fix for X4 7.0 (I'm not sure if these files worked before because the conditions are incorrect)
in aiscripts\move.flee.dock.xml and extensions\ego_dlc_pirate\aiscripts\move.flee.dock.xml "/aiscript/[@name='move.flee.dock']/attention/actions/do_if[@value=@$attacker.isclass.celestialbody']/interrupt" replace with "/aiscript/attention/actions/do_if[@value='@$attacker.isclass.celestialbody']/do_if/wait/interrupt"
in aiscripts\interrupt.tide.xml and extensions\ego_dlc_pirate\aiscripts\interrupt.tide.xml "/aiscript/[@name='interrupt.tide']/interrupts/library/handler/[@name='TideHandler']/conditions" replace with /aiscript/interrupts/library/handler/conditions
THANK YOU I've been wanting a mod like this since in a few of my playthroughs, the tide completely crushed the faction that lives there. There stations were essentially permanently stuck at 1%.
Идея неплохая, но полностью ломает уникальную механику этих секторов, делая протектион и торговую империю Нортривер, а значит и их квестовую цепочку бессмысленной.
8 comments
in aiscripts\move.flee.dock.xml and extensions\ego_dlc_pirate\aiscripts\move.flee.dock.xml
"/aiscript/[@name='move.flee.dock']/attention/actions/do_if[@value=@$attacker.isclass.celestialbody']/interrupt"
replace with"/aiscript/attention/actions/do_if[@value='@$attacker.isclass.celestialbody']/do_if/wait/interrupt"
in aiscripts\interrupt.tide.xml and extensions\ego_dlc_pirate\aiscripts\interrupt.tide.xml
"/aiscript/[@name='interrupt.tide']/interrupts/library/handler/[@name='TideHandler']/conditions"
replace with/aiscript/interrupts/library/handler/conditions
I've been wanting a mod like this since in a few of my playthroughs, the tide completely crushed the faction that lives there. There stations were essentially permanently stuck at 1%.
I had to google translate your comment.