Im having an issue where when a ship goes to restock just 10 normal satellites its costing me over 4m each time. Any ideas what could casue this? https://imgur.com/a/2dc8Xo3 Image is showing the settings i have and its just default.
I had ten million and calculated I had easily enough money to drop satellites across the visible universe. So I tried out the mod, about a minute later I looked down and I was broke. I did look for a 'Don't spend all my money giving my ships upgrades they do not need' option but did not see it. The upgrades cost more than the ship and all the satellites I need to cover the galaxy are worth!
Shame otherwise it seems a good mod. Hope it gets fixed.
I keep seeing ships on this job getting stuck on super highways for some reason. They just.... Stop. After flying them through manually they continue as ordered.
Great mod and works great. That being said, i have a problem with Buccaneers in few sectors, they keep destroying satellites. While i don't mind replacing small satellites, i would love if mod give option to deploy mk1/2 laser tower next to advanced satellites
Hi Jan and thank you for your work ! I'd like to use this mod in conjunction with another one "sector satellites" so I need to drop just one advanced satellite in every sector. Is there a way to configure your mod ingame in order to make the ai pilot to drop 1 adv. satellite in every sector ? This would automate the process of mapping the trading prices for the whole map. Thank you for your answer !
Jan hasn't been here for a long time, so there probably won't be an answer. But: Don't be so lazy :D Then a few scouts are stuffed full of satellites and you then quickly click through 15 sectors each - after half an hour (which is no time with X4) you have supplied all sectors and that's it : P
yeah, a long time since i gave support, bad health condition, still
anyways, no its not possible with this one, would need to implement it, would take some time because how the current one works, or create another mod, that would be more work but more suitable, maybe after the next dlc i start modding x4 again
Think I found a 'bug' here with the latest version, SatelliteDropper seems to also try and deploy sats around enemy installations (Khack/Xenon) when those installations are located in non black listed sectors. This causes the deploying ship to be attacked and destroyed. Should have logic to not deploy stats around stations that you are at war with (-30 rep).
Also another item which exasperates the 'too many sats' issue, is that sats are only deployed around stations but if the station is destroyed the sat remains, when new stations are created (new faction taking over or whatever) the script will deploy yet another sat on the new station. In contested sectors you end up with a LOT of sats. Really should have an option to deploy sats in a hex grid for the sector i.e. regardless of stations just to do sector coverage) which would avoid the sat spam.
I will not change the deployment logic.. for blacklisting of sectors use Sector travel blacklist and for stations of one or more specific faction use the activity blacklist
As mentioned, above, I am NOT talking about black listed sectors. I'm talking about VALID sectors that GOD places / drops stations in for KHACK & Xenon. I.e. Argonne Prime or any other valid sector. If a Khack or xenon station is dropped/spawned there, your script 'sees' them as a valid station and will try and drop a sat next to it.
The script *should* check station ownership faction and if the faction owner of the station has a very negative relation to the player (-30/-25 where the station will engage the player) that station should *NOT* be included in the deployment logic. It's just a death sentence for the deployment ship and/or whatever is being dropped.
As mentioned that does not work. I don't think we're communicating. The blacklist is for SECTORS. I'm talking about when a khaak/xenon place stations in OTHER factions sectors. Your script searches for a station in a valid sector. it DOES NOT search to see if that said station is owned by a faction that is at war/openly hostile. What that means is that the script is sending ships on a suicide mission.
This is also true for your other scripts (my guess same logic) when you're doing exploration for example, it's like a mamba line of death for player assets.
Thank you so much for this! I was wondering why all my satellite placers were suiciding ^^* I tend to just to do sectors, but setting up activities seems to have fixed it *Touches expensive real wood*
Not necessarily 1 satellite but having it increment by 1 allows more fine tuning. Maybe I only want 3 satellites per sector or 8. With a limiter, you could have a scenario where there is a satellite at every gate and then one at the trade station.
For example, players that use mods that add stations or expand sector size could end up with 20+ satellites in each sector and the game engine has to update those coverage areas often which does reduce performance if you have hundreds of satellites.
The trade station was just an example, sometimes there is more than one if you have additional factions. And the same goes for regular stations, if you're using a mod that increases the number of stations per sector then you could quickly end up with too many satellites.
i don't know if i ever add something like that in the future but now i have other priorities like updating all mods to 6.0/6.1 if you have trouble with performance with too many satellites then just place satellites to gates and let for example TradeSubscriptionExplorer update the trade subscriptions.. and just place some satellites in sectors you care about manual..
Just one sat/sector would be a good option to reduce huge numbers of satellites.
Another option would be to not place satellites by stations but to do a sector coverage option (i.e. grid/hexagon deployment) to cover a sector.
Both, to me, are *MUCH* better than dropping sats by stations/objects as that just clutters up the game and ends up dropping more sats or has overlapping coverage which is useless.
87 comments
If you encounter any problems please feel free to ask.
https://imgur.com/a/2dc8Xo3
Image is showing the settings i have and its just default.
https://imgur.com/a/8JbMjvF
https://www.nexusmods.com/x4foundations/mods/1630
Shame otherwise it seems a good mod. Hope it gets fixed.
There's a patch on steam, or info to do it manually on the JP discord
But in general: yes - it would be nice :)
anyways, no its not possible with this one, would need to implement it, would take some time because how the current one works,
or create another mod, that would be more work but more suitable, maybe after the next dlc i start modding x4 again
Also another item which exasperates the 'too many sats' issue, is that sats are only deployed around stations but if the station is destroyed the sat remains, when new stations are created (new faction taking over or whatever) the script will deploy yet another sat on the new station. In contested sectors you end up with a LOT of sats. Really should have an option to deploy sats in a hex grid for the sector i.e. regardless of stations just to do sector coverage) which would avoid the sat spam.
The script *should* check station ownership faction and if the faction owner of the station has a very negative relation to the player (-30/-25 where the station will engage the player) that station should *NOT* be included in the deployment logic. It's just a death sentence for the deployment ship and/or whatever is being dropped.
This is also true for your other scripts (my guess same logic) when you're doing exploration for example, it's like a mamba line of death for player assets.
Activity blacklist to blacklist objects
<do_if value="$STATIONS">
<create_list name="$_Stations"/>
<find_object name="$_Stations" space="$_Sector" multiple="true" checkoperational="false">
<match knownto="$_Ship.owner"/>
<match exactclass="class.station"/>
<match_use_blacklist object="$_Ship" type="blacklisttype.sectoractivity" group="$blacklistgroup"/>
</find_object>
<find_sector name="$_Sectors" space="player.galaxy" multiple="true" accessgrantedto="$_Ship.owner">
its implemented.. just create a blacklist and add khaak then it won't choose khaak stations<match knownto="$_Ship.owner"/>
<match_gate_distance object="$_Ship" min="0"/>
<match_use_blacklist object="$_Ship" type="blacklisttype.sectortravel" group="$blacklistgroup"/>
</find_sector>
Is it possible to add a per sector limit? Maybe a slider where 0 is "unlimited" and 50 is the max with increment "1":
For example, players that use mods that add stations or expand sector size could end up with 20+ satellites in each sector and the game engine has to update those coverage areas often which does reduce performance if you have hundreds of satellites.
if you have trouble with performance with too many satellites then just place satellites to gates and let for example TradeSubscriptionExplorer update the trade subscriptions.. and just place some satellites in sectors you care about manual..
Another option would be to not place satellites by stations but to do a sector coverage option (i.e. grid/hexagon deployment) to cover a sector.
Both, to me, are *MUCH* better than dropping sats by stations/objects as that just clutters up the game and ends up dropping more sats or has overlapping coverage which is useless.