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

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Rubini
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Post by Rubini » Wed, 15. Apr 15, 02:44

The mod is online!
Please, if you try it post feedbacks.

And read the %$&* readme please!:P

Thanks and have fun!
Rubini.

w.evans
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Post by w.evans » Wed, 15. Apr 15, 15:09

Got it, thanks! No idea when I'll be able to take a look, though. Extremely hectic for the next couple of months. But I'll try to squeeze in an hour or twenty on the weekend.

Rubini
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Post by Rubini » Wed, 15. Apr 15, 16:10

Thanks to try it mate!

Please put it on dissection table and take a look inside. Any commnets or suggestions are welcome. :twisted:

Also forget to say (and I´m updating the first post now):
- the strongohold is now just a smaller vanilla station, a "Warehouse". I already started to make a new exclusive one just for the mod.

- If you (or the AI) destroy vanilla stations is important that you build new ones to maintain the economy alive. Perhaps, in future updates, just change hands (for AI OOZ) could be a good idea. But I need to be sure that the trade will works ok after change stations hands before adopt it.

HyperCube
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Post by HyperCube » Thu, 16. Apr 15, 12:38

Suggested mods to go with?
==================
Yes, at least these two:

1. Yorrick's DeVries Freelancer Start
http://steamcommunity.com/sharedfiles/f ... =283749478

2. Nidaren's Titurel Engine Fix (because pirates forces uses it as main force and it's engines are really broken on vanilla)
http://steamcommunity.com/sharedfiles/f ... =249312552
I have installed your mod and it works fine so far, i need to play more in order to revew it though :)

I just wanted to say that DeVries freelancer mod is outdated and doesnt work with the 3.53 :)

I'll report back once i get deeper into the conquer mod!

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini » Thu, 16. Apr 15, 15:41

HyperCube wrote:
Suggested mods to go with?
==================
Yes, at least these two:

1. Yorrick's DeVries Freelancer Start
http://steamcommunity.com/sharedfiles/f ... =283749478

2. Nidaren's Titurel Engine Fix (because pirates forces uses it as main force and it's engines are really broken on vanilla)
http://steamcommunity.com/sharedfiles/f ... =249312552
I have installed your mod and it works fine so far, i need to play more in order to revew it though :)

I just wanted to say that DeVries freelancer mod is outdated and doesnt work with the 3.53 :)

I'll report back once i get deeper into the conquer mod!
Thanks by the feedback mate!
I´m using DeVries freelancer mod (3.53) without problems here. Thanks by the info anyway, I already asked Yorrick about this, let´s wait his reply.

Anyhow, DeVries freelancer mod is recommended but not mandatory. Conquer mod will work with vanilla freegame and probaly with any other freegame "scenario" mod.

By the way, i´m cooking the first update:

Already done:
- ships now have marines inside to rise their boarding resistance
- the strongohold is now more "unique", seems really a small outpost but very well armed (although continues named as "warehouse")
- a settings section, now is easy to the usesr adjust Retaliation Forces and Invasion Forces frequency, delay and size.

To be done:
- minefields
- Forces adapted to each faction.

Cheers!
Rubini.

StumblingDrunk
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Post by StumblingDrunk » Sun, 19. Apr 15, 20:18

This sounds amazing! Its exactly what XR needs and I would be back in the game in no time ;)

Rubini
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Post by Rubini » Mon, 20. Apr 15, 01:52

StumblingDrunk wrote:This sounds amazing! Its exactly what XR needs and I would be back in the game in no time ;)
Thanks mate!
I´m finishing to cook the first update with a much more robust code with all promised additions and more. So, if you can, wait one more day to play with.
Here the main changelog for V0.12:

1. added Retaliation&Invasion forces capships types per faction. They can use xl or l ships (if any) with a chance. Xenon will only spawn in small number (1 or 2) because they are too powerful. It's configurable.
2. the Stronghold is now really a small outpost but very well armed
3. EWS (early warning system) for when enemy forces invade any player zone in the galaxy.
4. Spy Net Report, that will report when any station is destroyed in any place. This provide the type of station, so, you can late build one of the same type to preserve the economy if you want it. Or in a future release help an ally to build it.
5. Now any destroyed station will generate Retaliation Force for any faction ( before, this was true only for player faction)
6. fixed an issue where in rare cases a Retaliation Force was create for player faction. Also checked the code for rebuild Stations, Invasions Forces, Stronghold : the idea is that all player faction intervention must be done by the player itself (when and where attack, build stations, etc)
7. An OOZ (out of zone) combat intervention on code, because the vanilla game have poor OOZ AI, yet worse for CapShips x Stations. Now the game force a result (if needed) with a chance. It's configurable.
8. added a routine to stop to generate Invasion Forces for factions that don´t have at least one station. So, if no more stations this faction will die in time (note that vanilla code will continues to spawn this faction ships here and there, but will be not more a threat)
9. forget to say, enemy forces ships have now marines inside to prevent easy boarding.
10. Finally, a Config file where you can change various aspects of the mod like the chance and frequency of Enemy Forces, turn on/off OOZ intervention, change the Xenon Inv. forces ship's number, etc

Uff! I guess that it's all! :P
To be released in one or two days!

Sparky Sparkycorp
Moderator (English)
Moderator (English)
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Post by Sparky Sparkycorp » Mon, 20. Apr 15, 10:04

Wow, that's pretty epic :)

Rubini
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Post by Rubini » Mon, 20. Apr 15, 11:39

Version 0.12 is online, first post updated!
A lot of new additions and refinements, it´s not more a beta from now on.:P

Rubini
Posts: 452
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Post by Rubini » Tue, 21. Apr 15, 19:11

Version 0.13 is being cooked: :P

- A much better and galaxy wise Early Warning System - done!
X:R have not a functional EWS at all, but now you will be always correctly warning by Betty when any zone that contains yours&allies main ships ( class_l and class_xl) and or stations becomes dangerous - good examples are these two situations: an invasion force that arrive or if a ship (l or xl) enters a zone with considerable enemy forces. The result is a much more interesting and fluid combat game side for X:R

- Force consume of end wares from shipyards any time that an Fleet force is created. - in test.
The idea is to help the economy. We known that X:R in late game have not a good consume of final end products and this blocks all economy, making yours stations becomes full of wares and nobody to buy. I guess that consuming end products on shipyards can work, at least will be better than nothing. The idea: canteran shypyards will consume wares for canteran and player's ships (if you use player shipyard mod it will works too). PMC and its allies will consume PMC Shipyards wares and so on. Before create a Fleet force the mod will check the minimum amount of wares. (perhaps this is even not necessary because the main focus is to help economy at first).
Xenon and Pirates will use another type of constriction. This obviously needs to be test in its functionality. We need to be sure that npc shipyards will also really consume it´s wares chain production too.

tomchk
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Post by tomchk » Tue, 21. Apr 15, 19:20

This mod sounds truly game-changing in the best ways possible. Please keep up the great work! I cannot wait until this works with World War X!

DaveDee
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Post by DaveDee » Tue, 21. Apr 15, 19:22

few more updates, and i'll be forced to return back to game after two months. :D

R-TEAM
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Post by R-TEAM » Wed, 22. Apr 15, 23:51

Hi,

can i use this mod with the WWX mod ?
Or it is ATM only planed to integrate WWX compatibility ....?
And the same is going with the IZ combat and OOZ combat mods from w.evans ...

This are the 3 mods that i have running, that would imho maybe inflict with your mod .....
(and i would not run X:R without this mods - so i can only test your VERY promising mod if it is compatible ..)

Regards
R-TEAM

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini » Thu, 23. Apr 15, 05:34

R-TEAM wrote:Hi,

can i use this mod with the WWX mod ?
Or it is ATM only planed to integrate WWX compatibility ....?
And the same is going with the IZ combat and OOZ combat mods from w.evans ...

This are the 3 mods that i have running, that would imho maybe inflict with your mod .....
(and i would not run X:R without this mods - so i can only test your VERY promising mod if it is compatible ..)

Regards
R-TEAM
Hi mate,
IZ and OOZ are compatible, no problems.
WWX is not, but as you said they both can become compatible in near future.

Anyhow, version 0.13 is almost ready and i will release it in one or two days. With two main new features that are just a "must", IMHO:

- A global Early Warning voice System, what makes the "war" side of the game much more interesting and fun.

- All ships that are generated by this mod now consumes resources from shipyards, what will bring X:R to a new playable level. This is the "sink" that was absent on the game. It will help a lot to maintain the economy alive and full of work even on medium/late game.

Cheers!
Rubini.

w.evans
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Post by w.evans » Thu, 23. Apr 15, 08:03

Rubini wrote:- All ships that are generated by this mod now consumes resources from shipyards, what will bring X:R to a new playable level. This is the "sink" that was absent on the game. It will help a lot to maintain the economy alive and full of work even on medium/late game.
Cool! Would be interesting to see if the economy can keep up.

Also interesting, there are ramifications in that if the player were to increase production of ship-building equipment, the player would indirectly increase the number of ships potentially arrayed against him. I imagine this would create demand for a trade filter: define which factions your managers and traders can trade with rather than just the on/off (trade with NPCs / do not trade with NPCs) switch we have now. Embargoes would now make sense too.

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