[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

The place to discuss scripting and game modifications for X Rebirth.

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Scoob
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Post by Scoob » Fri, 17. Jul 15, 17:43

Sounds great BlackRain & Rubini :) This is certainly something the game needs in order to feel more "real", insta-spawns and no actual war attrition is a major immersion killer for me.

Best of luck with this one, I'll be watching eagerly :)

Scoob.

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Post by BlackRain » Sat, 18. Jul 15, 05:39

Quick update, Rubini and I will actually have something up soon! Rubini is away so I will be working on the code but with the basic work he has given me, I should be able to finish an Alpha in the next couple days. It will be a combination of our mods with some new features. We will add on to it and tweak it much more in the future (Alpha will be limited in scope)

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Post by StumblingDrunk » Sat, 18. Jul 15, 09:10

I personally cant wait and im reinstalling xrebirth in anticipation!

BlackRain
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Post by BlackRain » Sat, 18. Jul 15, 17:02

An overview of what the Alpha will be:

-- Alpha will include all of the current conquer mod
-- Alpha will include custom version of WWX (customized jobs file, lighter than WWX and more directed)
-- War will be going on in Albion and Devries (other Galaxies will be as normal WWX)
-- You will be able to completely eliminate PMC (HOA, ROC, REI will also be able to be completely eliminated, but in the Alpha you are allied with HOA and ROC)
-- Will include all new ships from WWX, shipyards, my escort and patrol scripts, etc. (Capital Escort scripts updated with MICT code, should still download all of the other MICT stuff)


What I hope will be in the Beta:
-- Beta will hopefully include all of the galaxies in their own wars. Wars will be regional based on faction enemies/allies
-- Player will be able to create his own empire and eliminate whoever he wants
-- More customized jobs spawns, eliminate all factions, factions spawns tied to strength of faction, spawns may decrease or increase or disappear completely
-- Fleets will be named so that you know what they are doing with some guessing (PMC Invasion Fleet is obviously going to invade somewhere)

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Hector0x
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Post by Hector0x » Sat, 18. Jul 15, 17:09

My guess is, that it will be a pain to balance this out. Maybe it's intended, but this sounds like someone will always be wiped out in the long run.
Dynamic coalitions of the weakest factions could preserve something close to an equilibrium of power until the player breaks it up. Of course this wouldn't match with the lore.

Best of luck with your project. Will probably install Rebirth with the beta 8)

BlackRain
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Post by BlackRain » Sat, 18. Jul 15, 17:23

Hector0x wrote:My guess is, that it will be a pain to balance this out. Maybe it's intended, but this sounds like someone will always be wiped out in the long run.
Dynamic coalitions of the weakest factions could preserve something close to an equilibrium of power until the player breaks it up. Of course this wouldn't match with the lore.

Best of luck with your project. Will probably install Rebirth with the beta 8)
Well, we have taken this into consideration, but it is difficult to foresee all possibilities of course. Wars will be regional (Xenon will try to take over all of the universe but that will be difficult for them). Split, Xenon and Argon government will be vying for Maelstrom. HOA, PMC, and ROC are vying for Albion and Devries (with minor factions like Reivers and Sovereign syndicate involved).

I do not think zones will change hands that often. The goal is to have zones change hand but very rarely, unless of course the player gets involved. The player will have to ensure that they are smart about it, making sure to build infrastructure and such. Factions will rebuild stations that get destroyed, there will be bumps in the economy, but that could mean opportunities for the player.

This could also be on a small scale depending on how you want to play the game. If you do not want to get involved in the big wars, you could try to remove one of the corporations and take over a certain type of business. Completely eliminate AES and build your own energy stations or whatever heh. That would be up to you, though.

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Post by escondido » Sun, 19. Jul 15, 01:17

I hope this come out soon ..them i install again the game and play with this mod...thanks for the time you guys spend on this.. :-D

BlackRain
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Post by BlackRain » Sun, 19. Jul 15, 23:05

Okay, update!!

I have finished the new Jobs file and the Jobs Suppression scripts (for now anyway, still needs a lot of work but it is functional for the alpha)

Doing initial testing now to see if the Job suppression works correctly. Needs to be tweaked a little still. Should have something uploaded later today assuming things work as planned.

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Post by BlackRain » Mon, 20. Jul 15, 05:08

I updated the second post with mod info. I will be uploading the alpha to drop box soon for those of you who want to test it out. I need feedback most of all please!! Only way to make the mod the best it can be!

edit-- Mods up! Let me know how it goes, still A LOT of work to do, basic Alpha right now.

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Post by UniTrader » Mon, 20. Jul 15, 05:59

just a suggestion: i think for a coloborative project it makes much sense to use Github or something similiar ;) just use the master branch for what you consider releaseable and work in an own development branch ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by BlackRain » Mon, 20. Jul 15, 06:00

UniTrader wrote:just a suggestion: i think for a coloborative project it makes much sense to use Github or something similiar ;) just use the master branch for what you consider releaseable and work in an own development branch ;)
Thanks for your advice buddy :) It isn't necessary right now, since I am the only one working on it (Rubini wont be back for a couple of weeks).

BlackRain
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Post by BlackRain » Mon, 20. Jul 15, 06:12

If anyone downloaded the mod already, they need to redownload, I made a big mistake :( I am tired

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Hector0x
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Post by Hector0x » Mon, 20. Jul 15, 11:08

BlackRain wrote:This is an Alpha and I make no promises or guarantees on your saves or your game.
Can you already tell that there will be features that definitely deny savegame-compatibility? (apart from balance changes that obviously won't affect a messy game anymore)

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Post by BlackRain » Mon, 20. Jul 15, 15:28

Hector0x wrote:
BlackRain wrote:This is an Alpha and I make no promises or guarantees on your saves or your game.
Can you already tell that there will be features that definitely deny savegame-compatibility? (apart from balance changes that obviously won't affect a messy game anymore)
Well, stations are getting destroyed and zones are being conquered. There are a lot of scripts running. Don't know what kind of impact it will have on a save. For future versions of this mod it should be okay but not if you want to remove the mod.

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Post by BlackRain » Tue, 21. Jul 15, 02:57

Working on next update. In the next update, all factions in DEVRIES and ALBION will be able to be completely destroyed assuming you are able to completely wipe out all their stuff (faction strength is tied to ZONES and STATIONS). If a faction loses all zones and stations, goodbye!

Corporations don't have any zones so they will be wiped out once stations are

Saquavin
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Post by Saquavin » Tue, 21. Jul 15, 14:09

Tested it for about 2 hours, from a vanilla game with few stations.
I love the mod.
-huge war, no more passive universe. All fleets I have seen have some of the new ships you added.
I am going to play it, no more vanilla now I saw your universe.
I will send feedback and bug reports here.

I noticed alert system always says «unknow station» destroyed. It's weird I can't know what is the destroyed station, as I have explored the entire universe and I have a trade agent on every station.

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Post by BlackRain » Tue, 21. Jul 15, 14:21

Saquavin wrote:Tested it for about 2 hours, from a vanilla game with few stations.
I love the mod.
-huge war, no more passive universe. All fleets I have seen have some of the new ships you added.
I am going to play it, no more vanilla now I saw your universe.
I will send feedback and bug reports here.

I noticed alert system always says «unknow station» destroyed. It's weird I can't know what is the destroyed station, as I have explored the entire universe and I have a trade agent on every station.
It was an outpost then. Factions that conquer a zone, build an outpost. If you do not see it then it is unknown.

Saquavin
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Post by Saquavin » Wed, 22. Jul 15, 20:58

Understood. I have seen one of them, it's a nice feature.
This leads to one idea : can you create some stationnary defense platforms (S, M, L like X3 or something else), platforms we could build like we build stations. I think something has to be done with building spots, for now we cannot choose precisely where to build.

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Post by UniTrader » Wed, 22. Jul 15, 21:16

just some thoughts from another modder: per Script you can set up arbitary build locations i think - the only problem is how to present the choice to the player.. i think using a (safe) position 1km* in front of the player ship when giving the build order may be a good approach (like saying "Build a Defense Platform there"*pointing in front of the Ship*) because it doesnt introduce new interfaces and it prevents the Player from directly interacting with Game Coordinates (the Players should not be troubled by these, they are technical stuff only imo)


*Distance may depend on the Size of the Platform
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

BlackRain
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Post by BlackRain » Wed, 22. Jul 15, 22:10

Saquavin wrote:Understood. I have seen one of them, it's a nice feature.
This leads to one idea : can you create some stationnary defense platforms (S, M, L like X3 or something else), platforms we could build like we build stations. I think something has to be done with building spots, for now we cannot choose precisely where to build.
In order to resolve this specific issue, I created the Sul Mobile Weapon Platform.

This is a much simpler way of resolving what you are asking for. It has 2 HIVI turrets on it (the ones on the tracer platforms). The ship is slow, it isn't meant to be flying around but you can park it in whatever spot you want and it acts as basically a weapon platform. If you want, once you park it, remove the captain from it so you can't tell it to move anymore.

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