X Rebirth

X Rebirth

38 ratings
Navpath Fix
   
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2.057 KB
14 Jul, 2018 @ 6:42pm
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Navpath Fix

Description
Changes the southern path in Cold Star's Natural Expansion sector so ships headed for the gate don't run off into a Xenon base. Capital ships will do a little spiral inward toward the gate if you're in the same zone but they still get where they need to go. The path continues on to the base and is used by Xenon as well as your own ships just as in the normal game, it just makes a bend near the gate that convinces trade ships headed for Toride to get off the path. (The dotted line is the original path in the image above.)

Also, all paths in Toride are removed so ships will go straight toward their destination. This makes riding in capital ships through Toride faster but considerably less pretty.

Big thanks to UniTrader and w.evans in the Egosoft forums for their help!

(Discussion on the EgoSoft Forums[forum.egosoft.com])
11 Comments
Zloth  [author] 17 Nov, 2018 @ 4:24pm 
Stroichik 15 Nov, 2018 @ 10:44am 
Since lack of trade with those stations they tend to get prices higher and always end up in trade offers as best offer. and capitals do somtimes survive, but its about 25% of them that can make the jump before getting blown up. Even with 5 star captain. Wouldn't be a problem if NPC station were not indestructable or at least could be disabled permanently.
Zloth  [author] 14 Nov, 2018 @ 7:30pm 
Yep. If you try to face the challenge directly by fighting the thing, it won't turn out well. But it's quite easy to just not trade with Ratfish or Murkey. Also, you can set the freighters to auto-jump when their shields start to go down.

Still, it is silly that the captains run right into the side of the thing. It isn't a stealth station!
Stroichik 13 Nov, 2018 @ 9:47am 
moving it up might help. but this is not a challenge, its just 100% suicide. I think even Lyramekron won't survive that as it is now, since ship just gets stuck in that station, without any chance of flying around in time, and platforms kill them way too quickly.
Zloth  [author] 12 Nov, 2018 @ 5:59pm 
Yeah, that's not a navpath thing. The ships are flying directly from the gate to the target station in a straight line - which makes them crash right into the big distillary station. I wonder if shoving the whole thing upward would give at least the bigger traders a chance at survival?

I really don't want to make it easy to get by, though. There has to be some danger somewhere! With my mod plus Maczalman's AvoidFoO mod then that station is pretty much it.
Stroichik 11 Nov, 2018 @ 2:47pm 
u need to make same fix for first Terran system u get in campaign. Ships always try to fly too close to pirate Distillery. And i cant destroy it completely. Its either fix pathing, or moce destillery a bit out of the way. But i dont know how.
Vadi.linux 10 Oct, 2018 @ 7:35am 
Ah, I don't have the DLC.
Vadi.linux 10 Oct, 2018 @ 6:12am 
The game marks this mod in red, what does that mean?
Zloth  [author] 15 Jul, 2018 @ 9:07pm 
Happy to help!
supamat 15 Jul, 2018 @ 8:08pm 
Very good. Im sick of losing ships to the HoL ==> Tor Gate. Great work good sir!
works well oos and in sector

I have not spent much time navigating Toride so i want to keep the vanilla expiriance for now.
Sharing edit:
Open ext_01.dat in the mod folder.
Delete the 7 lines about Cluster_N_Sector01
And Toride should work like vanilla

Thanks again, been looking for a mmod that does this for awhile.