Tigron Posted October 5, 2018 Share Posted October 5, 2018 Laserzwei? can we get the loot mod to work with the newest CC? https://www.avorion.net/forum/index.php/topic,4694.0.html this is the mod I was trying to get to work, can you fix it so this works or right it into the current CC mod? Link to comment Share on other sites More sharing options...
Laserzwei Posted October 19, 2018 Author Share Posted October 19, 2018 Laserzwei? can we get the loot mod to work with the newest CC? https://www.avorion.net/forum/index.php/topic,4694.0.html this is the mod I was trying to get to work, can you fix it so this works or right it into the current CC mod? I won't be updating it. If you find someone who wants to, I will gladly support him with code snippets and the concepts of how CC-plugins are supposed to work. Also: Updated CC to 1.9.0 experimental changelog: -- 1.9.0 experimental for 0.19.x [2018-10-19] - halved calculation times for targeting enemies by changing the order of if-statements - discarded the seperate Xsotan-enemy detection code and used Vanilla ShipAi. As a result Xsotan aren't seen as neutral by the ship (and only the ship CC is running on) anymore - added Unsupervised targeting-option to enable Vanilla-targeting behavior against enemies(which overrites Attack Civils, Attack Stations, Aggressive Targetting). It's also one magnitude faster than the beforehand mentioned speed increase. - added config option to enforce Unsupervised targeting serverwide There is no apparent reason to update from 1.18.5 as it will work just fine with Avorion 0.19. I've just spend some time improving the code Edit [2018-10-24]: With the announced changes to Salvage- and MineAI it is to assume that it will take some time before they get integrated ino Carrier Commander Edit [2018-10-28]: Updated CC to 1.9.1 experimental: -- 1.9.1 experimental for 0.19.x [2018-10-28] - Dropped requirement for ShipScriptLoader. Instead I'm using vanilla /entity/init.lua - To properly work with alliance ships either overwriting claimalliance.lua or modifying shipfounder line 140 to use addScriptOnce is mandatory. See: readme/install instructions - Guardian gets its proper priority assigned now (Thanks to Hammelpilaw) - fighters will always prefer higher priority targets - with multiple same-priority targets fighters will prefer its current target, but only if it is 15km closer than the next closest target (effectively avoiding them to chase enemies to far off and getting into crossfire) - changed default priorities: fighter > ship > guardian > station Again: The install procedure has changed! with 1.9.1 and up. Follow the instructions in the readme file(s). Link to comment Share on other sites More sharing options...
Laserzwei Posted November 6, 2018 Author Share Posted November 6, 2018 Updated CC to 1.9.2 -- 1.9.2 for 0.19.x [2018-11-06] - added Slider to control re-targeting threshold distance (You don't know what that could be? Look in the Wiki!) - now runs on stations again (Did nobody notice that this was missing?) - fixed some typos, added some more descriptions - readme shrinked down to the basic install instructions (advanced Install instructions? Right in the Wiki!) Reminder: ShipScriptLoader is no longer required! The installation process has been simplyfied by a lot. Link to comment Share on other sites More sharing options...
BenWinston Posted November 24, 2018 Share Posted November 24, 2018 I finally got it installed correctly and it's working great. I did notice one thing I'd like see in there, if possible. In the commands for the different fighter types, have 'Ignore' in addition to defend or dock. It would be nice to leave the miners mining or the salvagers, salvaging while the combat guys and the main ship are doing their thing with the bad guys. Just a thought Link to comment Share on other sites More sharing options...
Laserzwei Posted November 25, 2018 Author Share Posted November 25, 2018 I finally got it installed correctly and it's working great. I did notice one thing I'd like see in there, if possible. In the commands for the different fighter types, have 'Ignore' in addition to defend or dock. It would be nice to leave the miners mining or the salvagers, salvaging while the combat guys and the main ship are doing their thing with the bad guys. Just a thought "Dock all Fighters", docks all fighters at once - surprise! ;D - and deactivates all commands. You can click an active Button (e.g. Mine Command[D]) and it will return only the fighters assigned to mine back to base. Link to comment Share on other sites More sharing options...
BenWinston Posted November 25, 2018 Share Posted November 25, 2018 "Dock all Fighters", docks all fighters at once - surprise! ;D - and deactivates all commands. You can click an active Button (e.g. Mine Command[D]) and it will return only the fighters assigned to mine back to base. I understand that it was only a suggestion to bypass the whole dock then relaunch thing. If the Miners and salvagers ignore combat, they will keep on keepin' on while the fighters do the fighting. Like I said just a suggestion. - Surprise! Link to comment Share on other sites More sharing options...
Thorgrimm Posted November 27, 2018 Share Posted November 27, 2018 Does this MOD work in Multiplayer? I have heard different informations about this. I really like the features it provides, but we will be using Fighters with different players within one sector and I want to make sure, that everything works out before I suggest to use the MOD to our Admin and the other players. Link to comment Share on other sites More sharing options...
Ghost722nd Posted November 27, 2018 Share Posted November 27, 2018 If both, server and client have it installed then it works. Used it on my little home server with a friend connected! Link to comment Share on other sites More sharing options...
Martin Levac Posted November 27, 2018 Share Posted November 27, 2018 "Dock all Fighters", docks all fighters at once - surprise! ;D - and deactivates all commands. You can click an active Button (e.g. Mine Command[D]) and it will return only the fighters assigned to mine back to base. I understand that it was only a suggestion to bypass the whole dock then relaunch thing. If the Miners and salvagers ignore combat, they will keep on keepin' on while the fighters do the fighting. Like I said just a suggestion. - Surprise! I use the mod all the time and I've seen the behavior you described, even in vanilla game but I haven't played vanilla since I found this mod so I can't be sure if it's changed for vanilla. If I understand correctly, the mod script checks the blueprint to figure out what type of squad it is and what orders apply to it. It doesn't look at the fighters individually. So if you got a combat fighter blueprint for a mixed squad of combat/salvagers/miners, the combat orders will apply to all fighters in the squad regardless of fighter type. If you didn't set a blueprint for that squad, I guess the mod script looks at the first fighter in the squad or maybe the squad is considered combat by default or something, the mod author would have to explain. If it's a mixed squad with a combat blueprint, the salvagers/miners in that squad will not salvage or mine, they'll shoot ships. This is actually useful if you got salvagers in a combat squad cuz they do tons of damage to hull. Not so much with miners. Of course, it's totally useless to put salvagers or combat fighters in a miner squad cuz you get no resource from them. There's only one kind of target where it's useful to put miners and salvagers and combat fighters in the same squad and it's the xsotan breeders cuz it's part asteroid and part ship, but if I'm not mistaken this mod doesn't have any function to make this work and send out a fighter squad to attack those things. You gotta shoot them with your main ship or use AI-captained ships or whatever. I use only blueprints and build the squads from scratch so they're all dedicated, never mixed squads, that's the easiest solution to the problem you described. Oh yeah I forgot. If you use this mod, don't use the vanilla orders next to the squad icons on the left. Use only the mod icon/menu that comes with the mod. I don't know if using vanilla orders can mess things up cuz I've never used vanilla orders with the mod installed, just saying maybe it's safer that way. Link to comment Share on other sites More sharing options...
BenWinston Posted November 27, 2018 Share Posted November 27, 2018 Actually, this whole part of the thread that I started was because I had a major brain cramp. For some reason, I was thinking the defend/dock command was for what to do in the event of combat, when it was really for when they ran out of things to do. One can never assume the level one's own idiocy; sometimes you just have to boldly and proudly show it to the world. Link to comment Share on other sites More sharing options...
Laserzwei Posted December 4, 2018 Author Share Posted December 4, 2018 small update -- 1.10.0 for 0.20.x [2018-12-04] - now uses vanilla "callable" Link to comment Share on other sites More sharing options...
Marc1988 Posted December 16, 2018 Share Posted December 16, 2018 Hallo Together update (ok i have look into "Which Mods Are Supported This Patch?") I play on the Beta Branch and the mod don´t work anymore. Is this right? I have the icon in the right top i can open the menu and the settings but i miss the autocommand butten and the fighter don't react on the orders. Only with the vanilla icons on the left i can give orders. Please can you help me? kind regarts What I have done allredy: Downloaded the latest modversions of CC and SSL. Than I deliedet the data folder and the old mods than i get the new from Steam. Then I installed the mods. Install Instructions check Mod conflict resolving check SSL.lua looks like Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") Config.Add("mods/CCBasicCommands/scripts/entity/ai/aggressiveCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/aggressiveCommand_config.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/mineCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/mineCommand_config.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/repairCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/repairCommand_config.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/salvageCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/salvageCommand_config.lua) return Config have i missing some thing? Link to comment Share on other sites More sharing options...
Laserzwei Posted December 16, 2018 Author Share Posted December 16, 2018 Hallo Together update (ok i have look into "Which Mods Are Supported This Patch?") I play on the Beta Branch and the mod don´t work anymore. Is this right? I have the icon in the right top i can open the menu and the settings but i miss the autocommand butten and the fighter don't react on the orders. Only with the vanilla icons on the left i can give orders. Please can you help me? kind regarts What I have done allredy: Downloaded the latest modversions of CC and SSL. Than I deliedet the data folder and the old mods than i get the new from Steam. Then I installed the mods. Install Instructions check Mod conflict resolving check SSL.lua looks like Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") Config.Add("mods/CCBasicCommands/scripts/entity/ai/aggressiveCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/aggressiveCommand_config.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/mineCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/mineCommand_config.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/repairCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/repairCommand_config.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/salvageCommand.lua) Config.Add("mods/CCBasicCommands/scripts/entity/ai/salvageCommand_config.lua) return Config have i missing some thing? CC1.10 for Avorion 0.20.x (beta). "Which Mods Are Supported This Patch?" Is horribly outdated (We are at stable 0.19/beta0.20 and it lists mods for stable 0.17 and beta 0.18). Ship Script Loader is no longer required. "Start all" has been removed. Link to comment Share on other sites More sharing options...
BenWinston Posted December 16, 2018 Share Posted December 16, 2018 I'm playing the latest and greatest Beta Experimental, and the Carrier Command is working perfectly, no issues (unless self-induced) at all. personally, I just wish Laserzwei could join the dev team! Link to comment Share on other sites More sharing options...
Marc1988 Posted December 17, 2018 Share Posted December 17, 2018 Hallo I have complite reinstall avorion with the beta 0.20.1 And download CC 1.9.2 from github and it dosn`t work. I follow the instruktions and i use no other mod. Link to comment Share on other sites More sharing options...
Laserzwei Posted December 17, 2018 Author Share Posted December 17, 2018 Hallo I have complite reinstall avorion with the beta 0.20.1 And download CC 1.9.2 from github and it dosn`t work. I follow the instruktions and i use no other mod. CC1.10 for Avorion 0.20.x (beta). It's available on the very first post or on the 0.20 branch on github Link to comment Share on other sites More sharing options...
BenWinston Posted December 17, 2018 Share Posted December 17, 2018 Laserzwei, Have you ever considered renumbering the versions to match the version/build of the game? Seems to me that might clear up a lot of this confusion. For what it's worth... Link to comment Share on other sites More sharing options...
Laserzwei Posted December 17, 2018 Author Share Posted December 17, 2018 Laserzwei, Have you ever considered renumbering the versions to match the version/build of the game? Seems to me that might clear up a lot of this confusion. For what it's worth... I see no need for that. In the 2nd post it lists all changes and for which version they are. If a CC-version lasts longer than a Avorion-Version, then such renaming would cause much more confusion. There is still the rule: Highest mod-version goes with newest game-version. Also mind you that "Marc1988" didn't use the downloads from this forum, but did use the Github master branch, which -like the game- is on the main branch (0.19). 0.20 is still beta, so naturally the changes for CC 1.10 are on its own 0.20 branch. Github is my developement (and testing) area. Which is why the install instructions on the Github wiki point directly to the first post of this thread and not somewhere on Github. Link to comment Share on other sites More sharing options...
BenWinston Posted December 18, 2018 Share Posted December 18, 2018 Ah, I understand. Makes sense, really. Just need to read the instructions! :P Link to comment Share on other sites More sharing options...
Dirty Rider Posted December 18, 2018 Share Posted December 18, 2018 First off, great mod. Boggles the mind how a more robust mechanic like this is not\has not been implemented, so thank you. Now to the meat of the post. I've been playing this mod single player now and a buddy decided we should put in on the dedicated server, after looking of this thread it appeared to work, as long as both, the server and client had matching mod. Well he put the files in the proper folders (as far as we can tell) and nothing seams to happen. Some insight on what we could be missing would be great. Link to comment Share on other sites More sharing options...
Marc1988 Posted December 18, 2018 Share Posted December 18, 2018 @Laserzwei I love your mod. But how i can find the beta githup? I only find CC 1.9.2 und CC 1.10.1 in the first 5 posts ore i´m blinded? Thanks for the beta link. kind regarts It works thanks Link to comment Share on other sites More sharing options...
Laserzwei Posted December 18, 2018 Author Share Posted December 18, 2018 [*]But how i can find the beta githup? [*]I only find CC 1.9.2 und CC 1.10.1 in the first 5 posts ore i´m blinded? 1.9.2 is for Avorion's main version (0.19.x) 1.10.0 is for the opt-in beta (0.20.x) Avoid the github inbetween-versions and use the packaged versions below the first post of this thread. This was up to just now the state of things, but now there is an Update: -- 1.10.1 for 0.20.x [2018-12-18] - Fighters will now attack stations again. oopsie - The threshold config slider got its original look back -- 1.9.2b for 0.19.x [2018-12-18] - Fighters will now attack stations again. oopsie Link to comment Share on other sites More sharing options...
myth Posted February 12, 2019 Share Posted February 12, 2019 Hey, I've just started with Avorion a few days ago and installed this mod to make my carrier life easier. Great work :D After the latest patch I updated the mod to version 1.10.1 and noticed some wrack parts that can't be salvaged and all salvagers are stuck till they are called back. This happend many times in the last few hours. Did this happen to anybody else? Link to comment Share on other sites More sharing options...
stefan Posted February 13, 2019 Share Posted February 13, 2019 Hi, first i want to say thanks for the mod. It really helps having a carrier. Since the last update, 6th february, i've noticed that the mod have som issues. The "dock all fighters" won't work anymore. Is it a known issue or only for me? kind regards Link to comment Share on other sites More sharing options...
Laserzwei Posted February 14, 2019 Author Share Posted February 14, 2019 Hey, I've just started with Avorion a few days ago and installed this mod to make my carrier life easier. Great work :D After the latest patch I updated the mod to version 1.10.1 and noticed some wrack parts that can't be salvaged and all salvagers are stuck till they are called back. I think you are simply unlucky. Salvaging fighters have always had problems hitting very small moving targets. Hi, first i want to say thanks for the mod. It really helps having a carrier. Since the last update, 6th february, i've noticed that the mod have som issues. The "dock all fighters" won't work anymore. Is it a known issue or only for me? kind regards Dock all fighters works fine for me. I hope you are using 1.10.1 with the current 0.20.4. Link to comment Share on other sites More sharing options...
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