[WIP] X Rebirth: The New Frontier

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Thu, 8. Nov 18, 21:05

1. isn‘t buildt by default, the Faction start building it after a while

2. is the assambling run, here shippart components get converted into shipparts - it’s simply faster, but components have also to be built first

3. should possible at each station, maybe you had bad skilled architect - as far i remember it will compared controlentities against your crew ( if you want to steel it) so number of marines, engineer- and architect- skills will make a difference

iforgotmysocks
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Re: [WIP] X Rebirth: The New Frontier

Post by iforgotmysocks » Thu, 8. Nov 18, 21:17

Ah, thanks for the reply Marvin. :) Sounds great.
The architect was a almost all V star, but i'll check it out again and make sure it's not a mod conflict or whatever.

I took a sneak peak into the files, found a little bug in trade.shipyard.xml in line 305. The 'player.default' script was assigned to the engineer, who's being crated later on, instead of the pilot.

Edit: Hm, i've got another question. I started a game in DeVries and seemed to make the mistake to build a station with defences.
The build requires actuall turrets to complete the buildstep, but it doesn't seem like there's a station in DeVries that can produce them.
Was it intended for the player to have to import them from a different system?

BlackRain
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Re: [WIP] X Rebirth: The New Frontier

Post by BlackRain » Sat, 10. Nov 18, 02:05

iforgotmysocks wrote:
Thu, 8. Nov 18, 21:17
Ah, thanks for the reply Marvin. :) Sounds great.
The architect was a almost all V star, but i'll check it out again and make sure it's not a mod conflict or whatever.

I took a sneak peak into the files, found a little bug in trade.shipyard.xml in line 305. The 'player.default' script was assigned to the engineer, who's being crated later on, instead of the pilot.

Edit: Hm, i've got another question. I started a game in DeVries and seemed to make the mistake to build a station with defences.
The build requires actuall turrets to complete the buildstep, but it doesn't seem like there's a station in DeVries that can produce them.
Was it intended for the player to have to import them from a different system?
Devries doesn't have any stations that produce weapons at least at the start. It might be possible for one to get built in bleak pebble but it is random (I don't remember if I set it up so a weapons factory can be built, some do get built by corporations)

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Sat, 10. Nov 18, 02:37

I was mining Nividium in Sea-green Oasis for spacefly eggs when I got two messages...

"Your research make units_size_l_troop_transporter1_macro available at ship-blueprints" and
"Your research make units_size_l_troop_transporter5_macro available at ship-blueprints"

How'd this happen? I do a thread search on "research" and I get no results. Don't see anything that applies when I search "ship-blueprints" either. Don't recall doing any research.

Regards,
Thufar

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Sat, 10. Nov 18, 12:49

Situation of DeVries depends on start you use, at plot they have less economy, all others gave more

The research is automatically if you match conditions, for these two ships you need an 4star or better Marineofficer
The shipblueprints you may use by special constructions at each shiptrader, you only need the right docksize

Same will available for stations of xenon (with HoL ) the asteroid base like as tradestation or an huge complex if you get both asteroidbases portal and hive

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Sat, 10. Nov 18, 15:05

Is there a list somewhere of what the ships are? Or am I going to have to build one to see?
Regards,
Thufar

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Sat, 10. Nov 18, 17:13

these are old versions of Boarding-Ships used in CWIR, i had no better place to add them beside this way, you can use this, or also any other ship
only special ability of training can used at the Cruise ships from HOL as Marine-Base

SirNukes
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Re: [WIP] X Rebirth: The New Frontier

Post by SirNukes » Mon, 12. Nov 18, 09:21

When trying out NF with Lost Sectors and starting a new campaign, I ran into an odd bug. After the very early campaign step where weapons are installed on the Skunk in Dormant Bear, the left skunk engine gets moved into the cockpit position. This results in visual ugliness when using the external camera, graphical problems during the sit/stand animations, and the engine volume being much louder due to proximity. Retrying with just Lost Sectors or just NF did not run into this bug, but I was able to repeat it with the mods combined.

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Mon, 12. Nov 18, 19:55

Hey Marvin,

I'd like to report what I think is a bug. I've tried this in several games now, and I get the same result. In my latest start, I've captured an Ayosana. When I try to transfer construction drones from another ship to it, it seems to take an unusually long time to make the transfer complete. Like hours. Sometimes the transfer doesn't complete, and after waiting all that time, I end up at the same place I started.

Just letting you know,
Thufar

SirNukes
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Re: [WIP] X Rebirth: The New Frontier

Post by SirNukes » Mon, 12. Nov 18, 21:34

SirNukes wrote:
Mon, 12. Nov 18, 09:21
Retrying with just Lost Sectors or just NF did not run into this bug, but I was able to repeat it with the mods combined.
After more testing, it appears the problem is purely in NF. Its appearance was inconsistent in my initial tests which led me to the wrong suspicion of Lost Sectors, likely due to which tests I saved/reloaded on.

The bug occurs on a simple save/reload at the start of a new game, in both campaign and free play starts, with all extensions disabled except: HoL+TO, mm_uspprod, nf_base, nf_hol, nf_ol. I am using the latest files available on github. For the campaign, the bug only shows up after Yisha does the initial engine upgrade.

Thufar
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Re:

Post by Thufar » Tue, 13. Nov 18, 17:42

Vectorial1024 wrote:
Thu, 20. Sep 18, 19:34
@Xakthos I think the Xenon-cloaking feature is intended. I found that those cloaking can be cleared by getting the Skunk to scan the ships. Those ships will then turn from e.g. Republic of Cantera [ROC] (-30) to Xenon [XEN] (-30); then you can shoot them up safely.
Vectorial1024,

How do you get the Skunk to scan the cloaked ships? No matter what I do, it doesn't seem to clear the cloak.

Regards,
Thufar

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jocan2003
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Re: [WIP] X Rebirth: The New Frontier

Post by jocan2003 » Wed, 14. Nov 18, 00:21

activate the ship scan mode, get close to it then scan.

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Wed, 14. Nov 18, 17:34

jocan2003 wrote:
Wed, 14. Nov 18, 00:21
activate the ship scan mode, get close to it then scan.
I've played this game since its release and I've never noticed that before.

Thanks,
Thufar

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Hektos
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Re: [WIP] X Rebirth: The New Frontier

Post by Hektos » Mon, 19. Nov 18, 03:37

I tried doing a search, but I can't find police chief anywhere. Please tell me they don't roam around the universe, and that I'm just dumb and keep missing them :gruebel:
Intel i7 8700k @ 5.0ghz (closed-loop water cooling)
Gigabyte GTX 1080 TI Gaming
16GB Team Dark RAM
Samsung Evo 960 1TB SSD
Corsair AX860 PSU
Windows 10 64-bit
All bundled in an unnecessarily large Corsair 900D

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Mon, 19. Nov 18, 16:11

some factions not generate a Police chief, i will see to provide an fix for in upcomming days - best you search the regular HoF,PMC,AR PoliceChiefs

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