[MOD] Dynamic Systems V6.d

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KA101
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Re: [MOD] Dynamic Systems V6.a

Post by KA101 » Wed Mar 27, 2013 9:41 pm

Yeah, I've tried out the PSD shipwright. Not sure how many players would want a Corsair, Viking, Earthzone, etc though.

"Yay! another Steel Slaver for my collection!"

You get the idea. Fourfire's probably onto something there, but I'd suggest that the system clear fighter-type wrecks and only in a radius from the station.

(Not sure what the rotolooter is, but I don't play that often ATM. Waiting on post-Heretic content, etc.)

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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Mon Jun 24, 2013 9:11 pm

I think sometimes the Ranx will send an attack squad with a group of Dreadnaughts to attack a specific target.

I have seen these dreadnaughts flying in to attack many times now against different targets, and they have one thing in common: they do nothing.

They simply fly in, slow and steady and start circling the station they are supposed to attack, but never open fire or defend themselves. If there are defenders nearby they get slaugthered (slowly, they are tough), or else they can form a huge grey wall of steel, circling slowly around. Much good loot inside them.

Seems they need an adjustment in their behavior.

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Re: [MOD] Dynamic Systems V6.a

Post by RPC » Mon Jun 24, 2013 10:30 pm

Ah yeah, I think it's related to the fact that AI ships aren't set to attack stations :/
Can you post save + mods to the thread? I'm interested in looking at this behavior.
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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Mon Jun 24, 2013 10:54 pm

Alright try this!
Zip file with save and mods on dropbox.

https://dl.dropboxusercontent.com/u/103 ... naughts.7z

(When I try uploading to this forums file is always too big no matter how small I make them!)

Edit:
There is an error message that shows up occationally also, you might see it.

Also, if you backtrack one system from the save (this is Jiangs Star, the one before is Galagiel) to Galagiel, you will see another oddity.

There is a CSC carrier there down to the right, "CSC Plunder Island" I think. The thing is that Aquila cruisers with escorts keep gating in to join it, if you fly down towards the carrier you will meet 20 or 30 of them on your way. It is quite a lot of cruisers, perhaps a bit too many!

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Re: [MOD] Dynamic Systems V6.a

Post by RPC » Mon Jun 24, 2013 11:50 pm

Ok, I looked at it and there's *definitely* something up with the Ranx DN's.

RE: too many Aquila's
Yeah, the CSC spawned a bit early in that system o.o
If there were Ares/Ranx in that system I think you'd like to have the Aquilas at your side though ;)
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Re: [MOD] Dynamic Systems V6.a

Post by RPC » Tue Jun 25, 2013 12:07 am

Found it (I think).
The xelerus version of WE5 isn't updated (6.94 MB for Xelerus version, and 6.95 MB for the latest version of WE5).

I'll see if I can get digdug to update the Xelerus WE5.
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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Wed Jun 26, 2013 1:12 pm

Aha! I would like to have that latest version of WE5, but the link to github doesnt work. While waiting for digdug to update, do you have an alternative link?

Then I can check if the Ranx behave as they should also.

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Re: [MOD] Dynamic Systems V6.a

Post by RPC » Wed Jun 26, 2013 2:17 pm

Derp, my bad for not checking the link. Here's my updated version:
https://dl.dropboxusercontent.com/u/23352181/WE5.zip
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Re: [MOD] Dynamic Systems V6.a

Post by digdug » Sun Jul 14, 2013 3:31 pm

Aha! I would like to have that latest version of WE5, but the link to github doesnt work. While waiting for digdug to update, do you have an alternative link?
sorry about that, I think I screwed up my github repo.

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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Mon Jul 15, 2013 7:10 pm

No problemo, I used the latest version and it fixed the Ranx situation. Their dreadnaughts are back with power and steel. In fact with the Ares, Ranx, Xenophobes etc the forces of good are somewhat outnumbered. We must fight hard to havr s friendly presence, I love it.

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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Mon Aug 12, 2013 3:02 pm

I think Rogue Fleet station turrets spawn retalitation fleets.
So you better be ready for hordes of enemies if you try to take out one of their stations.
Perhaps it would be best if only the station itself sent for reinforcements.
Especially since the reinforcements are Ares tundra-class heavy gunships.

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Re: [MOD] Dynamic Systems V6.a

Post by RPC » Mon Aug 12, 2013 4:52 pm

Thanks for pointing that out Bruno, I'll look at it.

*edit: Wait I don't think rogue settlements spawn turrets though, pic? :S
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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Thu Aug 15, 2013 3:11 pm

RPC wrote:Thanks for pointing that out Bruno, I'll look at it.

*edit: Wait I don't think rogue settlements spawn turrets though, pic? :S
Image

Image

Image

Ares and Rogue Fleet in beautiful harmony. Aurochs to re-construct Rogue Fleet Defense Turrets and now even Chasms to defend.

I am using the same mods as in previous link:

-Dynamic Systems v6.a
-A more dangerous universe DySys compatible
-Black Market Addition
-Captain's Log
-WE5
-Fellow Pilgrims
-Relief Pack (For Patch Spider toggle!)

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Re: [MOD] Dynamic Systems V6.a

Post by RPC » Mon Aug 19, 2013 4:10 am

Bruno: Okay, I think I found it.
ADMU adds the Rogue fleet turrets and Dynamic Systems respawns them. Weird thing is that Rogue Fleet and Ares don't exactly hate each other o.o

Code: Select all

	<Sovereign UNID="&svRogueFleet;"
			name="rogue fleet"
			alignment="destructive chaos"
			/>
		<Sovereign UNID="&svAres;"
			name="Ares Sect"
			alignment="destructive order"
			/>
I think that setting their sovereign relations to mutual dislike will fix this, but I will install ADMU and check.
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

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Re: [MOD] Dynamic Systems V6.a

Post by Bruno » Mon Aug 19, 2013 7:29 am

Ah I see, that is what I get for combining mods that increase difficulty together (and not many who make pilots life easier). Sometimes these things happen.
But I like the challenge, more danger means more satisfaction when you win over them, that is what I think. Bring it on.

It is not so strange for rogue fleet and ares to be at least neutral perhaps even friendly... rogue fleet are deserters right, fed up with fighting (and not winning) the ares without much support, some even going pirate. So the ares would happily support them to further damage the CW fleet, enemy of my enemy is my friend :)

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