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Have you done (as indicated in the description) "For existing ships, you need to set default behavior "Supply Fleet" and cancel it (once)."?
Does this mean that the offer applies if the relevant section of the macro file is <ship type="carrier"/>?
Argon's Colossus is an “aircraft carrier,” but it seems that some ships do not offer trade.
Please tell me the conditions under which you will not make a offer.
To check the ship type, look at its macro, which is located in the file ...\assets\units\size_??\macros\*.xml at xpath /macros/macro/properties/ship[@type]
I am playing with X4RE and there are some carriers that reflect trade offers and some that do not. If the ship class alone determines the ability to do this, then this phenomenon should not be possible. At least all those ships were working fine as carriers.
It does not work on my personally created aircraft carrier either. I would like some advice.
If carrier approaches station that has fighters on defence and they are currently fighting and in need of resupplying - they will land on carrier, instead of station. But since they are on defence duty, if carrier flyies away from station - fighters will not launch from carrier on their own, since there is no enemy around carrier. Its same thing if you try to assign fighters on station, while they are docked to a Wharf, they simply wont go, unless u manually make them undock from station they are currently docked to.
Only issue i see is that fighters will try to resupply from nearest carrier instead of just one they are assigned to. Which might lead to a landing clutter possibly.
But i suppose its a vanilla behaviour and can't be changed to prioritize resupply from leader fighter is assigned to?
The "Supply Fleet" order does exactly two things: it enables trade offers; it implicitly runs the follow commander order.
If this works as advertise, then THIS should be the selling point of the mod.
If they both can actively engage in battles and at the same time receive M/S traders with resources, this is HUGE.
Without mod:
Only Auxiliary ship can make the trade orders to buy resources, and Carrier need to be told to manually transfer resources from Auxiliary, in order to make missiles for the fighters.
Or player can just resupply the fighters at the Auxiliary ship.
With mod:
The Carrier ship also can make Trade offers to buy resources, and will now have the resources resupply the fighters himself, bypassing the Auxiliary ship.
"Carrier ... gets stuff from Auxiliary ship" is impossible, the auxiliary ship doesn't sell its resources. Only if you manually transfer the wares.
"Carrier buys Stuff himself" (order Get Supplies), I didn't touch it (IMHO a huge carrier prowling between trading stations is a very weird sight). You just don't do it.
Without mod.
The auxiliary ship must be assigned to the fleet with the "Supply Fleet" behavior. It cannot receive any other orders (for example, tactically retreat to the rear), otherwise the buy offers are canceled (and incoming traders are screwed).
The carrier ship couldn't buy resources at all.
With mod.
The auxiliary and the carrier ships are free to take any role in the fleet and receive any tactical orders. Trade offers to buy resources are open all the time.
As for the resupply logic, I don't remember the details now, but there are some non-obvious specific bugs in the original script. I just rewrote that part of code.
Without mod:
Fighter needs Missiles -> Carrier needs stuff to make them -> gets stuff from Auxiliary ship.
With mod:
Fighter needs Missiles -> Carrier needs stuff to make them -> Carrier buys Stuff himself.
Единственная команда (она одна) это "снабжать флот", которая должна быть доступна авианосцу. И даже она - не главное в моде. А главное это то, что авианосцы теперь снабжаются торговцами всё время и видны для кораблей в том же флоте как место для перевооружения. Всё это работает пассивно.
But a solution is possible with the help of other mods that add advanced trade commands and assign themselves to the fleet. For example, I use the "Mules, Supply and Warehouses Extended" mod and the supply mule perfectly fulfills this role.