I actually like this feature so I hope this would be made optional.
Having satellites being destroyed makes you have to consider placing a fleet to guard them or being more strategic where they are placed.
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I actually like this feature so I hope this would be made optional.
That's why I place them inside the nooks and grooves of stations, so that there's not an easy way to just shoot it down and they then generally aggro the station. It has caused some funny wars to start when they try to attack my one satellite.
it not a cheat, its vanilla functionality that satellites stay untouched:( Maybe some optional functionality to make them work as vanilla intended?
I've used this mod, it has worked just fine since 2.4, no issues.s1asher wrote: ↑Mon, 5. Apr 21, 07:52it not a cheat, its vanilla functionality that satellites stay untouched:( Maybe some optional functionality to make them work as vanilla intended?
Mod you are talking about probably this: https://www.nexusmods.com/x4foundations/mods/4
But description is saying "this mod was to just increase the range of satellites, but that didn't always work correctly", so i don't want to use mod which is not working correctly:)
played new game vanilla after COH released - same for me. Some time ago there was a bug with station spam, possible with 4.0 it was reintroduced. Not sure that someone posted this to technical section here though.
There's a few mods that could allow this, the more natural and random one would be Reactive Factions (name may be off). I believe that one sets a random chance for factions to change alliances. However, it will affect you as well. There's also the Cheat Menu mod, do note, I'm not sure if this is an option in that or not, but worth looking into.Starman01 wrote: ↑Thu, 8. Apr 21, 17:42Is there a way to incite a war between two AI factions, cheating would be ok for me ?
Now that I have the pesky xenon locked out of the core systems with heavy defense bases, and the AI has really well developed itself with lots of stations and ships, I would like to increase the profit of my shipyards and AI shipyards again.
It sill works, but i think it could be a bit more going on.
Unlikely, I use both together all the time (both subscribed via Steam) and have never seen this. Likely something else interfering with it.Requiemfang wrote: ↑Tue, 13. Apr 21, 06:38reported this on the steam page but it appears the economy balance module conflicts with the tatertrader mod id if the mod is enabled it gives a red warning about the mod already being installed or something else taking it's place. Disabling the Econ Balance module fixes it. Just FYI no idea what's really going on there.
They have different Ids so it must be something else.Requiemfang wrote: ↑Tue, 13. Apr 21, 06:38reported this on the steam page but it appears the economy balance module conflicts with the tatertrader mod id if the mod is enabled it gives a red warning about the mod already being installed or something else taking it's place. Disabling the Econ Balance module fixes it. Just FYI no idea what's really going on there.