[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Has it been noted that this mod seems to disable the Automatic Supply Options for having your stations auto refill Cargolifters, Attack Drones, and Ammunition? I can do manual refills but when I select automatic I can't set amounts.
I saw a couple pages back someone having the issue with Shipyards and someone mentioned it might be because the Shipyards were never intended for players. However this appears to be affecting ALL my stations, which is a pain when I have 20+ stations to manage lol.
I saw a couple pages back someone having the issue with Shipyards and someone mentioned it might be because the Shipyards were never intended for players. However this appears to be affecting ALL my stations, which is a pain when I have 20+ stations to manage lol.
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Is there any way of finding out what a faction has planned such as in XRM? I'm asking because I'm playing the HoA start and want to directly help the HoA as I have a behemoth ship that is basically a one-ship-navy and can take on a good chunk of the Plutarch fleet at once, but I don't want to hang around a sector forever for the HoA AI to send an invasion fleet to. I have all the HoA licenses, but I can't for the life of me figure out what they are doing.
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How much money did you give your Architect? If you give them more than $5,000,000 it seems to trigger a special buy mode that while still charging market prices I think skips alot of the delivery issues.tuyijop wrote:HI !! I have a problem.
No Fusion Reactor in game after many hours of game.
Impossible to construct an station
Who can help me please ?
I haven't actually tried it on a game where all the ship tech fabs have been blown up, so I don't know if its only pulling from a production inventory or generating it to help prevent absolute shortfalls/stalls.
It is a somewhat slow process still and you need to keep the amount above 5 million the entire time (if it drops below that it will stop & wait for traders like normal). But might help you.
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Well Fusion Reactors are probably the most rare item in X Rebirth. Its not that there arn't alot of producers but that the number of stations that require them is so high that they set out almost immediately after a batch is produced so even if you have a trade agent on every Ship Tech Fab (Albion) or TechnoCore HI-E (OL) it can be tough to spot the orders. Production runs on a 30min cycle (assuming they have the resorces to produce) so sometimes it helps to go through the effort of using the Station Scan mode to scan an entire station to see the timer.tuyijop wrote:oh ok thank you i try this tonight...but when i look on the market i don't see fusion reactor...i see every ware but not fusion reactor...but tonight i try you soluce
Personally I go with Option B or C... Either make one of the first 2 stations I set up be a Fusion Reactor Producer (with the other being for Reinforced Plates) set to not trade the reactors with NPCs so I can stockpile them, or setup a Home of Light Warehouse with a max buy price order for them to encourage NPCs to deliver them to you instead.
Indestructable Stations?
Great MOD this - enjoying it immensely - except for the following problems.
I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.
Does anyone know a work around for this? because it may be causing my second problem? PMC with only these 3 stations left continually send new CVs (sometimes with heavy escorts) to build other stations I have destroyed and I am constantly having to manage my fleets to continually destroy the CVs - very tedious. Or is this a different problem? I thought that once all of their stations were destroyed - that should be the end of them.
Am I doing something wrong? - any ideas please.
I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.
I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.
Does anyone know a work around for this? because it may be causing my second problem? PMC with only these 3 stations left continually send new CVs (sometimes with heavy escorts) to build other stations I have destroyed and I am constantly having to manage my fleets to continually destroy the CVs - very tedious. Or is this a different problem? I thought that once all of their stations were destroyed - that should be the end of them.
Am I doing something wrong? - any ideas please.
I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.
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Re: Indestructable Stations?
Well, some stations can be a bit tricky to get them destroyed. U can try to have them destroyed while u're in another sector. If that also won't work i wrote u a few lines that will remove all pmc stations from the game.150147 wrote:I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.
I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.
https://mega.nz/#%21gRhjibYQ%21PW-eXp6y ... l8pu-maoKw
Re: Indestructable Stations?
iforgotmysocks wrote:Well, some stations can be a bit tricky to get them destroyed. U can try to have them destroyed while u're in another sector. If that also won't work i wrote u a few lines that will remove all pmc stations from the game.150147 wrote:I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.
I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.
https://mega.nz/#%21gRhjibYQ%21PW-eXp6y ... l8pu-maoKw
Many thanks for your reply.
I have downloaded and extracted the files. I assume that I should now copy the folder into my "extensions" folder in my steam game file. Is this correct? please advise.
Thanks again.
https://mega.nz/#%21gRhjibYQ%21PW-eXp6y ... l8pu-maoKw[/quote]
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- Joined: Fri, 8. Nov 13, 22:35
That works great - thanks again.iforgotmysocks wrote:Ya, you download it, unpack it and throw the folder in ur extensions directory. Once u loaded ur savegame and the message says that stations have been removed, you can save ur game and remove the mod afterwards.
The PMC (with no factories in the game) continue to send CVs to build replacement factories. When they are allowed to build, the mod does not remove them on a restart. How do I get round this? The constant onslaught by CVs is annoying and distracting.
I suppose the real question is - how do I manage this with the mod?
Is there a way to stop the CVs spawning? I thought that PMC were DEAD once they had no factories?
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- Posts: 118
- Joined: Fri, 12. Dec 03, 02:13
Doesn't look like you can prevent it.
Looks like the Economy Station Rebuild script (used to replace the games original stations) Checks CV Spawn Zone faction, if its enemy it tries to find the nearest zone owned by that faction, if the faction owns no zones then it finds the closes allied zone & spawns there.
It appears to be missing the "Invalid location if enemy capital ships present" check that all the other station building scripts in the mod seem to check as well.
I could be wrong though. I am still trying to decipher the scripts myself so I can figure out where I need to plug in data to get CWIR to build economy stations in my custom cluster mod. So far I have found 4 differnet scripts that link back to station building/rebuilding in some fashion
Looks like the Economy Station Rebuild script (used to replace the games original stations) Checks CV Spawn Zone faction, if its enemy it tries to find the nearest zone owned by that faction, if the faction owns no zones then it finds the closes allied zone & spawns there.
It appears to be missing the "Invalid location if enemy capital ships present" check that all the other station building scripts in the mod seem to check as well.
I could be wrong though. I am still trying to decipher the scripts myself so I can figure out where I need to plug in data to get CWIR to build economy stations in my custom cluster mod. So far I have found 4 differnet scripts that link back to station building/rebuilding in some fashion
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- Joined: Fri, 8. Nov 13, 22:35
They should be dead once u take away all their zones. That may involve planting an outpost at every zone they have. But if u kept them so low another faction should be taking their zones over for quite some time, so it shouldn't be too much work.150147 wrote:Is there a way to stop the CVs spawning? I thought that PMC were DEAD once they had no factories?
Some workarounds I have used:
- Increasing global.$BROozHull in md/cm_config.xml (if the hull stops decreasing at 23%, I would set it at 24 temporarily).
- Editing Destroy_Stations_cue in md/conquer_mod.xml (it checks the number of components destroyed for a station; sometimes this does not go down to 0 when it should)
- Making sure I have capital ships attacking the station and actually firing at it (bugging the defense officer if necessary)
- Increasing timeouts in libraries/jobs.xml for the factions that should really stop spamming ships (alternatively you could edit md/job_suppression if you wanted to get rid of a faction: it is supposed to stop the jobs when the number of stations reaches 0)
It took me a lot of time, but I managed to reach most of my objectives by hacking this mod. And btw I listed some of the problems here: https://www.egosoft.com:8444/confluence ... own+issues
Good luck !
- Increasing global.$BROozHull in md/cm_config.xml (if the hull stops decreasing at 23%, I would set it at 24 temporarily).
- Editing Destroy_Stations_cue in md/conquer_mod.xml (it checks the number of components destroyed for a station; sometimes this does not go down to 0 when it should)
- Making sure I have capital ships attacking the station and actually firing at it (bugging the defense officer if necessary)
- Increasing timeouts in libraries/jobs.xml for the factions that should really stop spamming ships (alternatively you could edit md/job_suppression if you wanted to get rid of a faction: it is supposed to stop the jobs when the number of stations reaches 0)
It took me a lot of time, but I managed to reach most of my objectives by hacking this mod. And btw I listed some of the problems here: https://www.egosoft.com:8444/confluence ... own+issues
Good luck !
Hi there, got an issue with my latest xenon matrix.
I build an I and everything was fine, until it was finished. Instead of getting a captain, it was sitting idle at the dock. So got some crew for it and then it left the dock.
Now i wanted to build another I, but at the ship construction site nothing happens. When i check the ressource status, I got an empty list and the name of the list is "building cost for //new name of the last build I//"
Anyone had a similar problem and know how to fix this?
I tried to sell this ship, assigned it to different squads, I'm running out of ideas
I build an I and everything was fine, until it was finished. Instead of getting a captain, it was sitting idle at the dock. So got some crew for it and then it left the dock.
Now i wanted to build another I, but at the ship construction site nothing happens. When i check the ressource status, I got an empty list and the name of the list is "building cost for //new name of the last build I//"
Anyone had a similar problem and know how to fix this?
I tried to sell this ship, assigned it to different squads, I'm running out of ideas
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Read some stuff at the wiki and now im not sure...
does it work with/does it replace:
Combat enhancement scripts (big guns only against worth targets, support boarding)
sucellus_ihc_fix (balor/sucellus stay at range)
Transcend - Gamestarts (adds another System)
fasterboarding
Build Titurel
and does Tougher Stations imbalance the fractions?
does it work with/does it replace:
Combat enhancement scripts (big guns only against worth targets, support boarding)
sucellus_ihc_fix (balor/sucellus stay at range)
Transcend - Gamestarts (adds another System)
fasterboarding
Build Titurel
and does Tougher Stations imbalance the fractions?
Has its own combat enhancement scripts that should also affect balor and sucellus (stay at range). This mod has different scripts for boarding and yes you can build a titurel with the right shipyard (need a reaver shipyard) Has compatibility files for TranscendStonehouse wrote:Read some stuff at the wiki and now im not sure...
does it work with/does it replace:
Combat enhancement scripts (big guns only against worth targets, support boarding)
sucellus_ihc_fix (balor/sucellus stay at range)
Transcend - Gamestarts (adds another System)
fasterboarding
Build Titurel
and does Tougher Stations imbalance the fractions?
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- Posts: 309
- Joined: Sat, 7. Feb 04, 18:47