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Alternatively, you can install a mod by another author that allows player construction ships to participate in NPC construction.
Once the Savage Spur is owned by Yaki, we've set it so that Yaki construction ships will spawn for free, which will speed up the rebuilding of Yaki.
We've also set it so that Yaki mining ships, trading ships, and general factories will be built in small numbers.
These changes will take effect from a new game onwards, but as we're still in the testing phase, don't expect too much in the way of Yaki-related gameplay.
Make sure that construction ships of other races can reach the shipyards and other station construction plans that will appear around the Yaki headquarters on Savage Spur.
I haven't noticed much of a difference in my environment, but if this causes a significant performance hit, please let me know.
As for Yaki, I've already added most of the necessary files and data. All that's left is to check whether it actually works.
I fixed the RIP bug a long time ago, but it's difficult to fix save data that has already been affected by the bug... sorry.
I've set it so that excess ships in RIP will despawn, but I haven't been able to check how effective it is or how long it will take to despawn.
I see, I understand. Thank you for letting me know.
By the way, what kind of ship is Viper?
Is it the incomplete medium-sized ship Viper from the cut content of DLC?
Or, there seem to be some mods that add ships with that name. It's probably not this mod that's causing the engine not to appear, so there may not be much I can do on my side.
At least in my environment, Viper doesn't exist, so I can't check it.
I will look into it just to be sure, such as whether it can be reproduced and what the cause might be.
The first thing that comes to mind as a possible cause is that the FAF faction license is a simplified one.
It's possible that the cause is something completely different, though...
I will keep you posted if there are any updates.
I also am not playing with mods that add jobs to other factions for the same reason. They all cause a lot of lag for me.
If possible, I would propose maybe a "light" version of this mod that reduces the spawns to a more "vanilla" amount? I do worry about SCA being overrun though, but presently the number of spawns is just too high for my system to handle.
We plan to address any omissions.
(Whether a ship is built in a shipyard or spawned must be set individually for each job, so jobs newly added in updates such as 7.00 or jobs added in mods by other authors may still spawn, so this may not be complete.)
Does this mod impact their random spawns elsewhere, or do those still happen? I know it says instead of, but are their ships appearing at random completely gone?
In multiple tests, the standard size fleet was not enough to defend the territory expanded by this mod, so I decided to increase the number of fleets at the start of the game.
This additional fleet has a maximum spawn number per sector, and the maximum fleet increases in proportion to the sectors owned by SCA.
I haven't posted it on Steam yet, but I recently made a sub-mod that connects SCA to ARG and HOP, so I adjusted the number of fleets here to accommodate that.
I've been playing with mods that add multiple faction jobs from various authors, so I didn't feel that strange about the number of fleets in SCA, but if that's not the case, this number might be abnormal. I didn't intend it to go that far.
I will reduce the number of fleets if there is a request.
I use it at the same time as X4 Reemergence and have no issues.
ご指摘ありがとうございます!
次の更新で修正すると思います。
Yes. There is a possibility that I will create a light version of the mod or a standalone version for each faction.
However, posting multiple versions of the same mod makes it difficult to manage, so I have decided not to start creating another version at least until frequent updates are no longer necessary.
Also, if I were to post a different version, I think I would use a Nexus options file.
I agree that there are too many ships and stations in this mod. For the reasons mentioned above, I do not intend to make a different version yet, so for now I am thinking of adjusting the number of stations and ships in the main version to an appropriate number.
As for YAK, you need to wipe out the surrounding Xenon, normalize the relationship between YAK and other factions, and also support the construction of a new station for YAK, so you have to go through a fairly difficult process.
I haven't been able to test play much of this long process, and I haven't been able to see if they will be able to stand on their own as a faction, so the mod is not complete at all, but I just wanted to let you know that I have already added economic elements to almost all of the pirate factions. Right now my first goal is to make sure it works properly.
As you may know, I returned to modding a while ago and have made some updates to this mod.
But actually, I've already finished most of the main additions to this mod, and I think it's just test play, fine-tuning, and small additions.
As for YAK and BUC, there are some points that are difficult to understand due to the vanilla specifications, and it will take a long time to feel the changes, but by clearing the story plot in favor of the pirates, the economy should gradually become more active.
Not saying witch hunt but . . Witch Hunt anyone?
Anyways, Only issue with Timeline i've noticed (Could just be my save) is with this enabled VIG has 300+ ships at gateway entry to Teladi Sectors.
Thank you for your work with this mod!
I'll be keeping my eye on this.
I apologize for the late response.
And thank you for all the feedback.
I am aware of the issue of ships being mass-produced.
I made several updates to fix it a few weeks ago.
The updates I made were to reduce the size of additional fleets for ToA factions and to set the maxgalaxy value lower.
However, I have not been able to do much testing at the moment, so I cannot say for sure that it will have an effect.
This is due to my lack of testing and consideration. I apologize.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263596644
Thank you for creating this mod.
Speaking of plunder, I'm seeing a lot less plunder ships from SCA, now they're often just attacking stations; has this changed that? It's a bit annoying they destroy stuff, would prefer they just steal what they need instead.
Maybe give them access to SCA ships´?
also careful running any economy boost mod together with this. I tried it with the economy overhaul mod that removes hullparts from station construction, and they built 40 stations in each system causing major lag.
チートメニューで部品満タンにしたら普通に生産してました
こちらからの外注では生産できるので部品が足らないこともないと思うのですが…
Thank you for your comment. It should not break the game. Basically, the previous mod takes priority, so the changes to Yaki in this mod will be overwritten. However, I think that the total number of Yaki ships will increase when both mods are enabled.
ありがとうございます
そういっていただけて嬉しいです
艦船数はまだまだ調整不足だと感じています(特にレイカーズ)
参考にさせていただきます!
Thank you for your comment.
There are no obvious conflicts, and the content of Evolution of Yaki takes precedence.
However, if used simultaneously, the number of Yaki ships may increase too much.
◇ヴィゴーシンジケート
ARGとTELの侵攻を数の暴力で粉砕していますw
逆に相手セクターに進出しようとしてるくらいやり合ってて、面白い展開が繰り広げられていて目が離せません。
◇リップタイドレイカーズ
輸送船や曳航船を各地で見かけるたびに、頑張ってるんだなあってほっこりしています。ただ、戦闘艦船は活躍する場がなくて数も多いように感じます。タイドのタイミングで隣接する「まぐれ幸い」では避難してきた艦船で鬼の重さです。
◇緑鱗協定
おやつ
全体的にやっぱり素晴らしいMODだと思います!
無理のない程度でMOD更新を進めてもらえると嬉しく思います。
応援しております!
Thank you for your comment.
Is it a question about the language I use?
Without a translator, Japanese is the only language I can use.
For other languages, I'm trying to understand them using a combination of Google Translate and DeepL Translation, looking up words myself, and recently using AI, but those methods aren't perfect and my reading comprehension isn't good enough either.
When I write a comment, I retranslate the translated text several times to make sure the meaning remains the same. If you do not follow this step, you will often end up with unintended sentences.