[MOD] REM for Rebirth

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Realspace
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Post by Realspace » Sun, 24. Nov 13, 21:12

Actually I don't know why it does not work with saves. I mean, you can use it not problem but the trade ships that had no booster continue to having none, mybe after some hours and changing the solar system they get refreshed, I don't know. Now, if you don' care about it, you can continue and see what happens with escort mission. Only, the script continues to make the warning message appear, we wil remove it, now we need to test.

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Observe
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Post by Observe » Mon, 25. Nov 13, 08:27

How are you handling navigation finding your way around without highways? The reason I ask, is I'm creating a Navigation Extension, and am wondering if there are particular features you have found would be useful in this situation? We briefly touched on this in a previous discussion I believe.

redshift690
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Post by redshift690 » Mon, 25. Nov 13, 09:40

Hello, really enjoying this mod! And wanted to report a bug. I am getting a "No Booster: unit_size_s_ship_pirate_01_macro" message box that is always on my screen. This is on a mission spawned Domelch fighter that I caped whilst defending a station form invading pirates. This only started after I boosted over to the next system, and continues even after flying back to it. How do I get rid of this? Thanks :)

Bumpy
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Post by Bumpy » Mon, 25. Nov 13, 18:33

Observe wrote:How are you handling navigation finding your way around without highways? The reason I ask, is I'm creating a Navigation Extension, and am wondering if there are particular features you have found would be useful in this situation? We briefly touched on this in a previous discussion I believe.
ohh, that is the interesting part atm, there are 2 different ways for me at current:

waiting near a station if a ship is leaving / arriving my zone using its booster, if it is leaving i follow it, if it is arriving i try to allign my ship fast enough to the incoming ships origin direction and boost into that.

...this way you`re able to explore the sector finding maybe all its zone`s, which makes the game much more mystical and challengin, it also gives this "omg iam far out allready" feeling, which is much important for a space game.

If you found a new zone, its navigation coordinates get stored and youre able to set it as a nav waipoint displaying in the hud.

of course you can also choose a roughly direction without help from other ships, using a external chart, but turning the ship in the right direction using the current ship map system and animation, is a bit nerving atm.

Thurmonator
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Post by Thurmonator » Mon, 25. Nov 13, 19:01

Bumpy wrote:
Observe wrote:How are you handling navigation finding your way around without highways? The reason I ask, is I'm creating a Navigation Extension, and am wondering if there are particular features you have found would be useful in this situation? We briefly touched on this in a previous discussion I believe.
ohh, that is the interesting part atm, there are 2 different ways for me at current:

waiting near a station if a ship is leaving / arriving my zone using its booster, if it is leaving i follow it, if it is arriving i try to allign my ship fast enough to the incoming ships origin direction and boost into that.

...this way you`re able to explore the sector finding maybe all its zone`s, which makes the game much more mystical and challengin, it also gives this "omg iam far out allready" feeling, which is much important for a space game.

If you found a new zone, its navigation coordinates get stored and youre able to set it as a nav waipoint displaying in the hud.

of course you can also choose a roughly direction without help from other ships, using a external chart, but turning the ship in the right direction using the current ship map system and animation, is a bit nerving atm.

I agree. Trying to explore based on direction and a general sense of what might be out there is daunting without a z-axis map. But it is really kinda scary and interesting too. And if you do get way out there, you can always plot a course back to the zone you came from ,so you can never get truly lost.

Also, certain missions will take you to other sectors and zones therefore putting a yellow plot direction marker on your HUD.

I also got the no booster message after updating but i guess I didn't read the part where you have to start a new game. I guess I'll have to start a new game, but having traders have boosters is a big fix and now the escort missions shouldnt be soo long, I hope.

redshift690
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Post by redshift690 » Mon, 25. Nov 13, 20:06

Thurmonator wrote:
Bumpy wrote:
Observe wrote:How are you handling navigation finding your way around without highways? The reason I ask, is I'm creating a Navigation Extension, and am wondering if there are particular features you have found would be useful in this situation? We briefly touched on this in a previous discussion I believe.
ohh, that is the interesting part atm, there are 2 different ways for me at current:

waiting near a station if a ship is leaving / arriving my zone using its booster, if it is leaving i follow it, if it is arriving i try to allign my ship fast enough to the incoming ships origin direction and boost into that.

...this way you`re able to explore the sector finding maybe all its zone`s, which makes the game much more mystical and challengin, it also gives this "omg iam far out allready" feeling, which is much important for a space game.

If you found a new zone, its navigation coordinates get stored and youre able to set it as a nav waipoint displaying in the hud.

of course you can also choose a roughly direction without help from other ships, using a external chart, but turning the ship in the right direction using the current ship map system and animation, is a bit nerving atm.

I agree. Trying to explore based on direction and a general sense of what might be out there is daunting without a z-axis map. But it is really kinda scary and interesting too. And if you do get way out there, you can always plot a course back to the zone you came from ,so you can never get truly lost.

Also, certain missions will take you to other sectors and zones therefore putting a yellow plot direction marker on your HUD.

I also got the no booster message after updating but i guess I didn't read the part where you have to start a new game. I guess I'll have to start a new game, but having traders have boosters is a big fix and now the escort missions shouldnt be soo long, I hope.
This is what I enjoy most about this mod adds more depth and since of exploration finding your way around :)

My issue with the message happened on a new game in freeplay mode after updating to the latest release. And I also decided to start a new campaign run and received the same message after the pirates spawn to attack the Rahanas in the opening missions.

Thurmonator
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Post by Thurmonator » Tue, 26. Nov 13, 01:02

redshift690 wrote:
Thurmonator wrote:
Bumpy wrote:
Observe wrote:How are you handling navigation finding your way around without highways? The reason I ask, is I'm creating a Navigation Extension, and am wondering if there are particular features you have found would be useful in this situation? We briefly touched on this in a previous discussion I believe.
ohh, that is the interesting part atm, there are 2 different ways for me at current:

waiting near a station if a ship is leaving / arriving my zone using its booster, if it is leaving i follow it, if it is arriving i try to allign my ship fast enough to the incoming ships origin direction and boost into that.

...this way you`re able to explore the sector finding maybe all its zone`s, which makes the game much more mystical and challengin, it also gives this "omg iam far out allready" feeling, which is much important for a space game.

If you found a new zone, its navigation coordinates get stored and youre able to set it as a nav waipoint displaying in the hud.

of course you can also choose a roughly direction without help from other ships, using a external chart, but turning the ship in the right direction using the current ship map system and animation, is a bit nerving atm.

I agree. Trying to explore based on direction and a general sense of what might be out there is daunting without a z-axis map. But it is really kinda scary and interesting too. And if you do get way out there, you can always plot a course back to the zone you came from ,so you can never get truly lost.

Also, certain missions will take you to other sectors and zones therefore putting a yellow plot direction marker on your HUD.

I also got the no booster message after updating but i guess I didn't read the part where you have to start a new game. I guess I'll have to start a new game, but having traders have boosters is a big fix and now the escort missions shouldnt be soo long, I hope.
This is what I enjoy most about this mod adds more depth and since of exploration finding your way around :)

My issue with the message happened on a new game in freeplay mode after updating to the latest release. And I also decided to start a new campaign run and received the same message after the pirates spawn to attack the Rahanas in the opening missions.

Good to know...I'll try to start a new game as well and see if I get it.

Realspace
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Post by Realspace » Tue, 26. Nov 13, 13:52

Observe wrote:How are you handling navigation finding your way around without highways? The reason I ask, is I'm creating a Navigation Extension, and am wondering if there are particular features you have found would be useful in this situation? We briefly touched on this in a previous discussion I believe.
Yes this is one of the limitations but I think it does not make the game unplayable. Also hope for a future patch to include a better map into the game. Your work coould make this mod too much more playable. At the moment I'm focussing on how to improve the mission's behaviours by making my part of modding, i.e. changing the attributes of ships.

The message you can still get in a new game is correct, since that particular ship has not been modified yet, I only modified the many small freighters travelling from a zone to another.

Another thing is that freighters have an escort so if the escort ships don't use boosters then none will do, slowing down the economy :?

AI in mission pathfinding is another fundamental topic to solve ASAP and I hope Killerog can do it, I never worked on the X's AI so I think it is better if somebody else does it. Since we all have the same general vision of a bigger, lanefree universe :D

Realspace
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Post by Realspace » Wed, 27. Nov 13, 02:40

I'm sperimenting this mod with the various changes I try in the ship's physics, as for now am using the partially inertial flight model, I added it to other fighters too. Now the escort missions are quite different, indeed the trade ships use boosters (as from this mod) but attackers are very fast (their top speed increased) so the missions are much more difficoult. As Privata also noticed, the AI seems to benefit from this performance, by rebalancing top speed and manouvrability, in another killing mission I noticed the enemies to be much more lethal, more reactive, they killed me in very few time, it never happened before. I'll add the ship pack very soon, indeed bullets and missiles have to be modified accordingly, I've done it only want to try first.

Sahvion
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Post by Sahvion » Wed, 27. Nov 13, 06:18

Don't take this the wrong way Realspace, but what is the reason behind this mod given that we have highways in the game that allow us to move about the area's easily (which, while it does give a false sense of the universe being larger)

Realspace
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Post by Realspace » Wed, 27. Nov 13, 15:34

Sahvion wrote:Don't take this the wrong way Realspace, but what is the reason behind this mod given that we have highways in the game that allow us to move about the area's easily (which, while it does give a false sense of the universe being larger)
You don't have to like it, many do and the reason I can't explain but while super-higways are functional to spare minutes of travelling, local highways are useless and only bring the game back to a claustrophobic small box game. Just try yourself or listen to the comments other did ;-)

if you try, do it with a fresh new no-plot game and DON'T FORGET TO ADD A Physics add-on.

That is vital. In future I'm going to unify the mods, now it's more modular (to match the player's style) and compatible with other mods.

The physics pack includes now better performance for all small fighters so improved AI and accordingly increased weapons/missile.

HogMaster
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Re: Thanks

Post by HogMaster » Wed, 27. Nov 13, 16:25

Realspace wrote:
Scoob wrote:To confirm, I've seen my own little trade ship (given in the plot) use highways, I've even followed it myself through a highway. Not sure how such a ship would handle this mod. Good idea though!

Scoob.
This is quite bizarre, in my game during plot the given freighter NEVER used the lanes once, I also stayed on board to see how it goes, it JUMPS for sector to sector and USES BOOSTER for zone to zone
:? :? :?

Thanks for the inputs guys! Ok so this is premature, just tag this mod as xperiment. A solution would be to make all ships use the booster used by big ships. I found the xml during my experiments, must try. I think it is possible, if freighters do it also M class ships can do...just I'm tired of messing with the xml as long as we don't have a clue how the hierarchy of the game is.

Please if you are interested in this feature help me investigating how to make ALL ships use booster instead, install the mod and make some test.
I'm just a player as you are, just would like to play this game at its better potentiality and zone lanes are quite nonsense and ugly. Thanks!
That is because your Freighter is too big, it is considered a capital ship and so will use a jump drive and regular engine slowburn to travel between zones and stations.

Sub-capital ships use the lanes.
Hog

Realspace
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Re: Thanks

Post by Realspace » Wed, 27. Nov 13, 16:35

HogMaster wrote:
Realspace wrote:
Scoob wrote:To confirm, I've seen my own little trade ship (given in the plot) use highways, I've even followed it myself through a highway. Not sure how such a ship would handle this mod. Good idea though!

Scoob.
This is quite bizarre, in my game during plot the given freighter NEVER used the lanes once, I also stayed on board to see how it goes, it JUMPS for sector to sector and USES BOOSTER for zone to zone
:? :? :?

Thanks for the inputs guys! Ok so this is premature, just tag this mod as xperiment. A solution would be to make all ships use the booster used by big ships. I found the xml during my experiments, must try. I think it is possible, if freighters do it also M class ships can do...just I'm tired of messing with the xml as long as we don't have a clue how the hierarchy of the game is.

Please if you are interested in this feature help me investigating how to make ALL ships use booster instead, install the mod and make some test.
I'm just a player as you are, just would like to play this game at its better potentiality and zone lanes are quite nonsense and ugly. Thanks!
That is because your Freighter is too big, it is considered a capital ship and so will use a jump drive and regular engine slowburn to travel between zones and stations.

Sub-capital ships use the lanes.
sorry, this is old, we already solved this thing, big freighters do as usual, small freighters now have boosters and use them to travel among zones.

the thing to check is that they use SUPER-HIGHWAYS thou and not booster for among SECTORS.

Killerog's script comands the ships to use the booster (and they all have one now), we have to be sure they don't do it also for inter-system navigation.

To be sure big freighters continue to use jumpdrives and small freighters use super-highways

killerog
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Post by killerog » Thu, 28. Nov 13, 23:07

Sorry I have not been around the last few days to catch up on this. But I will hopefully get a chance to carry on playing around at the weekend.

About the super highways, as far as I know the ships should still use them as they do in a non modded game. But I haven't tested that.
Image

xxlebox
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Post by xxlebox » Fri, 29. Nov 13, 22:32

This mod is absolutely amazing! I get an error in the tutorial though, when I come back to my freighter 'Rahanas' for the second time and there's two pirates you are ordered to kill with missiles.

Basically, it comes up with this message that won't go away:

http://i.imgur.com/nbJwcUN.jpg


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

killerog
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Post by killerog » Fri, 29. Nov 13, 22:41

That's what it should do and is needed in this early release so we can add boosters to all ships that are missing, the idea is that after a few versions that messages will never bee seen again and I can remove it.

So if you get a message popup let us know what the text is.
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Realspace
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Post by Realspace » Sat, 30. Nov 13, 14:38

Wellcome back Killerog! :-)

Indeed, it is supposed to be like that. What you should not have is a similar message about the traders, they have all been given a booster.

At a certain point we must decide how to handle fighters, in the physics add-on they already have top speed improved and more inertia so they can catch up with traders when these boost. Latest version also increasews gun's range and missile's speed.

Please try to see wether the AI works well, report back about missions and all that stuff that in vanilla required highways .

I'm playing the plot and sofar I've had no issue anymore (using NoLanes AND Physics_ASSIST).

@ xxlebox offtopic, I think you have the same issue I had with the graphic card displaying only low resolution textures, judging from the image you posted. Try to set all the ATI software to defaut (if you have an ATI as I suppose)

killerog
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Post by killerog » Sat, 30. Nov 13, 14:48

Yeh any problems with missions should also be reported so I can take a look. This plus Observe's targeting mod goes a long way to improving the feel on "spaceyness" in this game :)
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jeroll3d
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Post by jeroll3d » Mon, 2. Dec 13, 14:54

Hi all

I read in forum: planet is 3D.

http://forum.egosoft.com/viewtopic.php? ... 96#4271696

Well, i presume travelling in orbital planets. If possible, how i increase valor to booster?

:) :) :)
Entusiasta da série X3! The best game.

Privata
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Post by Privata » Mon, 2. Dec 13, 15:33

there only one down side I found to the hole univers being 3d.

All the planets ARE real , thats good however the big BIG downside is when you actualy get there there is no station , the game does no load the map , it needs the super highways for the :cry:

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