[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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150147
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Re: Boarding Stations?

Post by 150147 » Sun, 4. Feb 18, 09:45

150147 wrote:Hi Guys,

I read in the readme/patch notes that you can board and capture stations in this MOD. Has anyone managed to do this yet?

How do you go about it?

:twisted:
I guess no body has tried this then.

JESS 246
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Post by JESS 246 » Sun, 4. Feb 18, 12:56

Hi 150147

I haven't captured a station yet but assuming it's done in a similar way to ships though you could hack systems with hack drone to weaken the station before boarding.

There is a cheat mod that bypasses all this and clam the stations without the effit, try this "Simoom's Lantern - Ultimate Cheat Menu" on steams workshop if you like.

Sorry can't be much help and delay in answering.

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Marvin Martian
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Re: Boarding Stations?

Post by Marvin Martian » Sun, 4. Feb 18, 19:09

150147 wrote:
150147 wrote:Hi Guys,

I read in the readme/patch notes that you can board and capture stations in this MOD. Has anyone managed to do this yet?

How do you go about it?

:twisted:
I guess no body has tried this then.
You need to talk to your Marineofficer then you can transfer Marines from Skunk to a Squadship of yours with free space in his dronebay
so it is possible to have more then the 50 Marines from the skunk available at boarding

you can start the boarding of a station(or ship) by call one of your Squadships with the marines in dronebay - here a new attack command is available
but the drones get started immediately, so send your ship into a good position

####

anyway, add an update to (github)cwir to solve the undestructable stations

150147
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Post by 150147 » Mon, 5. Feb 18, 10:32

JESS and Marvin,
Thanks for your replies,
I'll try this.

Marvin,

where will I find this github and the update? Please help.

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Marvin Martian
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Post by Marvin Martian » Wed, 7. Feb 18, 12:38

Marvin Martian wrote:simply some common bugfixes includet at https://github.com/40712ef4f9/cwir , don't know if BR will update the official packages
Use the default selected RC Branch

150147
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Post by 150147 » Wed, 7. Feb 18, 14:29

Marvin Martian wrote:
Marvin Martian wrote:simply some common bugfixes includet at https://github.com/40712ef4f9/cwir , don't know if BR will update the official packages
Use the default selected RC Branch
Thanks

Buzz2005
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Post by Buzz2005 » Sat, 17. Feb 18, 16:45

Hyper jumps are bugged?

Have a mercury in my squad and want to jump him anyware and everything is in order, hyper crystals, the zone has beacon and the mercury has fuel but after the success msg the ship is still in the same place minus the fuel cells?

And also the same thing when I have a arwan in my squad and the rest follows the arwan, only the arwan escort did the jump and the arwan is in the same place?

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alexalsp
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Post by alexalsp » Sun, 18. Feb 18, 19:28

Tell me. The latest version of CWIR is from this link, or from a link from the header. ?

https://github.com/40712ef4f9/cwir

CWIR on this link, displays a lot of errors in the log file.

https://drive.google.com/file/d/1HKbeCL ... sp=sharing

Only CWIR + 2 DLC

XR 4.30

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Marvin Martian
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Post by Marvin Martian » Mon, 19. Feb 18, 09:31

the problem is the mod-folder

the mod need to named cwir\ but github add the "brunch" so it called "cwir-RC" or "cwir-master", so default paths doesn't work - damn, hate that gh sh*t :x

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alexalsp
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Post by alexalsp » Mon, 19. Feb 18, 17:45

Sorry. Forgot to rename the folder. :roll:

Later I'll check it again.
Last edited by alexalsp on Mon, 19. Feb 18, 17:52, edited 1 time in total.

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Marvin Martian
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Post by Marvin Martian » Mon, 19. Feb 18, 17:51

isn't your fault, this should always working :shock:
if there is no way to force the right foldername at unpacking it might be better to place the mod-folder into a lower level to prevent wrong foldernames :S

Edit:
change the folders, so same game as in NewFrontier :|

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alexalsp
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Post by alexalsp » Mon, 19. Feb 18, 19:54

I renamed the folder to CWIR, no errors. Only small errors.

Code: Select all

[=ERROR=] 1.00 Tried to active state for job ID xen_destroyer_albion_diff_01, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_destroyer_albion_diff_02, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_fighter_patrol_albion_diff_01, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_fighter_patrol_albion_diff_02, which is not valid!
[General] 1.00 ======================================

Charming ...)))

I did not see in the topic links to your new mod - NewFrontier :?

Or is it not ready yet?

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Marvin Martian
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Post by Marvin Martian » Mon, 19. Feb 18, 20:35

the next CWIR step ...
Marvin Martian wrote:actual development time get spend to https://forum.egosoft.com/viewtopic.php?t=394031 / https://github.com/40712ef4f9/nf_a
BR isn't much active last time, so link is not at the first post

maybe you can add the existing ship-patches for BridgeMod at the the new nf_*** folders too - shipmacros are identical to cwir and some-ships models

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alexalsp
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Post by alexalsp » Tue, 20. Feb 18, 01:54

Ok. I will look at it.

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alexalsp
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Post by alexalsp » Sat, 24. Feb 18, 18:42

I have a question. The latest version of CWIR contains autocrew mod?

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