Player owned only. That includes player controlled/operated and AI flying player ships, just to be clear. I honestly don't even know if AI, non-player faction ships ever run out of missiles, but in any case this mod doesn't help them.
Hello, I know this topic is 1 year old but for people who are still pondering why sometime it doesn't work on all the ships you own... please be aware that it will never work on ships you captured or found in the verse (just forget about your scale plate pact... acquisitions ;)). Only ships you buy or make in your own shipyard will do (at least it is working this way for me in 7.0 version).
As for AI, yeah they run out of missiles and I've come across large ships that just roams around until destroyed and when scanned they're just out of missiles with loads of missile turrets (looking at you terrans, lol).
Got a technical question: How does it refill the missile cargo?
Using VRO and fly-by-looting and I have a serious problem with Missile Destroyers filling up with crap. So, instead of just buying a few missiles and let them be replenished, I bought the entire cargohold full of cruise missiles and smart swarm missiles. The destroyer uses both L Cruise Missile turrets and M Guided Missile turrets, one against capitals, the other against flies.
The destroyer now doesn't end up with hundreds of looted missiles anymore, which is good. But now the issue is that it somehow ends up with only cruise missiles and zero swarm missiles, leading to all M turrets just aggressively looking at enemies.
Is my issue rooted in your mod or one of the others? Could I maybe implore you to give the option of this mod to replicate the initial missile cargo or let it also delete missile inventory if there's no space?
I have just returned to X4 and found out about this jewel-mod on CapitainCollins' videos. It's working greatly for player, BUT, it somehow feels like not always working on M-Class frigates and corvettes from Split faction...?
At least for me, even that it doesn't make any sense, it seems like the slot we chose for the weapon can help it whether to work or not. For instance, it works fine "only" when I have all the pew-pew weapons set to group 2 (primary) and tracking turrets alone set both to groups 1 and 2 - all of that for S and M class ships.
Does it ring any bell, and makes any sense? _________________________________ Note1: all of that using current default 0 delay and also trying 3 seconds and 10 seconds. ___________________________________ Note2: I am almost sure that it's related to that "player ownership" situation related on previous user's message down here ;-) . ________________________________ Note 3: in case you want an addition Portuguese-BR description: "Missiles are automatically replenished after firing" => "Mísseis são automaticamente reabastecidos após os disparos".
Great mod! I have the game under GOG, so had to write it here instead of Steam Workshop. Cheers!
Hello, thanks for the mod. I installed it and didn’t change anything, my number of missiles is always the maximum and never runs out, is it supposed to be like that?)
I'm playing VRO + Replenish Missiles, tested In Sector, with me at the helm of the ship (beginning of the game, no fleet yet). In Litany of Fury IX, I persuaded a number of Paranid pilots to abandon their ships (spamming requests to surrender when they have no shields after Xenon fire). For the three Perseus I captured, I mounted 2x Torpedo Launcher MK1 and various torpedo combinations in each in a nearby Warf. For every one of these ships and different types of torpedo Replenish Missiles did not work. I decided to buy a new Perseus in the same Warf also with 2x Torpedo Launcher MK1 - and here Replenish Missiles works without a problem. IMO something is wrong with checking the ship's ownership.
Maybe it's just that ships obtained by any other means than construction are not added to the $PlayerOwnedShips group for which Replenish Missiles is activated? I don't know, I'm not really familiar with modding.
<cue name="UpdatePlayerShips" instantiate="true" comment="Keep the group fresh"> <conditions> <event_player_built_ship /> </conditions> <actions> <add_to_group groupname="parent.$PlayerOwnedShips" object="event.param" /> </actions> </cue>
I tried changing event_player_built_ship to event_player_launched_missile, but it didn't work. No surprise here, I have no idea what I'm doing. :D
So with the initial batch of bought missiles and or torpedoes, do they need to be kept anywhere in particular? Or can I just dump them into any station or ship of my choice?
I have some NPC kuraokami wingmates that I set up as torpedo bombers, but they still run out of torpedoes.
I gave them each a full set of torpedo launchers, and purchased 10 or so heavy torpedoes for each ship. In combat, I noticed they started to report in as having run out of ammunition. When using this in my personal ship, I noticed that the torpedoes would respawn, but not always.
I've not been able to isolate when or what prevents the torpedoes from re-stocking, but my suspicion is that it's a timing issue of some sort. I think that if I manage to fire two torpedoes before the first one is restocked, then they don't restock at all or I have to wait a bit for the script to reset, at which point they only restock to the level that I have when the script resets.
I switched my bombers to plasmas for now, but figured I'd mention the above just in case it helps isolate any timing issues that might exist with the script. I don't pretend to know enough about the mod and how it works to effectively diagnose anything.
26 comments
Only ships you buy or make in your own shipyard will do (at least it is working this way for me in 7.0 version).
Using VRO and fly-by-looting and I have a serious problem with Missile Destroyers filling up with crap. So, instead of just buying a few missiles and let them be replenished, I bought the entire cargohold full of cruise missiles and smart swarm missiles. The destroyer uses both L Cruise Missile turrets and M Guided Missile turrets, one against capitals, the other against flies.
The destroyer now doesn't end up with hundreds of looted missiles anymore, which is good. But now the issue is that it somehow ends up with only cruise missiles and zero swarm missiles, leading to all M turrets just aggressively looking at enemies.
Is my issue rooted in your mod or one of the others? Could I maybe implore you to give the option of this mod to replicate the initial missile cargo or let it also delete missile inventory if there's no space?
I have just returned to X4 and found out about this jewel-mod on CapitainCollins' videos.
It's working greatly for player, BUT, it somehow feels like not always working on M-Class frigates and corvettes from Split faction...?
At least for me, even that it doesn't make any sense, it seems like the slot we chose for the weapon can help it whether to work or not.
For instance, it works fine "only" when I have all the pew-pew weapons set to group 2 (primary) and tracking turrets alone set both to groups 1 and 2 - all of that for S and M class ships.
Does it ring any bell, and makes any sense?
_________________________________
Note1: all of that using current default 0 delay and also trying 3 seconds and 10 seconds.
___________________________________
Note2: I am almost sure that it's related to that "player ownership" situation related on previous user's message down here ;-) .
________________________________
Note 3: in case you want an addition Portuguese-BR description:
"Missiles are automatically replenished after firing" => "Mísseis são automaticamente reabastecidos após os disparos".
Great mod!
I have the game under GOG, so had to write it here instead of Steam Workshop.
Cheers!
I'm playing VRO + Replenish Missiles, tested In Sector, with me at the helm of the ship (beginning of the game, no fleet yet). In Litany of Fury IX, I persuaded a number of Paranid pilots to abandon their ships (spamming requests to surrender when they have no shields after Xenon fire). For the three Perseus I captured, I mounted 2x Torpedo Launcher MK1 and various torpedo combinations in each in a nearby Warf. For every one of these ships and different types of torpedo Replenish Missiles did not work. I decided to buy a new Perseus in the same Warf also with 2x Torpedo Launcher MK1 - and here Replenish Missiles works without a problem. IMO something is wrong with checking the ship's ownership.
<cue name="UpdatePlayerShips" instantiate="true" comment="Keep the group fresh">
<conditions>
<event_player_built_ship />
</conditions>
<actions>
<add_to_group groupname="parent.$PlayerOwnedShips" object="event.param" />
</actions>
</cue>
I tried changing event_player_built_ship to event_player_launched_missile, but it didn't work. No surprise here, I have no idea what I'm doing. :D
Or can I just dump them into any station or ship of my choice?
Possibility to get really long replenishment durations? such as 10-30 minutes?
I gave them each a full set of torpedo launchers, and purchased 10 or so heavy torpedoes for each ship. In combat, I noticed they started to report in as having run out of ammunition. When using this in my personal ship, I noticed that the torpedoes would respawn, but not always.
I've not been able to isolate when or what prevents the torpedoes from re-stocking, but my suspicion is that it's a timing issue of some sort. I think that if I manage to fire two torpedoes before the first one is restocked, then they don't restock at all or I have to wait a bit for the script to reset, at which point they only restock to the level that I have when the script resets.
I switched my bombers to plasmas for now, but figured I'd mention the above just in case it helps isolate any timing issues that might exist with the script. I don't pretend to know enough about the mod and how it works to effectively diagnose anything.