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It's a shame other mod makers who add sectors don't take this mod into consideration.
Edit: Disabling the mod brings the gate back, and it can be done mid-game with no issues.
I can not say anything about mod compatibility because it completely depends on the mod. You can only try it out and cheat at game start to see if it works and then restart without cheat.
Ah I see. The problem here is another one. The mod is made by code and therefore I just read each line of the vanilla game file and multiplied each coordinate by a factor of 2 (except for each cluster).
This was done because of simplicity. I can not look at each line and put a <replace> </replace> tag around it. The program I have written is too stupid.
I would have to rewrite my code for the generation of this mod completely new and I must admit, that I dont have the time for this and there are just a hand full of people who would use it in combination with DeadAir mods.
It would work for vanilla sectors only anyway.
"The problem is expanded sectors. It may be the single worst written mod for compability that I've ever seen. He doesn't replace values at all, he just replaces the entire god damn file."
(https://forum.egosoft.com/posting.php?mode=quote&f=181&p=5016952)
and:
"If the modder rewrites the mod with good practices, it should be completely safe to use. But if he continues to just replace the entire sectors root node then it will remove any sectors added by any mod that comes before his."
(https://forum.egosoft.com/posting.php?mode=quote&f=181&p=5016963)
Maybe you could get in touch and find a way to expand the vanilla/SV/CoH sectors without replacing the complete files?
Incompatible with Deadair's mods pt2
Maybe storage and/or speed of freighters needs to be increased.
So you don't need a extreme amount of ships.
Other than that it feels much better and also expands strategic and tactial options.
Great stuff.
@HT-0311: the placement of objects is exactly what this mod does. In theory each sector is unlimited in size, but because the gates are so close to each other, the sector seems to be very small. So I took the gates and stations and other objects (not all) and increased their distance to each other.
Best mod ever,
first time X4 looks like a unvierse not this overcivilized edgy thing it was before.
the sectors grow with ur exploration, so surprice surpice, the universe is always only as big a s you know it, ... I love it
Thanks alot
However they still feel rather small. And I think the problem for this isn't even the Sector size. If you just fly around or teleport 1000km away from the next Gate due to bugs you realize just how big a sector is. The big issue is the Stations placement and the lack of content outside the "Main Roads" There's just nothing there that would make you want to leave the "Road"
If you could see any secrets further away...for example a nebula or cloud that looks suspicious....
You might have to expand every single highway position like I did for the sector objects, but even this wasnt possible for clusters and it broke the game. So I have no idea how much trouble this would bring.
but no worries