What's the difference between the two K and I bridges files? And, when you say "will break existing Ks and Is unless save edited," do you mean there's a way to modify a save file to not break them, or do you mean that a save without the Modified tag will break?
Will it break the rest of the mod if I remove the lines past the <!--Spawn Enemy Ships--> comment section? specifically regarding each line relating to attack orders, since I've removed the relations penalties I'm still unsure of if they will continue with the attack orders or not
you dont need the HQ stuff <set_value name="$HQ" exact="player.headquarters"/> <create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" /> <find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro"you can delete this since you wanted to remove spawns
It feels like these two mods are halves of an excellent coin here. Though i'm sure meshing the two mods together could be a bit of a coding spaghetti situation...? (It does also add a little more variety to the Xenon weapon arsenal which is a neat touch.)
The big thing is both of these mods support VRO, so I would imagine integrating ships from XFO shouldn't be too big of a deal with the permissions to do so.
Great mod, through and through, I've gotten this mod to play nicely with AM7OU's over on steam. I'll be curious to see how XFO handles with the other two in play...
hey i dont know if this is beyond the scope of the mod but could it be possible to build any ship using xenon building method and not just xenon ships.
The game says that "timelines" is a dependency. However, the requirements section of this page does not list it. Is "timelines" a requirement for this mod?
It would seem that several (all?) the Xenon ships this mod adds, have the vanilla travel drives, which is a problem in SWI where everything is really far apart. Is this something you can patch on your end?
Ok, so new problem. Bridges don't work with VRO. I cannot teleport to the Ks and Is I built. Then I tried a Creative Sandbox and started as I, and a K in my fleet. I had no bridge, my camera was kind of glitched somewhere inside the ship. And then again I couldn't teleport to K.
Once I turned VRO off, Bridges started working again. So I don't know how VRO changes K and I hull structures but a fix or compatibility patch would be amazing.
58 comments
Is there any reason why it does this?
<!--Spawn Enemy Ships-->
comment section? specifically regarding each line relating to attack orders, since I've removed the relations penalties I'm still unsure of if they will continue with the attack orders or notNot sure if it still needs
<set_value name="$HQ" exact="player.headquarters"/>
but I think this looks correct just not sure tbh<create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" />
<find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro"
<actions>
<set_value name="$HQ" exact="player.headquarters"/>
<create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" />
<find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro" required="true"/>
<add_blueprints wares="ware.engine_xen_xl_allround_01_mk1" />
<add_blueprints wares="ware.shield_xen_xl_standard_01_mk1" />
<add_blueprints wares="ware.ship_xen_xl_destroyer_01_a" />
<set_faction_relation_locked faction="faction.xenon" locked="false"/>
<set_faction_relation faction="faction.player" otherfaction="faction.xenon" value="-0.032"/>
<set_faction_relation faction="faction.xenon" otherfaction="faction.player" value="-0.032"/>
<set_faction_relation faction="faction.player" otherfaction="faction.yaki" value="0.01"/>
<set_faction_relation faction="faction.yaki" otherfaction="faction.player" value="0.01"/>
<!--Spawn Enemy Ships-->
</actions>
</cue>
<set_value name="$HQ" exact="player.headquarters"/>
you can delete this since you wanted to remove spawns<create_position name="$attackpos" space="$HQ.sector" value="$HQ.position" object="$HQ.zone" />
<find_sector name="$GetsuFune" space="player.galaxy" macro="macro.cluster_48_sector001_macro"
It feels like these two mods are halves of an excellent coin here. Though i'm sure meshing the two mods together could be a bit of a coding spaghetti situation...? (It does also add a little more variety to the Xenon weapon arsenal which is a neat touch.)
The big thing is both of these mods support VRO, so I would imagine integrating ships from XFO shouldn't be too big of a deal with the permissions to do so.
Great mod, through and through, I've gotten this mod to play nicely with AM7OU's over on steam. I'll be curious to see how XFO handles with the other two in play...
Once I turned VRO off, Bridges started working again. So I don't know how VRO changes K and I hull structures but a fix or compatibility patch would be amazing.