[MOD]DeadAir Mods pt2

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siath70
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Re: [MOD]DeadAir Mods pt2

Post by siath70 » Sat, 7. May 22, 20:27

I was sitting here playing my game with your mods and enjoying myself when I had a thought, they're dangerous I know but I had to come here and share it.

On your dynamic war mod, is there a way to make it so if the Xenon get so much stronger military wise than the strongest military, say Xenon is 1.5 X stronger than the Terran. The factions get reset to neutral until the Xenon threat is dropped back down to below the strongest military?

This way it allows ships to travel and traders to send supplies without getting killed by the other factions, of course I'm not talking about pirate factions and such, just the main factions.

Then after the Xenon are pushed back reset the standing the way they were? Maybe send a signal for all military ships to return to friendly space and give them so much time to do so.

I think it would simulate the factions coming together to keep the Xenon at bay.

I mean it could be done different way too, like the split banding together themselves to take care of their Xenon problem, or Paranid... So you could have times when a splitered faction works together to push the Xenon back after the Xenon push in and take so many sectors or such from them.

Anyway just a thought.

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Sun, 8. May 22, 23:02

Any upcoming update for mod ? cant wait for eve factions update :mrgreen: :roll:

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 9. May 22, 00:07

XoSPECTRE wrote:
Sun, 8. May 22, 23:02
Any upcoming update for mod ? cant wait for eve factions update :mrgreen: :roll:
a few things coming up, it's not quite up the the level I want it yet so trying to make it better before I push

siath70
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Re: [MOD]DeadAir Mods pt2

Post by siath70 » Mon, 9. May 22, 17:46

Quick question, I noticed when I use the Jobs that there are no AUX ships. Did you remove those from the Job files?

If so is there a way to add them back in? Don't know why but it kind of tweaks me not seeing them being used.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 9. May 22, 21:14

siath70 wrote:
Mon, 9. May 22, 17:46
Quick question, I noticed when I use the Jobs that there are no AUX ships. Did you remove those from the Job files?

If so is there a way to add them back in? Don't know why but it kind of tweaks me not seeing them being used.
They are removed because they are a terrible buggy mess and waste of cpu. Once I find that they don't cause constant debug errors with ships never undocking/docking then I'll put them back in.

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Mon, 9. May 22, 21:50

DeadAirRT wrote:
Mon, 9. May 22, 21:14
siath70 wrote:
Mon, 9. May 22, 17:46
Quick question, I noticed when I use the Jobs that there are no AUX ships. Did you remove those from the Job files?

If so is there a way to add them back in? Don't know why but it kind of tweaks me not seeing them being used.
They are removed because they are a terrible buggy mess and waste of cpu. Once I find that they don't cause constant debug errors with ships never undocking/docking then I'll put them back in.
I was testing whith this its look like auxilary can handle only one order if u send 2 ships on auxilaries they get stuck but if u smart guy make some delay between orders may be ,it will work becouse they work normaly but never give them more than ONE order.

andejx2
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Re: [MOD]DeadAir Mods pt2

Post by andejx2 » Wed, 11. May 22, 02:24

DeadAirRT wrote:
Sun, 1. May 22, 13:55
andejx2 wrote:
Sun, 1. May 22, 06:54
TaterTrader/DeadTater has a weird issue where multiple different "deadtater" traders can find the same trade offer/route at the same time, but obviously only one can take it, so they all rush to the job, but only one gets the goods then the rest are hit with "failed to execute : not enough goods at station" etc, then they undock and start searching again.

Easiest way to see it happen is set off 5-10 traders at same time with same parameters set, and at least 3-4 of them will try to grab the same job and fail.
Can also happen just randomly if two or more traders happen to be "searching" for a job at the same time.

Not sure if this is something solvable as its technically multiple scripts running all finding the same job at the same time I guess?
Yeah it's a limitation of the offer system where it doesn't update until the next frame. I'll put my very inelegant solution from tater into deadtater since my fancy one doesn't seem to be working. Expect a patch later today.
oh nice so tatertrade has a workaround for this already? I love how 'fast' deadtater is comparatively.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Wed, 11. May 22, 05:42

andejx2 wrote:
Wed, 11. May 22, 02:24
DeadAirRT wrote:
Sun, 1. May 22, 13:55
andejx2 wrote:
Sun, 1. May 22, 06:54
TaterTrader/DeadTater has a weird issue where multiple different "deadtater" traders can find the same trade offer/route at the same time, but obviously only one can take it, so they all rush to the job, but only one gets the goods then the rest are hit with "failed to execute : not enough goods at station" etc, then they undock and start searching again.

Easiest way to see it happen is set off 5-10 traders at same time with same parameters set, and at least 3-4 of them will try to grab the same job and fail.
Can also happen just randomly if two or more traders happen to be "searching" for a job at the same time.

Not sure if this is something solvable as its technically multiple scripts running all finding the same job at the same time I guess?
Yeah it's a limitation of the offer system where it doesn't update until the next frame. I'll put my very inelegant solution from tater into deadtater since my fancy one doesn't seem to be working. Expect a patch later today.
oh nice so tatertrade has a workaround for this already? I love how 'fast' deadtater is comparatively.
Yeah i built a non perfect fix into tater a while back. I didn't upload the fix for deadtater yet because I'm having issues solving it since the script is so fast lol. The next patch will at least come with a feature (very minor feature but i love it so far)

Brokando
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Re: [MOD]DeadAir Mods pt2

Post by Brokando » Wed, 11. May 22, 11:05

Hi, I want to start a new Game and I would like to know if DeadairWare is reasonably compatible with 5.1.
I do not necessarily need a perfect version, but it should be playable ;)
Since I pay a lot of attention to the economy in the game, this is one of the most important mods.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Wed, 11. May 22, 14:04

Brokando wrote:
Wed, 11. May 22, 11:05
Hi, I want to start a new Game and I would like to know if DeadairWare is reasonably compatible with 5.1.
I do not necessarily need a perfect version, but it should be playable ;)
Since I pay a lot of attention to the economy in the game, this is one of the most important mods.
Yes, ware is updated.

Brokando
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Re: [MOD]DeadAir Mods pt2

Post by Brokando » Wed, 11. May 22, 14:40

Nice, thank you very much. I will pull it from git and install it.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Wed, 11. May 22, 16:44

updates
deadairfactions_vro - v0.91 - Added standard tag to heavy weapon slots on ship_arg_s_heavyfighter_02 from VRO. Added resupplier escort to XL combat ship fleets for Caldari. Implemented Eve music for faction sectors. (Music upload completed). Added script to check for missing ishields at ALI closed loop wharf.
deadairfaction daldari - v0.94 - Removed left-over dds file, improved faction logo, reduced heat generation on caldari L weapon, reduced cooling rate of daldari L weapon, increased missile capacity for Caldari missile turrets 20-25%, increased missile damage slightly, increased thermal missile countermeasure resilience to differentiate from kinetic, reworked defense structure construction plan, added resupplier escort to carrier fleets, reduced yields on regions to take advantage of increased regeneration rates, adjusted missile trails, added closed loop method to ishields,
deadairfaction damarr - v0.94 - Added planet to Amarr Prime and Misaba, adjusted sun location and brightness for both as well, improved faction logo and removed unused .dds, massive balance pass on Amarr beams, reworked custom defense platform layout, reduced region yields to take advantage of increased regeneration rates, reduced turret component costs of Amarr beams, added trigger to gate research if player reaches -20 relation,
deadairfaction galdente - v0.94 - Improved faction logo, massive balance pass on Gallente railguns, reworked custom defense station layout, reduced region yields to take advantage of higher regeneration rate, reduced advanced electronics and turret component cost of Gallente railguns, added trigger to gate research if player reaches -20 relation.
deadairfaction mindatar - v0.94 - Improved faction logo and removed unused .dds file, massive balance pass on Minmatar artillery, reworked custom defense station layout, reduced region yields to take advantage of higher regeneration, reduced advanced electronics and turret component cost of Minmatar artillery, added trigger to gate research if player reaches -20 relation, fixed file name for relations fix md,
tatertrader - v1.21 - Added lifetime estimated profit tracking, deadtater will now respect illegal ware list set by player police authority section, added workload spreading waits into initial calculation portion and failed trade portions to avoid traders getting same trade in the same frame.

Balancing notes - You can check the individual files for full details but basically reduced damage overall.

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Wed, 11. May 22, 20:14

Amazing good job on that missiles tweaks .. and awesome that music for eve sectors. Testing it now...hopefully more ships and maybe drifter battleship comming hehe.

XoSPECTRE

Re: [MOD]DeadAir Mods pt2

Post by XoSPECTRE » Thu, 12. May 22, 12:38

Whats wrong whith titans and their icons ? They change their icon whith everything whats near them,i dont understand it ,same like some accelerators. Another thing u can see the Sun thru them but not tru other ships its strange that behaviour of titans .any explanations please ?

siath70
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Re: [MOD]DeadAir Mods pt2

Post by siath70 » Thu, 12. May 22, 14:49

I found a bug I think with Dead Trader.

I bought some ships for trading in Terran space, set them to just trade.

The way the fighting and stuff is happening I blacklisted The Void and Getsu Fune. Figured they would trade in the Terran spaces. Have stations uncovered in the Terran sectors and Antigone Memorial. I have not uncovered the back way through Silent Witness systems to get around the blacklist of The Void.

The trading ships however can see there is another way, they try to go trade in the outside sectors, like Argon and paranid space. But because there is no way through, they just sit there at the dock set to go trade at factories they can't reach because the gates haven't been uncovered.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 12. May 22, 14:57

XoSPECTRE wrote:
Thu, 12. May 22, 12:38
Whats wrong whith titans and their icons ? They change their icon whith everything whats near them,i dont understand it ,same like some accelerators. Another thing u can see the Sun thru them but not tru other ships its strange that behaviour of titans .any explanations please ?
I haven't seen any of this and i don't touch accelerators.

Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob » Thu, 12. May 22, 15:18

Hi,

Currently only using Tater Trader from your mod list, but like the sound of the additional Factions. I'd be using the VRO version, can these mods be introduced to a game in progress without issues? I have all the DLC's, if that makes any difference at all. I've been rather static when it comes to the mods I use for quite some time now, so feel like branching out a little.

Cheers.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 12. May 22, 15:29

Scoob wrote:
Thu, 12. May 22, 15:18
Hi,

Currently only using Tater Trader from your mod list, but like the sound of the additional Factions. I'd be using the VRO version, can these mods be introduced to a game in progress without issues? I have all the DLC's, if that makes any difference at all. I've been rather static when it comes to the mods I use for quite some time now, so feel like branching out a little.

Cheers.
I tried to make it so they can be added but haven't tested. A lot of people have asked me and nobody has ever said if it works. I definitely recommend new game and keep in mind, they are balanced around my god/jobs mod. I'm running 120 fps in space after 24+ real game hours but the start is around 90.

Scoob
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Re: [MOD]DeadAir Mods pt2

Post by Scoob » Thu, 12. May 22, 16:16

DeadAirRT wrote:
Thu, 12. May 22, 15:29
I tried to make it so they can be added but haven't tested. A lot of people have asked me and nobody has ever said if it works. I definitely recommend new game and keep in mind, they are balanced around my god/jobs mod. I'm running 120 fps in space after 24+ real game hours but the start is around 90.
Thanks for the reply... I will have a ponder, I may restart but I'm at a good point in my current game, so might keep it going a little longer. Will read up on each of your mods so I understand better how they might work together, alongside VRO, XR Ship Mod and Ship Variation Expansion...as well as Faction War and FOCW.

Interested in how your jobs aid performance. I generally don't have performance issues other than during large battles - it's all about what's going on In Sector, rather than the universe as a whole it seems.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 12. May 22, 16:40

Scoob wrote:
Thu, 12. May 22, 16:16
DeadAirRT wrote:
Thu, 12. May 22, 15:29
I tried to make it so they can be added but haven't tested. A lot of people have asked me and nobody has ever said if it works. I definitely recommend new game and keep in mind, they are balanced around my god/jobs mod. I'm running 120 fps in space after 24+ real game hours but the start is around 90.
Thanks for the reply... I will have a ponder, I may restart but I'm at a good point in my current game, so might keep it going a little longer. Will read up on each of your mods so I understand better how they might work together, alongside VRO, XR Ship Mod and Ship Variation Expansion...as well as Faction War and FOCW.

Interested in how your jobs aid performance. I generally don't have performance issues other than during large battles - it's all about what's going on In Sector, rather than the universe as a whole it seems.
My jobs are not designed to increase performance over vanilla. It puts ships in better locations and makes them more efficient to offset the universe actually being active. The game will be much more lively with my mods.

As to XR ship, use at your own risk because that mod is not designed to be compatible with other mods.

SVE also has quite a few bugs.

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