[MOD]Fight Reloaded v0.50(Beta)

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Lord Morpheus
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Post by Lord Morpheus »

Yes it does ;) Also with MCE
Lord Morpheus
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Post by Lord Morpheus »

Version 0.40 is out now.
Fixed some syntax errors in generic missions, added missing generic missions, rebalanced generic missions (especially payment and mission levels), fixed notority gain for generic missions and added higher costs for capital ships

It's highly recommended to install version 0.40 because it will fix some critical bugs from version 0.30 regarding generic missions.
John McG
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fight reloaded

Post by John McG »

I don't know how you can say it is easier to fight in X rebirth, I find it much harder than in the previous X games, it is now more difficult to target and follow the ship you are trying to kill.
I have tried many times to send a Trojan drone to scan a station only to be attacked, if I try and fight back the station complains and sends out ships to attack me, either way I get killed.
I could do with a mod to help me kill attackers!!
Lord Morpheus
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Post by Lord Morpheus »

You are right but your points are design flaws. There is no working targeting system in X-Rebirth.

The difficulty level is a balancing issue, and was done with the intention to make the game as easy as possible. Just take a look at small fighters how slow they turn, or how fast you can destroy capital ships.
mrowka
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Post by mrowka »

Theres some bad rep( or hails) when you try to scan a station with a any drone, not sure why, and stations defences in vanilla are a joke. You can basicly take out entire xenon sector just by sleeping on the keyboard :D
MK3 Optimization "If you get stinky rich its his fault"
IEX - Sector Visual Enhancement "Dont enjoy the view navigating thrugh asteroid field, Seriously!"
Marine Repair 2 "Tip 19: Modern coffie cup`s are made of hull plating, beware"
Lord Morpheus
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Post by Lord Morpheus »

Repaired download link. Sorry for the inconvenience.
Deleted User

Post by Deleted User »

an ambitious project, I really like it. will track a lot.
Wana
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Post by Wana »

Hi Lord Morpheus.

Before all, know that i'm happy with your mod, extended hulls and advanced weaponry is very nice.

Thank you for repairing your link. Nexus mod just changed their way of doing it, so every links in this forum are now dead (but we still can search manually over there)

I'm very very sad to see 99% of X-R modders already left. I just can hope Egosoft will go on the doubble to make this game better and interesting (especially after the campaign), right now, i havn't much left to do with it after winning.

However, i was quite despaired to see the logfile, so many errors coming from your mod.. until today, yes, i was using the 0.3 :D :D

i've just patched to 0.4, and still saw some errors, fortunately, those ones were easier to repair.

Some of them :

Code: Select all

[General] ======================================
[=ERROR=] Cannot match path '/macros/macro[@name='bullet_turret_small_mg_macro']/properties' in patch file 'extensions\Fight Reloaded\assets\fx\weaponfx\macros\bullet_turret_small_sg_macro'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: (null) line 0, error 1202: Unfinished literal

/macros/macro[@name='units_size_drone_missiledrone_dumbfire_mk1_macro

[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: (null) line 0, error 1207: Invalid expression

/macros/macro[@name='units_size_drone_missiledrone_dumbfire_mk1_macro

[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path '/macros/macro[@name='units_size_drone_missiledrone_dumbfire_mk1_macro' in patch file 'extensions\Fight Reloaded\assets\units\size_drone\macros\units_size_drone_missiledrone_dumbfire_mk1_macro'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: (null) line 0, error 1202: Unfinished literal

/macros/macro[@name='units_size_drone_missiledrone_dumbfire_mk2_macro

[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: (null) line 0, error 1207: Invalid expression

/macros/macro[@name='units_size_drone_missiledrone_dumbfire_mk2_macro
Mistypo, wrong expressions, wrong arguments, nothing very difficult for a total newb like me.

Here is a fully corrected version. I'll kill the link once you answered me, it's not my job to distribuate a bugfree version. :twisted:

---Link removed---

On another note, i personally think new values for the skunk's engines are too low. but i'll revert that thing myself, no worries.

Thank you again, keep the good work !!
Last edited by Wana on Fri, 3. Jan 14, 14:07, edited 1 time in total.
Lord Morpheus
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Post by Lord Morpheus »

Hey Wana

Thx for finding those errors. All are related to copying mistakes. Can happen when you change so many files. Corrected the 9 faulty files and next Release will have them fixed ;)

And yes 0.30 is heavily bugged as I already said. :D Don't use it ;)
On another note, i personally think new values for the skunk's engines are too low. but i'll revert that thing myself, no worries.
Well at the beginning the values are low yes. But the better engines still outperform every other ship in the game.
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danielitto
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Post by danielitto »

You should write down the conflicts with other mods.
I have Improved Missiles with NRU installed and reading the mod statements it doesn't look that will overwrite files.
"New ideas pass through three periods:
1) It can't be done.
2) It probably can be done, but it's not worth doing.
3) I knew it was a good idea all along!"
Arthur C. Clarke

:)
Lord Morpheus
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Post by Lord Morpheus »

Compability: This mod is incompatible with any other rebalance mod and with mods that alters the generic missions.. All other mods should work fine however.
Improved Missiles is a rebalance mod. Sure those two will conflict with each other.
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danielitto
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Post by danielitto »

Yeah I saw that now
But I want to build on the fly missiles and repairs my ship with inventory items
Also the Fight Reloaded mod looks very interesting but I cannot go with just one
"New ideas pass through three periods:
1) It can't be done.
2) It probably can be done, but it's not worth doing.
3) I knew it was a good idea all along!"
Arthur C. Clarke

:)
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Tanvaras
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Post by Tanvaras »

Great mod mate, using it in my New Free play game and loving it. Makes a massive difference and a well worth it mod :)
iforgotmysocks
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Post by iforgotmysocks »

Lord Morpheus wrote:
Compability: This mod is incompatible with any other rebalance mod and with mods that alters the generic missions.. All other mods should work fine however.
Improved Missiles is a rebalance mod. Sure those two will conflict with each other.
Improved Missiles no longer aims to rebalance vanilla missiles in the first place.
It does change vanilla missiles, but it now aims to add missing missiletypes. ^^
I probably should just kick existing stuff out and focus on the new ones.

Anyway, running both should only result in one of both's missile macros overriding the others, if the same file exists in both mods, what wouldn't be a problem at all.

You also could just remove the macros of the missiles in the mod, when you don't want them to change the other mod.
If you wanna keep changes of the fight reloaded mod, then delete the vanilla macros in

X Rebirth\extensions\ImprovedMissiles\assets\fx\weaponfx\macros

missile_player_dumbfire_macro.xml
missile_player_guided_macro.xml
missile_player_swarm_macro.xml
missile_player_torpedo_macro.xml

are the ones you'll have to delete then.

But don't do this with other files, i checked the rest and there is no other conflict.
Lord Morpheus
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Post by Lord Morpheus »

@iforgotmysocks
Thx for your guide. I put a link to it in the start post.

@all
Version 0.45 is out now. A few copying errors are fixed (thx @wana), some surface elements have their hulls increased (jump drives, radar arrays and drone daunch pads) and the Xenon K is now a bit let's say different in terms of firepower than before :twisted:
Because everything seems to work fine the mod reached beta state now.
iforgotmysocks
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Post by iforgotmysocks »

Lord Morpheus wrote:@iforgotmysocks
Thx for your guide. I put a link to it in the start post.

@all
Version 0.45 is out now. A few copying errors are fixed (thx @wana), some surface elements have their hulls increased (jump drives, radar arrays and drone daunch pads) and the Xenon K is now a bit let's say different in terms of firepower than before :twisted:
Because everything seems to work fine the mod reached beta state now.
Nice to hear, thanks for your efforts! :)

I was running fight reloaded when i created the new missiletypes for improved missiles.
It felt so familier i just realized that it was activated when i was done setting the 'final' values for the missiles,
so i had to do it all over again for not creating a pile of instant killing missiles for ppl which aren't running fight reloaded. xD

I'm gonna continue working on the next update for IM soon, would you mind if i would set up a version with values balanced to your mod?
When i'm about to be done you could take a look and make the final adjustments, you definitly have a waaaaay better feeling for balancing!
Lord Morpheus
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Post by Lord Morpheus »

@iforgotmysocks

Well that's good to hear thx. And yes for sure you can make a version for fight reloaded. In fact I am honored that you want to make a special version for my mod ;)
iforgotmysocks
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Post by iforgotmysocks »

Lord Morpheus wrote:@iforgotmysocks

Well that's good to hear thx. And yes for sure you can make a version for fight reloaded. In fact I am honored that you want to make a special version for my mod ;)
Honored? Cmon, about what? xD
I'm just a starter at this stuff plus i would have ended up doing one for myself anyway, i guess. ^^
dijital
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Post by dijital »

I'd love to see improved missiles and fight reloaded fully compatible, that would be awesome, the only reason I haven't played with IM yet us because I wasn't sure how well the new missiles would do vs the buffed ships.

Another mod I'd like to see made fully compatible is Berserk Knight's Build Shipyards, which I think would be mostly compatible however not sure on 2 things:

1. FR updates the cost of building ships, not 100% sure how this would work with player built shipyards and not knowledgeable enough myself to figure it out.

2. Omicron ships are technically clones of the regular ships with different macro names, which was done to change the build materials of those ships. Seems like those ships wouldn't get the updated stats from FR, and not sure how the change in building materials would work.
EDIT: Think I got my mods mixed up on this one, but if I'm not mistaken the mod I'm thinking of was merged with Build Shipyards, so probably still counts anyways.

Just some thoughts, anyways you mod authors have made the game much more enjoyable, thanks and keep up the good work.
iforgotmysocks
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Post by iforgotmysocks »

dijital wrote:I'd love to see improved missiles and fight reloaded fully compatible, that would be awesome, the only reason I haven't played with IM yet us because I wasn't sure how well the new missiles would do vs the buffed ships.
Hm, they still would have been playable. Maybe not as reasonably priced but they would still have done their job. In fact, some missiles are stronger then the vanilla missiles you are used to by now. Downsides are longer reloadrates, they are harder to come by and alot more expensive.

Using them with FR would make them a little weak but still playable.
But its questionable if it would still be worth it to buy them.

Well, doesn't matter anymore soon.
Anyway, this thread is not about IM, so lets get back to the topic.

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