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报告翻译问题






But, I'm wondering if there's a nuance to it as my test cases involved zero-skill behaviors and then tossing the commander to the wolves to see what happens. Or I may have another mod interfering, though I don't have many.
I've a mind to dip my toes back in myself just to make a mini mod that makes mimic a wee bit smarter.
Now I am slightly interested again...
Does the successor commanders hold with "Wait"?
One guess is that, whenever a ship is promoted to commander, it instantly calls "lib.request.orders", which essentially cancels the running Mimic command.
Whatever happens, this mod is gonna stay retired. If anything, I might make a new mod to slightly bugfix Mimic.
EgoSoft then made several subsequent "clarification" updates which are basically these:
- AutoTrade/AutoMine is not for every ship; skill level required
- Mimic is not for every ship; skill check applies
- EgoSoft agrees Mimic should try to recreate late commander's default orders; skill check applies
For further inquiries you should find EgoSoft or the general modding community.
I do notice that vanilla will check skill levels when trying to recreate orders, which is different from this mod. This may explain why sometimes the mimic "does not work": maybe the skill check failed.
Thanks for creating this mod to begin with, makes trading/mining much easier.
Cheers!
Thank you for all your hard work, Vectorial!
1. I want to slowly step away from modding; and
2, With how active EgoSoft is improving Mimic, I have decided this is now their problem rather than my problem, so there really is no reason why I should continue maintaining this
In the past, there was no option to manually rename fleets (we call those "wings" back then), and fleet autorename was essential.
Later, manual fleet renaming was added, and people began requesting to disable the fleet autorename.
- 7.0 now has equal mimic functionality
- station gameplay should be more important than fleet gameplay
- fleet autorename was just a hack and some want it disabled
I considered making a mod just for fleet autorename, but I thought it would be too limited and too much work.
This was checked and answered a few times since X4 5.0: Repeat Orders is unreadable, and no one can really see/modify the order queue of a ship.
No.
This is a very historical moment, as I oversaw and witnessed an OG mod (originally by someone else!) from the almost ancient 1.0 era to be gradually adapted and eventually re-implemented into the base game. So much has happened and changed over these many years, and I really like to believe, the huge number of users here (and on Nexus too!) really motivated EgoSoft to create the very intuitive Mimic default behavior to benefit even more people.
As of writing there are about 13K subscribers here, and about 7.5K unique DLs on Nexus. Thank you all for your continued support!
But still, I have to think of what to do with this mod.
Actually, I haven't decided what to do with this mod under X4 7.0 because basically, EgoSoft did a friendly rug-pull to this mod by improving the vanilla mimic so much, I don't even know how to convince yall to keep using this mod anymore.
Vanilla mimic now remembers the last mimicked command and will "restore" it if a subordinate is promoted to replace the destroyed commander.
Even if I decide to sunset this mod, I still need to think of replacements, and everything is not finalized yet. This is a very unexpected move by EgoSoft, but don't get me wrong, the move is good.
Subordinates try to have ranges close to the commander, but if their own skill level is not high enough, then their range is limited by the game
DeadTater tends to have a global central command when it comes to deciding what to do, so it is likely traders using DeadTater will all do the same thing; recommend using something else, eg vanilla autotrade would work because it does not have any global central command
1. Subordinates of the civilian fleet commander seem to have low jump gate ranges set, do they use these own values or do they get the same values as the commander?
2. I noticed that many traders and miners ended up doing the same task, like go and buy the same goods as the commander is buying (so they do follow the "behaviour" but seem to have limited ware selection). Is this something that just updates very slowly or is something strange going on?
There are no replacements to SirNukes API for extension options. Other right-click-related stuff perhaps I can just workaround it, but extension options has no replacements. Homegrowing it is too hard.
I don't worry too much about SirNukes API not being updated for a long time; perhaps like me, the guy just return briefly when the base game is updated, then push a compatibility update, then goes back to sleep.
Something to consider for 7.0... apparently SirNukes API doesn't work in 7.0, and it hasn't been updated in a long time. Might want to think about what changes you'd need to make to remove the dependency, at least temporarily.
And the update was finally out some time ago.
No matter how much you would change its name.
2) If the ship is already in the fleet, you cannot change the size of its available sectors, I use the TaterTrade mod. The ship needs to be removed from the fleet, and its range of passage across sectors must be manually increased.
For future reference, perhaps.
The "trade becomes mimic" is here for legacy reasons.