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@Xenomorph No, they will skip all the friendly sector in between if the route includes multiple gates.
@Dinoff, Interworlds is not updated to 8.0 yet, could you test it with 7.6? I have removed it because of the 8.0 beta.
If you enjoy faction warfare and decide to raid/attack some border/frontier sector, let's say Ore Belt after the Boron annex it, you will end up needing a fleet strong enough to fight their core fleet. Wowza! All these scary Rays and fully-loaded Guppies to defend a backwater system.
I think the game kinda relies on the slowness of capital ships as a form of balance. You attack a faction on the other side of their empire, you have time. Not so with this mod. It definitely affects the strategic gameplay.
It'd be great if someone made a companion mod to balance the AI with multi-jumping.
Done, all working.
Thousands of Starry blessing to you fellow Pilot
The L/XL are both capital classes.
You can easily check if the mod works by just starting a custom game:
- Put a Syn in the "Argon Prime".
- You yourself in "Silent Witness".
- Set relationship with Hatikvah to 30.
Now just command the Syn to fly in "Silent Witness", and it will skip the "Hatikvah Choice" and jump strait into "Silent Witness".
Maybe im just stupid and the mod work only with capital Ships as it suggest and not with L class ship ?
I've tried as you suggested me , without success sadly. I've set the course for my Syn destroyer from Getsu fune (TER) to Venus , i have 23 rep with Terran, but it just started go with normal travel speed.
Maybe is because i have "Global X4 overhaul" that change something? i dont really know.
Just set the curse and let the AI pilot to do the travel.
First of all, thanks for you detailed reply.
So i need just to use the "Set guidance to" function (standard keybind Shift + G) following the rules you wrote?
Starry Regards
It not the admin center, it sector ownership.
Just do a normal travel path to the desired sector.
If your travel path has sectors of factions with 20+ relationship, the ship will skip those sectors, and jump strait to the destination sector.
If the path has a sector of faction with relationship less than 20, it will "dropped from the hyperspace" so to speak and travel normally thru it.
Think of it as customs check, if you have +20 no one will stop the ship, if less, than it will be forced to travel to next gate to continue the jump.
im sorry, maybe im doing a stupid question, but i dont understand how actually activate the travel from my administrative center to another. I've tried just sitting on my admin center with Syn(L ship), but of course doesn't work like that. Anyone can help ?
I was helping the Boron defending a sector where Xenon had attacked and build a defence station, which contested ownership of the sector. Suiddently a fleet of xenon capital ships jumped into the Boron sector behind us (skipping the contested sector). Makes things interesting ;)
If it is possible, could you include gates that lead into friendly territory? I currently have the situation that I have a sector beside a friendly sector connected via Jump gate. But the friendly faction has only a superhighway internal. So my ships jump into the friendly sector and then have to travel through two sectors to the next jump gate. Not a big thing this way, but in previous version they already jumped from the jump gate in my setctor to their target sector.
The idea is to ignore the jumping gate so even we are in the non-friendly sector, the jump could still start, this is why <do_if value="$i gt 1">.
<do_if value="not $jumpgates.indexof.{$jumppath.{$i}}">
<append_to_list name="$jumpgates" exact="$jumppath.{$i}"/>
<do_if value="$i gt 1">
<break/>
</do_if>
</do_if>
</do_if>
should be:
<do_if value="$jumppath.{$i}.sector.owner.relationto.{faction.player} ge 0.1">
<do_if value="not $jumpgates.indexof.{$jumppath.{$i}}">
<append_to_list name="$jumpgates" exact="$jumppath.{$i}"/>
</do_if>
</do_if>
<do_else>
<break/>
</do_else>
Base code was adding non-allied gates to the bypass list, when it should only add allied gates and stop at non-allied ones. Or was there a reason to this @flywlyx? Also I didn't touched the 2 other files (except this one, move.autopilot.xml) but changes have to be reflected in the others too.
We can talk about this on discord if needed.
First remove other mods and just test if Gate Relay works on its own.
Maybe it some other mod who is the culprit.
Why is your universe is so different?
It a stretch, but try running the same route in the vanilla ( custom start for quick setup ).
Maybe some faction logic in the current universe didn't worked.
Der alte Sprungantrieb ( X3TC ) war gestern. Daumen hoch :)
L & XL Schiffe besser geht es nicht.
If your travel path has systems of factions with less then +20 relationship, the ship will be "dropped from the hyperspace" so to speak, and travel normaly.
So you need to have +20 with Hatkvah, to jump through their system from "Argon" to "Silent Witness" in 1 jump.
Think of it as customs check, if you have +20 no one will stop the ship, if less, than it will be forced to travel to next gate to continue the jump.
It’s essentially a toned-down version of a jump drive—you can only use it near a gate and exit through another gate.
Because the gates were realigned, the actual location of systems is fuzzy. So the Ships can't do the jump by themselves and require the "Coordinates Calculations" from Admin Building.
This way, if you in the enemy territory, then good luck running away, but if in the friendly, then you can easily jump and drop on top of the enemy who is storming your territory and lunch all fighters. Just like it was meant to be.
My plan is to integrate the gate relay functionality into the admin module, so any sector with an admin module will be treated as if a gate relay has been constructed.
This approach keeps the mod completely clean, meaning installation or uninstallation won’t impact anything else. And NPC factions will automatically gain access to the gate relay network as soon as the mod is installed.
(I am Japanese and am writing this comment using machine translation)