[MOD] World War X - Version 3.2- 07-17-2015 updated

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BlackRain
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Post by BlackRain » Sun, 28. Jun 15, 17:12

Unbekanntes Feindschiff wrote:Hi there, not sure if that was already mentioned, but the mod has some issues in the Linux version. Some ships just standing around with TextIDNotFound as a ship name. Please check, that you only used lowercase characters as you likely accidentally used an uppercase char somewhere and broke the mod by doing that.

Also a question regarding mod gameplay itself: If I wnat to side with PMC, is it somehow possible to get Reivers reputation?
Is this to me? I am not sure what you mean. The TextIDNotFound is because you are probably not using an English version of the game and I didn't yet fix it for non english versions. I plan to, but haven't had the time yet.

I don't know if it is possible to get Reiver reputation honestly?

BlackRain
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Post by BlackRain » Sun, 28. Jun 15, 17:13

space4spcae wrote:BlackRain,
as far as I know this mod includes Xenon Hunt, if I install Xenon Hunt 2,will there be any problems,which version XH will work?

and how to correct readtexts in a non-English version

Thank You :)
What is the difference between Xenon Hunt and Xenon Hunt 2? I made it possible to capture Xenon ships in my mod, what else does XH2 offer?

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Post by alexalsp » Sun, 28. Jun 15, 17:53

Xenon Hunt 2 - change the location of the cockpit, added trading traffic for captured ships. Removing the mariners after capture.

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Post by BlackRain » Sun, 28. Jun 15, 20:24

alexalsp wrote:Xenon Hunt 2 - change the location of the cockpit, added trading traffic for captured ships. Removing the mariners after capture.
I also changed the position of the cockpits but I didnt add the trading traffic to them i guess? They no longer need marines with the new capture system.

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Post by alexalsp » Sun, 28. Jun 15, 21:44

upd. rus lng for version 2.97 - https://yadi.sk/d/wMg8ftcHhXuhB

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Post by BlackRain » Sat, 4. Jul 15, 17:44

alexalsp wrote:upd. rus lng for version 2.97 - https://yadi.sk/d/wMg8ftcHhXuhB
Thanks

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Post by BlackRain » Mon, 6. Jul 15, 05:27

Updated mod to 2.97

Some small changes/fixes:

--Changed speed of Pirate frigate ships to be more in line with vanilla ships (use my faster ships mod for increased speeds of these ships) This should help with OOZ calculations with the frigate besieger ships when just using only vanilla.

-- Added alex's russian translation file (thanks)

-- Changed file names and such so that it will work with linux also with other languages (other languages should see English if no translation now instead of notextid or whatever)

-- fixed some faction relation issues I forgot to update (Reivers are now correctly allied with PMC, HOA is allied with Sovereign syndicate and split are enemies of Argon)

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Post by BlackRain » Tue, 7. Jul 15, 01:13

I will be updating soon to version 3.0 which will include a new player shipyard with new ships (all 5 ships from Titan's Armory)

This shipyard will produce the ships from Titan's armory (my versions of them which are different then the original ones from Titan's Armory)

The shipyard needs to be found and can not be bought. It must be captured. Only the player will be able to build these ships so it is like a unique shipyard for only the player (looks just like an albion one but builds these 5 ships)

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Post by Sparky Sparkycorp » Tue, 7. Jul 15, 09:02

Sounds good. It's been a while since I played the end of the plot so I was wondering about the Split-Argon war status. I thought they cooperated during the run up to the final battle and just wanted Argon to avoid their sector rather than being enemies.

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Post by BlackRain » Tue, 7. Jul 15, 16:08

Sparky Sparkycorp wrote:Sounds good. It's been a while since I played the end of the plot so I was wondering about the Split-Argon war status. I thought they cooperated during the run up to the final battle and just wanted Argon to avoid their sector rather than being enemies.
For the most part but in WWX they are fighting each other just not often. The way I see it is they resent argon gov for expanding into Maelstrom and the new collaboration mod I'm working on will have split and argon fighting for control of maelstrom (also against xenon)

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Post by Sparky Sparkycorp » Tue, 7. Jul 15, 17:37

Okie dokie, thanks for the explanation!

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Post by BlackRain » Mon, 13. Jul 15, 03:31

I am going to be updating this with a small update soon. I was trying to find a way to get boosting working well with escorts (capital ships) but I haven't been able to get it to work reliably so ships escorting capitals will boost but it isn't a good implementation so I have following capital ships "jump" to the position of the lead ship. I updated it, though, so the jumping is a little better. Before, ships would jump right at the point where the lead ship would boost into a zone. This was a problem, though, because then the lead ship would continue to boost in and leave the escorting ships way behind. Now, ships will wait a bit before jumping in and will now more reliably jump to where the lead ships ends its boosting in the zone. So ships will be much closer to their lead ship and this makes it easier to fight battles without losing your ships piece meal.

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Post by BlackRain » Mon, 13. Jul 15, 17:37

I also forgot to mention that I will add Drone bays to all of the Titans armory ships I put in WWX. I just realized they didn't have them so I will add them. It is a pain though heh

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Post by BlackRain » Tue, 14. Jul 15, 15:24

Mod updated to 3.1

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alexalsp
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Post by alexalsp » Tue, 14. Jul 15, 18:24

Hi BlackRain

You forgot to update the Russian language.


https://yadi.sk/d/mMrV3MNAhs22B

BlackRain
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Post by BlackRain » Tue, 14. Jul 15, 19:13

alexalsp wrote:Hi BlackRain

You forgot to update the Russian language.


https://yadi.sk/d/mMrV3MNAhs22B
I did? I kept whatever I had of the Russian language, but if I forgot I will upload it.

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Post by Sparky Sparkycorp » Tue, 14. Jul 15, 20:23

Was this the Russian language text you sent me by PM last week? :P

I replied by PM but not sure if it was sent.

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Post by BlackRain » Tue, 14. Jul 15, 22:14

Wow, I am really impressed with myself right now heh. I figured out how to finally make the player shipyards profitable for the player, well with some imagination. I just need to figure out what the mark up should be. So, I can set it to a certain percent over the base price of the constructed ship. So, now, you can build a ship and then sell it to your own shiptrader and get the price of the ship's base cost plus a mark up of a certain percentage. People have been asking me for some time to have the NPC buy ships from the player shipyard. This is not a good idea as it would be ridiculous to manage, however, since I can now make it so you can sell the ships to your own shiptrader and get money for them, it is like NPC factions are buying your ships (with a little imagination). This will make running a shipyard profitable.

So, what do you guys think the mark up should be on ships? 25% above base price? 33% above base price? 50% above base price? etc.
Gonna post this in my player shipyard thread too!

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Post by Sparky Sparkycorp » Wed, 15. Jul 15, 08:38

Good job!

It's been a when since I thought about this topic. Am I right in thinking that ships only cost what their components costs whereas other layers of industry have a markup at each level compared to their component costs? If that's the case, I'd pick a ship markup that fits any trend their might be as wares move along the tiers from ore etc. to RMP etc.

If there's no markup for ships at NPC shipyards, perhaps a simple ballance/imersion solution would be to add a markup to all ships.

(I should be able to look into ware price trends later)

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Post by Sparky Sparkycorp » Wed, 15. Jul 15, 12:56

Having compared the average costs of top-tier wares (RMP, FRs etc) to the total average cost of their ingredients, there are no profits/markups there.

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