Spaceweed Drift
* accelerator Ministry of Finance I to II
Unfortunally moving superhighways is not updated in next save, while all gates are.
If you see INACTIVE ACCELERATORS (acclerators, NOT gates, those could be intentional), please report, thanks