I really like the Xenon start, but i'm having trouble building their stations. I Captured several of their K constructors and I put architects on them but when i ask to list station noting comes up. Plus I can speak to Captain at all meaning I cant give orders to ship at all, not even to join squad. Maybe have them capable of being build at shipyard?
I'm hoping someone is still lurking around here :)
Is there a payscale to see who is getting paid what... or is there a set amount - flat rate? I originally had 2 pilots and salary was 6,000cr; then I took on an engineer (to work on the Skunk) and a Manager (just riding along for now) and the salary went up to 9,000cr. So I'm not sure if I'm only paying the Engineer an additional 3,000cr, or if the Ride-Along Manager is getting a 'Little' something, and the engineer something else... or ... Who knows.
Soo... any ideas? Mostly this is out of curiosity... but also it will help with my Accounting Speadsheets.
For mods like this one, I wish there was an easy way to see what is and is not compatible with it, aside from becoming intimately familiar with the fileset of every mod I want to add. I hope that Egosoft builds in some type of mod compatibility function into X4.
Anyone else having issues with Capitals not attacking stations?? All the idiots do is sit there and fly around it not firing. Takes a while to destroy stations....
This should not be happening, you may have a mod conflict. What other mods are you using? CWIR has very complex combat scripts, any other mod messing with combat scripts could mess CWIR up.
hey ive just downloaded your mod and searching through forum (did not want to go through all 300ish pages) i have installed it however i cannot see any shipyard option to build the only mods i have installed are More crew Show Skills Map reveal ignore jump fuel
and i have 4.10 if that matters but still this mod doesnt seem to want to allow me to build shipyard etc and some of the questions i have such as starting your own offcial faction how to do that etc
I suggest re-doing the zone patching for some zones.
Currently some zones are completely replaced with the new zone macro placed in this mod. I was thinking: why replace the entire zone if items can be added into the zone macro connections node? This can break mods that also utilize those zones, like Gemstone Manufacture, and Torrid Veil. My theory is that since zone-replacing patches are in a higher level compared with zone-detail patches, the zone-replacing patches gets executed later, and the detail ones get overwritten.
Those were all from my observations, and I guess this issue is a bit different from regular bugs...?
This is intentional, the zones need to be completely replaced in the cases where they are completely replaced. You can easily edit the files and add what you need to
36 comments
I know that this mod is not compatible with the campaign start, but is there a difference between the start of a new game or post-campaign?
Is there a payscale to see who is getting paid what... or is there a set amount - flat rate? I originally had 2 pilots and salary was 6,000cr; then I took on an engineer (to work on the Skunk) and a Manager (just riding along for now) and the salary went up to 9,000cr. So I'm not sure if I'm only paying the Engineer an additional 3,000cr, or if the Ride-Along Manager is getting a 'Little' something, and the engineer something else... or ... Who knows.
Soo... any ideas? Mostly this is out of curiosity... but also it will help with my Accounting Speadsheets.
Advanced Thanx
after installing cwir, all Xenon ships have Human Pilot's now.
More crew
Show Skills
Map reveal
ignore jump fuel
and i have 4.10 if that matters but still this mod doesnt seem to want to allow me to build shipyard etc and some of the questions i have such as starting your own offcial faction how to do that etc
please help asap
Currently some zones are completely replaced with the new zone macro placed in this mod. I was thinking: why replace the entire zone if items can be added into the zone macro connections node?
This can break mods that also utilize those zones, like Gemstone Manufacture, and Torrid Veil. My theory is that since zone-replacing patches are in a higher level compared with zone-detail patches, the zone-replacing patches gets executed later, and the detail ones get overwritten.
Those were all from my observations, and I guess this issue is a bit different from regular bugs...?