X Rebirth

X Rebirth

Navpath Fix
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.
Zloth  [author] 14 Jul, 2018 @ 6:57pm 
The image is a plot of the navpaths in Cold Star's Natural Expansion sector. Ships will try pretty hard to follow these lines! For instance, if you tell a ship (big or small) to go from the upper left area to the lower right, it will first take one of the verticle lines then go to the start of the bottom line and follow that. This is needed because the zone has a bunch of radiation and minefield areas that can hurt large ships and kill smaller ships.

Toride has no such nastiness so I just wiped its navpaths completely. Home of Light and the southern Cold Star sector also have navpaths but they haven't caused me any real trouble so I left them alone.