[MOD] X:R Conquer mod v0.19s Updated 29/09/2015

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DaveDee
Posts: 285
Joined: Sat, 18. Oct 14, 13:10
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Post by DaveDee » Sun, 2. Aug 15, 20:34

XenonSurf wrote:Hi Rubini,
the story or instruction manual for your mod is great, once I have finished vanilla I'm eager to try this one!
Will play it with v. 3.53. Do I have to re-start a new game in Free Play or can I continue a previous game that I have started in Free Play?

Is your mod compatible with the 'Miscelanous Combat Tweaks' ? I want to also use this one because of a better Fleet control and maneuvres.

Thanks very much,
XenonS
You may continue after plot, but better to start new one.
Yes, it's compatible.

But i suggest to check new mod thread. It's still WIP, but Rubini and BlackRain are makin' some pure magic there.

http://forum.egosoft.com/viewtopic.php? ... sc&start=0

XenonSurf
Posts: 597
Joined: Fri, 18. Jan 08, 21:00
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Post by XenonSurf » Sun, 2. Aug 15, 22:47

@DaveDee,
thanks for the infos.
Yes I know about this WIP, certainly I stay tuned :)

Cheers,
XenonS

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini » Tue, 4. Aug 15, 00:05

XenonSurf wrote:Hi Rubini,
the story or instruction manual for your mod is great, once I have finished vanilla I'm eager to try this one!
Will play it with v. 3.53. Do I have to re-start a new game in Free Play or can I continue a previous game that I have started in Free Play?

Is your mod compatible with the 'Miscelanous Combat Tweaks' ? I want to also use this one because of a better Fleet control and maneuvres.

Thanks very much,
XenonS
Hi mate,
It´s better to start a new free game. Yorrick´s Devries freelancer start is the best to use with Conquer mod (CM). And yes, it is compatible with w.evan´s MICT and MOCT. A good combat fleet management is really necessary because you need a good fleet to fight and probably you will also board some ships . So, what mod to use to help you on fleet management side is about personal preference. I use w.evans Marine Rebalance ( a must to board), Better Turrets (that are already inside CM) and a modified Capitain Ai overhaul. But as i said MICT and MOCT will work great too.

About the new mod in development here:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

it is yet in alpha stage. So now it is more aimed for beta testers.

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini » Tue, 11. Aug 15, 18:12

New version is being cooking:

Changelog v0.19s:

Edited - see a post below.


Stay tuned!
Last edited by Rubini on Wed, 30. Sep 15, 13:54, edited 2 times in total.

Artean
Posts: 1101
Joined: Tue, 14. Feb 06, 17:41
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Post by Artean » Tue, 11. Aug 15, 18:59

Oh, some very interesting features! Good work, Rubini!
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A

escondido
Posts: 243
Joined: Tue, 27. Dec 05, 01:29
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Post by escondido » Tue, 11. Aug 15, 20:53

nice one.. this is a more realistic game ...for me a diferente game ))

thanks

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini » Wed, 30. Sep 15, 02:09

Hi guys,

Conquer Mod version v0.19s is ready. Sorry by the delay from last version, we worked a lot over CWIR last past 2 or 3 months.
Here the final changelog. It really have a lot of new features and is very playable, challenge and fun to play now. From beginning to the end of an entire free game. (X:R 3.61 compatible):


Changelog v0.19s:

- Patrol zones of interest. Any zone owned by any faction will be checked regularly by the presence of this faction small patrols that will stay in zone patrolling gates, jumpgates, outposts and zones with resources. Others zones without POIS will be also patrolled but with less frequency. So, no more empty strategic zones. They will be guarded.

- The invasion algorithm was improved and now works as intend: the zones with high strategic value will be invaded first and the invasions will be more consistent, which means that a faction will try to conquer a strategic zone first sending reinforcements if needed. If a zone have already enough invasion forces in fight, this faction can send also invasion forces to the next strategic value zone and so on. Also others zones with less value can be invaded same time as an strategic option.

- New Hyper jump technology. As we know, in Conquer Mod the factions have acquired a new jump technology that allows military fleets to hyper jump directly over zones to be invaded or defended. This technology is also used on Probes. When you open the holomap and choose plot course (to a zone) it will opens a new radial menu with these options: "Hyper Jump to Zone, Hyper Jump with Squad, Hyper Jump Squad only, Hyper Jump Squad to me, Drop Probe at my zone, Send Probe at chosen zone". This new feature, besides very expensive and in need of some special rare wares, will allow to complex military maneuvers, strategic invasions and support for allies factions. It is a needed feature that was absent until now. This feature use euclid´s base code with his permission and works up to 4 layers of escorts on your squad.
Thanks euclid! :wink:

- Added support for Capital Ship Bridge: probes can be sent and hyper jumps can be made with or without your entire fleet from inside a capship bridge.

- New radial menu option for capships: Squad Attack stance / Squad Defence stance. This is a handful way to put all capships Defence Officers in your squad in attack or defensive stance at once. In combination with Better Turrets mod (already inside CM) this feature will make the board action really fun and challenge and a valuable option on the battlefield. Open communication with any of your own squad capships, then chose: New Order >> Attack...>>Squad Attack stance / Squad Defence stance. This works up to 3 layers of escorts on your squad at once

- New radial menu option for capship traders. "Sell a ship" will be always disposable now (even if the shipyard is busy) and a new "Cancel my request" that allow you to cancel a build, repair or upgrade request. These two above new options have also new properties: selling a ship will add wares to the shipyard (will recycle the ship components) and you will receive a god money, if you cancel a build, upgrade or repair process, the wares can also be recycle and your money can be refund in a percent.

- Outposts are now really built by factions using a special CV - OPCV. You can now try to board (and sell) or destroy then before an Outpost was built.

- Now you have more two ways to earn money: by conquering zones and by stations taxes. And one more expense: salaries. For each zone that you conquer (or help to), RoC will pay you 6,000,00Cr (if a player capship stay there alone until the Outpost is built) or 2,000,000Cr (if a player capship is there with ROc capships until the Outpost is built). Stations will pay taxes and crew will need salaries. Each station can generate taxes enough to pay salaries for 1 station plus 5 to 8 capships. So, now, conquer zones and build stations give an extra profit to you. Take this in mind!

- Xenons and PMC will be a bit more aggressive. The correct amount of ships to really conquer a zone is more frequent now in invasion fleets. So, the fleets will be, more frequently, major in size (but not always - a limiter and some randomness is always present).

- Fixed and improve some CM features like the trade/miners microjumps when in danger and OOZ combat.

- A lot of others small fixes here and there that i cant recall now.

- By some changes above is necessary to start a new game, or use this mod over an old save game that yet have not any previous conquer mod version.
Last edited by Rubini on Wed, 30. Sep 15, 13:53, edited 1 time in total.

Rubini
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Post by Rubini » Wed, 30. Sep 15, 02:29

And to help to clarify an inevitable doubt:

What is the difference between Conquer_mod alone and CWIR?
Below some comments that come to my mind now:

- At first, both mods share a lot of features,
- The main difference is that Cionquer_mod is more peaceful, the fleets are smaller and the conflict is more narrow, a real continuation of the main plot (between player&canteran x PMC&pirates x Xenon).
- In CWIR player is free and can build outposts and conquer zones. In CM player is always allied and work for/together a Canteran Alliance.
- CM have exclusive features that fit better for the above exposed, making it a more well "resolved" gameplay because its almost finished now.
- CWIR have more ambitious gameplay but its yet a working in progress, we have plans to add new features and it yet have to be better balanced.
- And obviously CWIR have also a totally diferent way to make invasions, derived from WWX, using jobs and moving the fleets in vanilla way. In CM invasions are made by a smart code and military fleets have a new technology, called "Hyper Drive", that can jump forces directly over a target zone.

escondido
Posts: 243
Joined: Tue, 27. Dec 05, 01:29
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Post by escondido » Sat, 3. Oct 15, 15:52

Hello: this are the mod a have instaled in my game with X:R Conquer mod v0.19s Updated 29/09/2015
automated_emergency_jump
butterranges
cf.mission_computer «« dont work
Conquer_Mod
copilotconvo
devriesfreelancerstart
ego_dlc_teladi_outpost
Encyclopedia
hullrepairlaser
litauen_capital_ship_bridge
marinerebalance
more crew
nidaren_titurel_engine_fix
npcsgainxp
playershipyards
showmeyourfactionplease
stb2199_replace_ships
taf
vanfimmod «« Gaian star
vanfimmod_2 ««Eternal freedom
vanfimmod_5 ««two staras new system
w.e_mct
some of them not tested yet and almost fo them from steam Workshop
mi requaest is if is possible:
my request is, it will be possible to advise me what I should keep and should I install for better gameplay. and if not too much to ask you, place the direct links of mods? thank you

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini » Thu, 8. Oct 15, 20:40

Hi escondido,

I´m not at my home these last past days, but here some comments on your mod list:

automated_emergency_jump ==> can conflict with some CM (conquer_mod) features
butterranges ==> never tested it
cf.mission_computer «« dont work ==> its working at my end without problems
Conquer_Mod
copilotconvo ==> ok, recomended
devriesfreelancerstart ==> ok, recommende
ego_dlc_teladi_outpost
Encyclopedia ==> ok
hullrepairlaser ==> never tested it
litauen_capital_ship_bridge ==> ok, recommended
marinerebalance ==> ok, recommended
more crew ==> never tested it, but i guess that is ok
nidaren_titurel_engine_fix ==> ok, recommended
npcsgainxp ==> ok
playershipyards ==> never tested it
showmeyourfactionplease ==> never tested it
stb2199_replace_ships ==> never tested it
taf ==> ok
vanfimmod «« Gaian star ==> never tested it
vanfimmod_2 ««Eternal freedom ==> never tested it
vanfimmod_5 ««two staras new system ==> never tested it
w.e_mct ==> seems that is ok, i dont use it

When i arrived at my home I will post here the mods that I use with CM.
See you!

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