Adding new sectors

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thomasbkdk
Posts: 123
Joined: Wed, 8. Jan 20, 07:34
x4

Adding new sectors

Post by thomasbkdk » Fri, 27. Jan 23, 09:18

I would just like to ask a couple of questions.

If a new sector is added to the game via a mod, would the ai know how to travel to/from this sector without anything else but adding the sector and jump gate, or would it be necessery to also somehow mod 'pathing' in a way?

If the ai know how to travel to/from any new added sectors without doing more, is it possible somehow to prevent the ai being aware of a new sector (prevent travel to it)?
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Dr Reed
Posts: 76
Joined: Fri, 30. Nov 18, 00:05
x4

Re: Adding new sectors

Post by Dr Reed » Fri, 27. Jan 23, 19:16

You don't need to add any pathing or waypoint system for the AI to enter/use a new sector if one is added into the game.
Just the basics are needed, new sector, linked jump gates and that's it really. You can pad it out a lot more if needed.

You can restrict the AI factions from trying to take the sector and building there by adding factionlogic="false" to it's entry in the Mapdefaults file,
but the SCA can still build stations there if they choose.

As for stopping ships from entering the sector, I have no Idea.

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