I'm not 100% sure it's still working since this node can't be resolved: <replace sel="//cue[@name='PlayerChangedZone']/actions"> <actions /> </replace> I replaced it with this instead: <replace sel="//mdscript[@name='Encounters']/cues/cue[@name='Manager']/cues/cue[@name='PlayerChangedZone_Wrapper']/cues/cue[@name='PlayerChangedZone_v2']/actions"> <actions /> </replace> But even then I get multiple matching nodes, which is odd. Anyway that's probably not even needed in the first place, and simply having this in the file should be enough to prevent encounters from happening: <diff> <add sel="//cue[@name='NewEncounterShipActivated']/conditions"> <check_value value="false" /> </add> </diff>
I'm confused. Did you just replace everything that was there with this <diff> <add sel="//cue[@name='NewEncounterShipActivated']/conditions"> <check_value value="false" /> </add> </diff>
or did you just add that after the closing as another in the file?
Has anyone still had wars between factions occurring with this mod?
As this is the only mod I'm using and after 100 hours the economy has ground to a halt with all shipyards and stations full of wares because no fighting between factions seems to be going on so no ships need to be replaced.
I only suspect this mod my cause it due to random ships no longer being plucked out of their own space and dumped into enemy territory causing them to be attacked and call in reinforcements from their own territory starting a chain reaction of inter faction wars. I don't even know if the games AI works like that but it would explain why my universe has become so quiet.
I'm playing on the 2.5 beta build so it's possible that ai aggression has been reduced there as well as even the xenon seem very passive.
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<replace sel="//cue[@name='PlayerChangedZone']/actions">
I replaced it with this instead:<actions />
</replace>
<replace sel="//mdscript[@name='Encounters']/cues/cue[@name='Manager']/cues/cue[@name='PlayerChangedZone_Wrapper']/cues/cue[@name='PlayerChangedZone_v2']/actions">
But even then I get multiple matching nodes, which is odd.<actions />
</replace>
Anyway that's probably not even needed in the first place, and simply having this in the file should be enough to prevent encounters from happening:
<diff>
<add sel="//cue[@name='NewEncounterShipActivated']/conditions">
<check_value value="false" />
</add>
</diff>
<diff>
<add sel="//cue[@name='NewEncounterShipActivated']/conditions">
<check_value value="false" />
</add>
</diff>
or did you just add that after the closing as another in the file?
any news on it ?
As this is the only mod I'm using and after 100 hours the economy has ground to a halt with all shipyards and stations full of wares
because no fighting between factions seems to be going on so no ships need to be replaced.
I only suspect this mod my cause it due to random ships no longer being plucked out of their own space and dumped into
enemy territory causing them to be attacked and call in reinforcements from their own territory starting a chain reaction of inter faction wars.
I don't even know if the games AI works like that but it would explain why my universe has become so quiet.
I'm playing on the 2.5 beta build so it's possible that ai aggression has been reduced there as well as even the xenon seem very passive.
It has just saved X4 for me.Those spawns were driving me mad.