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No worries, can happen. Thanks for reporting back.
I've found what was wrong. Kuertee UI extensions needed an update, and my protection for UI was still activated (but Kuertee mods and Sirnuke API are not compatibles with this protection).
My bad again.
Need some test to find where it comes from, if i can.
Could be the custom starts are broken, havent looked at them in ages. Though never noticed any issues just having the mod running with the custom gamestarts.
Vanila starts don't break acces to the player informations tab.
No idea, their behaviour is not modified in this mod.
In my custom start I set SCA to +30 and it tells me that they won't pirate my ships but they try some times (even my miners).
Yes
Quite frankly I have no idea. This mod itself is likely going to be fine but the as of yet not updated ships may not work properly. What that may entail I can not say.
Pirate ships added by my mod will not be affected by these other mods I assume, meaning they will just spawn instead of being built. Dont think there would be anything else "conflicting".
I have not edited the races which are part of the factions so I couldn't tell you.
All Argon and Antigone ship definitions allow for Hatikvah to pick from them, so they should work and even only fly Argon-made ships, as the mod intended.
No idea, been a long time since I made x4 mods and I never enjoyed it too much as xml is pretty annoying.
I never noticed any issues when playing myself so I am not very inclined to look at this to be honest.
I'm using X4 Customizer to live patch all DLC and Extension to see the final version of shipgroup.xml, ship.xml, etc.
Enabling this extension causes the entire Hatikvah section in shipgroups.xml to be empty.
Searching for them turns up no results.
It looks something like this: after the Hatikvah "title" it immediately follows the Scalepalte "title"
861 <!-- ############################# -->
862 <!-- HATIKVAH -->
863 <!-- (mixed-race civilian ships, used by deep-space mining jobs) -->
864 <!-- ############################# -->
865 <!-- ############################# -->
866 <!-- SCALEPLATE PACT -->
867 <!-- (sometimes also used by Hatikvah jobs) -->
868 <!-- ############################# -->
Yes.
non-argon ships from the corresponding "shipgroup"?
An example of this is the following snippet:
<remove sel="/groups/group[@name='mixed_miner_solid_l']">
<select macro="ship_tel_l_miner_solid_01_a_macro" weight="63"/>
<select macro="ship_tel_l_miner_solid_01_b_macro" weight="63"/>
<select macro="ship_par_l_miner_solid_01_a_macro" weight="4"/>
<select macro="ship_par_l_miner_solid_01_b_macro" weight="4"/>
</remove>
Make sure you are not in a system touched by any of the factions of this and not on a faction station/ship. Then I assume it should work, but I never tried so I cant say for sure.
It should not be a problem. There will be a few duplicated "IF" statements but all of them do the same: set Hatikvah and Scale Plate to have desired shipyards to 1.
<add sel="/mdscript/cues/library[@name='Manage_Stations']/cues/cue[@name='Process']/cues/cue[@name='Analyse_Stations']/actions/do_elseif[@value='@$DesiredShipyardPatchMarker']" pos="after">
<do_elseif value="$Faction == faction.hatikvah">
<set_value name="$DesiredShipyards" exact="1"/>
</do_elseif>
</add>
Both mods add this for HAT and SCA Shipyards.
No worries, all good.
I cant promise that, but in theory yes.
Its giving the yaki more ships which will pirate and smuggle. Terrans also get new ships, but only terran built ships. Patrols, mostly.
Feel free to share it here and I will link it in the mod description here on steam and on nexus.
Provide a link to the original and you can, thanks for asking :)
It adds more pirate jobs but they use the same spawn logic as vanilla pirate jobs, whether that includes spawning in player owned sectors I do not know.
I'm trying to figure out which mod I'm using has this behavior. It's quite annoying having to clear my sectors from 4-8 pirates every time I load.
It does not touch default jobs, so no.
Could it be that this mod causes the xenon to not raid and only "patrol"?
No, that would make them more into a proper faction and go deeper than what I intended for this mod, sorry.
And steal dar loot from their dead buddy's corpses. >:3
No idea, try it.
Not all but most, and it may take a while before everything is happening.
While the mod has not been updated, in theory there is nothing that needs updating.
All corresponding files are pulled from the base game or mods, all of which are updated for 6.0 by now.
In theory it wont need an update itself, however the soft-dependency (SVE) does and I can't update that one until egosoft finally decides to tell us how to do so...