[WIP] X Rebirth: The New Frontier
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [WIP] X Rebirth: The New Frontier
There is an option to turn off ware consumption on shipyard so faction can build them with cash only, helps with that ware problem, also allows for the trading player to just crank up produxtion on those ship parts.
Re: [WIP] X Rebirth: The New Frontier
thats not it , shipyards are full just ships stuck in it cos no captain
Re: [WIP] X Rebirth: The New Frontier
i havent had that bug for a very long time
Re: [WIP] X Rebirth: The New Frontier
Is anyone running YAT with this mod with success?
Regads,
Thufar
Regads,
Thufar
Re: [WIP] X Rebirth: The New Frontier
I am and it seem to work okay
-
- Posts: 36
- Joined: Sat, 27. Dec 14, 04:25
Re: [WIP] X Rebirth: The New Frontier
1 thing's kind of strange. If I use an Albion CV to hire a fast contractor, once they finish/sell it to me, if I attach my CV to the station, they automatically try and rebuild the first level of a random section. For example, a contractor completely built an Argnu paradise (All extensions), and my CV's trying to build argnu paradise 1, when 2 and up are finished as well. I was able to repeat it on an energy array, and my CV is trying to build defense 1 despite defense 2 being completed.
I'm a few versions out of date, is this the bug fixed on Sep 18, 2018?
I'm a few versions out of date, is this the bug fixed on Sep 18, 2018?
Re: [WIP] X Rebirth: The New Frontier
Yeah same here ataching meant having a random part resetting to 0.
- StoneLegionYT
- Posts: 1428
- Joined: Fri, 4. Nov 05, 01:18
Re: [WIP] X Rebirth: The New Frontier
Is the wallet / empire info stored live or do you run a script once and a while to grab the data? I know it only shows in the log once and a while. Just wondering what the chances would be for a special menu to see live or near live stats? Would be quite cool I think. It's a RPG after all I think it be fun to see it on it's own screen if possible
Re: [WIP] X Rebirth: The New Frontier
I apologize if this has been answered somewhere before, or if I'm just missing something. But I tried out that Xenon start, but the stations are populated with NPCs I can't trade with. The only ones I can trade with are the ship sellers.
Is this something that gets sorted out over time? Or am I just missing something entirely?
Is this something that gets sorted out over time? Or am I just missing something entirely?
Re: [WIP] X Rebirth: The New Frontier
Is there any readme of what mod actually includes as of now ?
For example in initial post or github there is no any mention about new ships like Terranis mk2 or other ships.
For example in initial post or github there is no any mention about new ships like Terranis mk2 or other ships.
- StoneLegionYT
- Posts: 1428
- Joined: Fri, 4. Nov 05, 01:18
Re: [WIP] X Rebirth: The New Frontier
Besides the wiki that has a fraction of the info then no:
https://www.egosoft.com:8444/confluence ... w+Frontier
I had no clue wallets were in. The wiki, github and this main page does not tell you their in... This entire front page talks about a mod coming soon. Honestly I ignored this for the longest time. The only reason I looked into it was someone else mentioned it outside of this thread.
It kind of sucks when you got this amazing mod but 99% of it misses info
Like my game is lagging a lot I found I wanted to tone down stuff that you could in the other mod but I guess this one has no config outside the police chief so I went with easy but still quite CPU Taxing. There is like 8+ Stations in each area I lag like crazy and their not well spread out.
Re: [WIP] X Rebirth: The New Frontier
Marvin,
Bringing to your attention...
1) The two TER Civ Ship Parts Lot (Ship Part) in HOL West Gate District 05, both I and II, I believe are not set up correctly. In my game (newest release) neither are producing Ship Parts (weapons). Also, some production modules only require EC and Plasma Flow Regulators as primary resources, while other production modules require a whole host of primary resources. So jar, this is all the Ship Part production facilities my Business Center allows me to see.
2) I have a couple Ayosana ships loaded with construction drones. I also have a Paladin with severely damaged engines. I order the Ayosana to repair the Paladin (Hail, More(5), Salvage Ship (3), and select the Paladin) and the Paladin is ordered to dock with the Ayosana. It seems to me the Ayosana (fully working ship that I gave orders to) should fly to the Paladin, not the other way around.
3) When my Ayosanas finish restoring a wrecked ship, the engineer of the Ayosana keeps on repairing the wrecked ship even though the ship is repaired and moved out of the zone and I've contacted the Ayosana captain and asked him to follow me. I have to comm the engineer, Repair Selection, all selections greyed out and select Back (6) to get him to concentrate on the Ayosana again. Seems like that should be automatic.
Regards,
Thufar
Bringing to your attention...
1) The two TER Civ Ship Parts Lot (Ship Part) in HOL West Gate District 05, both I and II, I believe are not set up correctly. In my game (newest release) neither are producing Ship Parts (weapons). Also, some production modules only require EC and Plasma Flow Regulators as primary resources, while other production modules require a whole host of primary resources. So jar, this is all the Ship Part production facilities my Business Center allows me to see.
2) I have a couple Ayosana ships loaded with construction drones. I also have a Paladin with severely damaged engines. I order the Ayosana to repair the Paladin (Hail, More(5), Salvage Ship (3), and select the Paladin) and the Paladin is ordered to dock with the Ayosana. It seems to me the Ayosana (fully working ship that I gave orders to) should fly to the Paladin, not the other way around.
3) When my Ayosanas finish restoring a wrecked ship, the engineer of the Ayosana keeps on repairing the wrecked ship even though the ship is repaired and moved out of the zone and I've contacted the Ayosana captain and asked him to follow me. I have to comm the engineer, Repair Selection, all selections greyed out and select Back (6) to get him to concentrate on the Ayosana again. Seems like that should be automatic.
Regards,
Thufar
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
Re: [WIP] X Rebirth: The New Frontier
1) i need to check, at later builds one sort of Production should use Weaponparts to construct Shipparts (intendet to lower unwanted Weapon-parts)
2) if you gave collect order the ship decide based on condition (exists Pilot/Engines) of the collecting target to collect or gave the target an dockorder, maybe this need to adjusted based on speed of both ships
3) repairselection isn't extended to docked ships yet, this effects only the mainship - the Engineer should select priority objects anyway
2) if you gave collect order the ship decide based on condition (exists Pilot/Engines) of the collecting target to collect or gave the target an dockorder, maybe this need to adjusted based on speed of both ships
3) repairselection isn't extended to docked ships yet, this effects only the mainship - the Engineer should select priority objects anyway
Re: [WIP] X Rebirth: The New Frontier
1) Weapon Parts are a secondary resource, so although they may not be "needed", they are preferable to have if they do in fact speed up production of ship parts.Marvin Martian wrote: ↑Tue, 16. Oct 18, 15:041) i need to check, at later builds one sort of Production should use Weaponparts to construct Shipparts (intendet to lower unwanted Weapon-parts)
2) if you gave collect order the ship decide based on condition (exists Pilot/Engines) of the collecting target to collect or gave the target an dockorder, maybe this need to adjusted based on speed of both ships
3) repairselection isn't extended to docked ships yet, this effects only the mainship - the Engineer should select priority objects anyway
2) Ah, so the problem was I gave the target ship a crew. I think you are onto something with regard to be speed of both ships though.
3) Oh, it is good to know that a) the repair selection isn't extended to repairing ships, and b) I like the word "yet."
Regards,
Thufar
Re: [WIP] X Rebirth: The New Frontier
Hey all, I played X-Rebirth back when the first DLC came out (Teladi Outpost) and only got about 40 hours in before something else grabbed my attention. I'm going to be trying another playthrough and want to give NF a try.
I was wondering if anyone had some suggested mods to go along with this? I've already grabbed the new areas (LostSectors, Herschels Gift, Extinguished Hope, Prosper Devries, and Vacana Ltd. Ships / Paladin Destroyer).
Does Show Skills work? Do I need it?
Which version of the Capital Ship Bridge should I get? Capital Ship Bridge - 4.30 + or Capital Ship Bridge With New Charts - XRB 4.30 +
I've tried searching through the thread, but there are a LOT of posts xD I appreciate any help/input!
I was wondering if anyone had some suggested mods to go along with this? I've already grabbed the new areas (LostSectors, Herschels Gift, Extinguished Hope, Prosper Devries, and Vacana Ltd. Ships / Paladin Destroyer).
Does Show Skills work? Do I need it?
Which version of the Capital Ship Bridge should I get? Capital Ship Bridge - 4.30 + or Capital Ship Bridge With New Charts - XRB 4.30 +
I've tried searching through the thread, but there are a LOT of posts xD I appreciate any help/input!
Check out my mod Crystal Rarities
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
Re: [WIP] X Rebirth: The New Frontier
i assume should both same level only different layouts and CSB is almost compatible to NF
in this new Version of Forum you can search the actual thread only with the searchfield on top of the thread
in this new Version of Forum you can search the actual thread only with the searchfield on top of the thread
- StoneLegionYT
- Posts: 1428
- Joined: Fri, 4. Nov 05, 01:18
Re: [WIP] X Rebirth: The New Frontier
Hektos wrote: ↑Wed, 17. Oct 18, 05:03Hey all, I played X-Rebirth back when the first DLC came out (Teladi Outpost) and only got about 40 hours in before something else grabbed my attention. I'm going to be trying another playthrough and want to give NF a try.
I was wondering if anyone had some suggested mods to go along with this? I've already grabbed the new areas (LostSectors, Herschels Gift, Extinguished Hope, Prosper Devries, and Vacana Ltd. Ships / Paladin Destroyer).
Does Show Skills work? Do I need it?
Which version of the Capital Ship Bridge should I get? Capital Ship Bridge - 4.30 + or Capital Ship Bridge With New Charts - XRB 4.30 +
I've tried searching through the thread, but there are a LOT of posts xD I appreciate any help/input!
Honestly the mods you had grabbed suggested by the new frontier is going be too much in the end and lag you a LOT. I don't see many people bring it up but I did some testing and their taxing to add with NF.
That being said grab the "with new charts" for the bridge mod it really just fixes some maps that were not there and such.
Show Skills mod works for me just fine I have it installed.
Re: [WIP] X Rebirth: The New Frontier
Thanks! I don't know how I missed that handy little function I'll do a little more searching.Marvin Martian wrote: ↑Wed, 17. Oct 18, 08:23i assume should both same level only different layouts and CSB is almost compatible to NF
in this new Version of Forum you can search the actual thread only with the searchfield on top of the thread
That is sad to hear as they look like cool areas. I looked back, saw your test results, and noticed you were getting well over 60 fps, which doesn't seem terrible It does seem the game is CPU limited. Could I ask what CPU you have?Kane Hart wrote: ↑Wed, 17. Oct 18, 14:56Honestly the mods you had grabbed suggested by the new frontier is going be too much in the end and lag you a LOT. I don't see many people bring it up but I did some testing and their taxing to add with NF.
That being said grab the "with new charts" for the bridge mod it really just fixes some maps that were not there and such.
Show Skills mod works for me just fine I have it installed.
Check out my mod Crystal Rarities
- StoneLegionYT
- Posts: 1428
- Joined: Fri, 4. Nov 05, 01:18
Re: [WIP] X Rebirth: The New Frontier
4770k at 4ghz. The issue here is they expand as time goes on. So 12 hours 100 hours etc there will be more stations / ships.Hektos wrote: ↑Wed, 17. Oct 18, 16:44Thanks! I don't know how I missed that handy little function I'll do a little more searching.Marvin Martian wrote: ↑Wed, 17. Oct 18, 08:23i assume should both same level only different layouts and CSB is almost compatible to NF
in this new Version of Forum you can search the actual thread only with the searchfield on top of the threadThat is sad to hear as they look like cool areas. I looked back, saw your test results, and noticed you were getting well over 60 fps, which doesn't seem terrible It does seem the game is CPU limited. Could I ask what CPU you have?Kane Hart wrote: ↑Wed, 17. Oct 18, 14:56Honestly the mods you had grabbed suggested by the new frontier is going be too much in the end and lag you a LOT. I don't see many people bring it up but I did some testing and their taxing to add with NF.
That being said grab the "with new charts" for the bridge mod it really just fixes some maps that were not there and such.
Show Skills mod works for me just fine I have it installed.
Re: [WIP] X Rebirth: The New Frontier
My cpu is a bit stronger, so maybe I'll just wing it and see how things go xD
Check out my mod Crystal Rarities