[MOD] Marine Rebalance

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w.evans
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Post by w.evans »

4.Jan.2015 - v0.33x set is up!

Your attack strength is now written into the in-game log after every engagement. Thanks to Clownmug for permission to adapt code from his Boarding Options mod!

Increased chance to incur losses due to attrition.

And the holidays end tomorrow, (and, to be honest, doing this mod, and capping all day is getting boring. I want to play!) so there should be no updates for a while. I will maintain compatibility updates when necessary, however.

Viel Spaß!

_____
Compatibility:

Compatible with everything out there at the moment. Modifies only the Boarding.xml file in [/md], and should only have potential incompatibilities with anything that changes that particular file. Only mod that I know of that does that is Clownmug's Boarding Options mod, and Marine Rebalance is fully compatible with Boarding Options.

Developed using X Rebirth v3.1 as a base, so is compatible with that version.

Makes no alterations to saved games whatsoever.
Pimpace
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Re: [MOD] Marine Rebalance

Post by Pimpace »

w.evans wrote: Download one of the Rebalance variants.
Download MarineRebalance_supplement.
Extract your Rebalance variant into your "extensions" folder.
Extract the supplement into your extensions folder. (NOT into the MarineRebalance folder).
Delete the "md" folder from the "MarineRebalance" folder.
It should still appear in your in-game "Extensions" menu as "Marine Rebalance."
Dude, this is confusing.

I'd glad, if you more specific with your file names. No offense.
Rebalance variants are ok. But MarineRebalance_supplement zip filename is: MarineBalance_supplement-427-0-1.zip -> (MarineBalance, not Rebalance).
Another problem: you mentioned here, that the variant zip should be extracted to extension folder. It's ok. You packed the variants files in a folder called: MarineRebalance. So if you just extract the zip into extension folder, it will create the folder, and extract the files. Ok. The next step, - you wrote here - extract the supplement zip into the extension folder and NOT the MarineRebalance folder. But you packed MarineBalance_supplement-427-0-1.zip with a folder tree struct, so it has MarineRebalance -> aiscripts -> script file. So it WILL extract into MarineRebalance folder.
Of course any more experienced user can watch out and copy the aiscripts folder into extension folder, if this is it what we have, what you wanted to describe.

So what I confuse is; how could your mod looks like in extension folder WITH supplement script

I suppose you want do this: unzip variant to extension, it makes MarineRebalance folder. Then I open MarineBalance_supplement-427-0-1.zip, go to aiscripts, and unzip this to extension folder. Then delete, the md folder from MarineRebalance folder.
So my extension folder will look like this:

A MarineRebalance folder with only content.xml file due to you wrote here we should delete md folder.
An aiscripts folder with engineer.ai.xml script file.

Is this correct? Dude, I'm not a mod expert, but don't think so. That's why I'm confusing with your install description. Why do we need to delete md folder? And if you warning us to NOT extract supplement files into MarineRebalance folder, why did you packed it with this folder name?

Please make a correct way to install your mod. I'd like to install a variant AND the supplement script too.

regards
w.evans
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Post by w.evans »

Hi Pimpace,

Oh man, I goofed. Thanks for pointing it out!

Changed the filename for the supplement to MR_supplement_engineer.

I have no idea what the download file is going to be because that's changed by Nexus. (Just checked. It looks like the filename gets appended with the mod number at Nexus (427) and the version number of the particular file (0-1) so MarineRebalancev0.32h gets changed to MarineRebalance_v0.32_hardcore-427-0-32h.zip)

Hm. I think it would still be clearer to refer to the variant names as listed since you can't see the actual file names anywhere on the Nexus site.

Regarding the instruction to extract the supplement into the extensions folder, and not into the MarineRebalance folder, I wanted to make sure that this folder structure resulted:

[\extensions\MarineRebalance\aiscripts\]

and not:

[\extensions\MarineRebalance\MarineRebalance\aiscripts\]

which would result if the file were extracted into the "MarineRebalance" folder rather than the "extensions" folder.

Those instructions were in case anyone wanted JUST the supplement without the mod. (The content.xml has to be there or else you won't be able to activate/deactivate it in-game, and the supplement itself doesn't have one.)

If you want the supplement WITH a variant of the mod, simply uninstall the supplement into the "extensions" folder after extracting the variant.

Sorry if that wasn't clear. Hmm. Maybe I should just take that block out of the OP? I'm pretty sure I left instructions up there on how to install the supplement with the mod, but it could have been buried under all of that text.

Thanks again for pointing this out.

And please do let me know if something is still unclear.


edit: moved the instructions in the OP for installing just the supplement to the end of the variant descriptions. I figure that anyone who might want to do that will probably look for that variant information because that's important to making an informed decision on this. Also seems more logical there than at the very top of the post.

Removed "and NOT in the MarineRebalance folder" because, you're right, that was probably causing more confusion than clarity.

Underlined the variant designations and the supplement designation in the description over at the Nexus.

Re-uploaded the file, renamed "MR_supplement_engineer" and made sure that instructions for installation of the supplement are in the description of the supplement file itself.

Didn't touch the description at the Steam Workshop, because that's more plug-and-play, so less of this kind of information necessary. (hopefully!)

_____
Hope that makes things clearer? Please let me know if it doesn't, or if you think it can be made still clearer.
Last edited by w.evans on Sun, 4. Jan 15, 23:15, edited 1 time in total.
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NZ-Wanderer
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Post by NZ-Wanderer »

sheesh, after reading the last 2 posts now I am confused :lol: (kidding)

But I am glad all I have to do is download my version through nexus mod manager and let it take care of everything :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
w.evans
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Post by w.evans »

@NZ-Wanderer But your name's on your variant!

Never actually tried the Nexus Mod Manager. Is it possible to publish updates through it like in the Steam Workshop? That's the only thing I like about getting mods from the workshop.

edit: which reminds me. NZ, you might want the supplement too. It's something lubatomy cooked up that tells the engineers to repair the drone bays with the same priority as the engines and the jump drive. (Makes sense because having construction drones speeds up repairs, and they're useful to repair everything else. And it's something that an engineer in a future heavily dependent on drones would think about, I think.)
Pimpace
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Post by Pimpace »

OK, thanks man. It's all ok, I think.

I want a marine variant AND supplement to be sure, my engineers always start repairing the drone-bay first.

So if all ok, I'll have this folder tree in extension:
A MarineRebalance folder
inside 2 folders and a file: aiscript folder, md folder and content.xml
aiscript folder has engineer.ai.xml
md folder has Boarding.xml

Is this correct?
w.evans
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Post by w.evans »

Yes. That is correct.

I'm curious, by the way. Which variant are you trying?
wazlord
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Post by wazlord »

Hi w.evans,

If i were to use the rebalance v0.2 OP version, it is still compatible with the latest 3.1 TO?

thx
w.evans
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Post by w.evans »

Hi wazlord,

Yes. The whole project only started a couple of weeks ago, so even the very first working version (v0.12) is still compatible with X Rebirth v3.10.

edit: And going forward, in case I fail to update the mod for compatibility with future game versions, the older versions of the mod are actually more likely to be compatible because they're simpler. v0.12, for example, changes only one line. Worst thing that could happen is that it does nothing.
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NZ-Wanderer
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Post by NZ-Wanderer »

w.evans wrote:Never actually tried the Nexus Mod Manager. Is it possible to publish updates through it like in the Steam Workshop? That's the only thing I like about getting mods from the workshop.
edit: which reminds me. NZ, you might want the supplement too. It's something lubatomy cooked up that tells the engineers to repair the drone bays with the same priority as the engines and the jump drive. (Makes sense because having construction drones speeds up repairs, and they're useful to repair everything else. And it's something that an engineer in a future heavily dependent on drones would think about, I think.)
As far as I am aware, the mod manager is only for downloading :) - not for publishing.
I just open mod manager, click on the download button on the web page, and down my variant comes, then all I do is activate it through mod manager and mod manager unpacks it and puts it into extensions :) - I don't have to do anything else, it all automatic, same for updating, I just deactivate the old one and delete it using the mod manager, then do the steps above and the update is done,
I don't know how it would handle doing a supplement tho, but if you got the folder setup right mod manager should handle it ok, might try it and see what happens.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
w.evans
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Post by w.evans »

Since I've been playing the mod documentation mini-game all day today, I thought I'd document the various parts of the script itself, in case anyone's interested.

I know that looking at the numbers might spoil it for some people. So if you don't want to know the exact numerical thresholds in the boarding mechanisms, please DO NOT LOOK FURTHER THAN THE LINE BELOW THIS PARAGRAPH.

________
________
In the interest of brevity, in what I can foresee will be yet another wall of text, I will refrain from comparisons with the vanilla script. You all have the vanilla scripts anyway, so you could do any comparisons at your leisure.

To start, this line:

Code: Select all

	<replace sel="//cue[@name='CheckTargetState']/actions/set_value[@name='$skipscannerdrone']/@exact">false</replace>
activates the PreScan mission.

And this line:

Code: Select all

	<remove sel="//cue[@name='PreScan']/cues/cue[@name='StartPreScanTargetPoints']/cues/cue[@name='PreScanTargetPoints']/param[@name='InitialTargetCount']"/>
removes the limit to the number of scanning points set in the Boarding.xml script.

........
This block:

Code: Select all

	<remove sel="//library[@name='CalculateAttackStrength']/actions/do_if[@value='$commander']/set_value[@name='$attackstrength']"/>

	<replace sel="//library[@name='CalculateAttackStrength']/actions">
		<actions>
			<set_value name="$attackstrength" exact="0.0f"/>

			<set_value name="$attackstrength" operation="add" exact="$ArrivedMarines.{1}.count * 0.5f" />
			<set_value name="$attackstrength" operation="add" exact="$ArrivedMarines.{2}.count * 3.0f" />
			<set_value name="$attackstrength" operation="add" exact="$ArrivedMarines.{3}.count * 10.0f" />

			<!--<set_value name="$attackstrength" operation="add" exact="$ArrivedMarines.{1}.count * 0.5f" />
			<set_value name="$attackstrength" operation="add" exact="$ArrivedMarines.{2}.count * 1.5f" />
			<set_value name="$attackstrength" operation="add" exact="$ArrivedMarines.{3}.count * 5.0f" />-->

			<do_if value="$commander">

				<do_if value="player.difficulty" min="level.hard">
					<set_value name="$attackstrength" exact="($attackstrength * ($commander.combinedskill + 1)) / 100" />
				</do_if>

				<do_elseif value="player.difficulty" min="level.medium">
					<set_value name="$attackstrength" exact="$attackstrength * (1 + ($commander.combinedskill / 100))" />
				</do_elseif>

				<do_else>
					<set_value name="$attackstrength" exact="$attackstrength * (1 + $commander.combinedskill)" />
				</do_else>

			</do_if>
		</actions>
	</replace>
does the bulk of the modifications in the mod. In it, the relative attack strengths of marines of different experience levels are set, and the influence that the marine officer has on attack strength is set.

All of the differences between the various variants are done here.

The difficulty switch depending on game difficulty is done here as well as of v0.36.

........
These three lines:

Code: Select all

	<replace sel="//cue[@name='BoardingCycle']/actions/set_value[@name='$SupportTimeout']/@exact">8min</replace>

	<replace sel="//cue[@name='BoardingCycle']/actions/do_if[@value='$missiontype == 3']/do_if[@value='$surfaceelem']/do_if[@value='$surfaceelem.shield gt 100000']/set_value[@name='$SupportTimeout']/@exact">12min</replace>

	<replace sel="//cue[@name='BoardingCycle']/patch[@sinceversion='2']/set_value[@name='$SupportTimeout']/@exact">8min</replace>
extend the time allotted for support missions. These are only active in NZ-Wanderer's variant.

........
This block:

Code: Select all

	<add sel="//cue[@name='BoardingCycle']/actions/do_if[@value='$target.owner == faction.ownerless']" pos="after">
		<do_elseif value="$fightoutcome lt -10">
			<set_value name="$missiontype" exact="1" />
		</do_elseif>
	</add>
makes Yisha so impressed at your combat prowess that she's rendered speechless.

........
This block:

Code: Select all

	<replace sel="//cue[@name='BoardingCycle']/actions/do_if[@value='$missiontype == 1']">
		<do_if value="$missiontype == 1">
			<do_if value="$fightoutcome lt -100">
				<set_value name="$SupportTimeout" exact="1s"/>
			</do_if>
			<do_else>
				<set_value name="$SupportTimeout" exact="20s"/>
			</do_else>
		</do_if>
	</replace>
sets your marines to blitz when your attack strength is extremely overpowering when compared to the boarding resistance of your hapless quarry.

........
This block:

Code: Select all

	<replace sel="//cue[@name='MarineFight']/actions/do_if[@value='not $SupportSuccess']">
		<do_if value="not $SupportSuccess">
			<do_if value="$fightoutcome gt 10">
				<set_value name="$losschancemin" exact="45"/>
				<set_value name="$losschancemax" exact="80"/>
				<include_actions ref="LoseMarines"/>
			</do_if>
			<do_elseif value="$fightoutcome lt -10">
				<!-- Player Wins -->
			</do_elseif>
			<do_else>
				<set_value name="$losschancemin" exact="5"/>
				<set_value name="$losschancemax" exact="10"/>
				<include_actions ref="LoseMarines"/>
			</do_else> 
		</do_if>
	</replace>
sets the situational Yisha tweak where failure to obey Yisha's tyrannical dictates results in her throwing a tantrum and pressing a button leading to your marines dying. (Thanks, lubatomy!)

........
This block:

Code: Select all

	<replace sel="//cue[@name='MarineFight']/actions/do_if[@value='$nummarines']/do_if[@value='$fightoutcome gt 10']">
		<do_if value="$fightoutcome gt 10">
			<set_value name="$losschancemin" exact="(($defencestrength)f / ((($attackstrength)f) / 4)) * 2"/>
			<set_value name="$losschancemax" exact="(($defencestrength)f / ((($attackstrength)f) / 5)) * 2"/>
			<include_actions ref="LoseMarines"/>
		</do_if>
	</replace>
alters the losses you incur due to attrition when your target's defences are stronger than your attacking force.

........
And these three lines:

Code: Select all

	<replace sel="//cue[@name='MarineFight']/actions/do_if[@value='$nummarines']/do_elseif[@value='$fightoutcome lt -10']/@value">$fightoutcome lt -100</replace>

	<replace sel="//set_value[@name='$outcomedecider']/@min">$fightoutcome + 50</replace>

	<replace sel="//set_value[@name='$outcomedecider']/@max">$fightoutcome + 100</replace>
extend the "Close Fight" range, and make losses due to attrition more likely in situations where you're stronger than your target, but not overpoweringly so.

........
This block:

Code: Select all

	<remove sel="//cue[@name='MarineFight']/actions/do_if[3]/set_value[@name='$addedprogress']"/>

	<add sel="//cue[@name='MarineFight']/actions/do_if[3]/set_value[@name='$progress']" pos="before">
		<!--<do_if value="$InjuredAmount">-->
			<set_value name="$retreating" exact="false"/>
			<do_if value="(($fightoutcome gt 10) and (($InjuredAmount * 2) ge $nummarines)) and ($progress lt 75)">
			<!--<do_if value="($fightoutcome gt 70) or (($fightoutcome gt 50) and not ($scannerdroneexists))">-->
				<set_value name="$addedprogress" exact="-40"/>
				<set_value name="$retreating" exact="true"/>
				<!--<write_to_logbook category="general" text="'Progress: RUN AWAY!  RUN AWAY!  Assault Progress = %1'.[$progress + $addedprogress]"/>-->
			</do_if>
		<!--</do_if>-->
		<do_elseif value="$scannerdroneexists" exact="true">
			<set_value name="$addedprogress" exact="25"/>
			<!--<write_to_logbook category="general" text="'Progress: Once more into the breach, dear friends!  Assault Progress = %1'.[$progress + $addedprogress]"/>-->
		</do_elseif>
		<do_else>
			<set_value name="$addedprogress" exact="10"/>
			<!--<write_to_logbook category="general" text="'Progress: Meeting resistance.  Assault Progress = %1'.[$progress + $addedprogress]"/>-->
		</do_else>
	</add>
alters the amount of combat rounds in different situations. It also sets the conditions by which your marines attempt to retreat.

........
This line:

Code: Select all

	<replace sel="//cue[@name='BoardingSupport_ProtectPods_Started_Conversation']/actions/do_if[@value='PreScan.state == cuestate.complete']/@value">$scannerdroneexists</replace>
should lead to your Marine Officer saying the line for successful pre-scanning, but doesn't work.

........
And last, but certainly not least, this magnificent thing was adapted from Clownmug's excellent Boarding Options mod with his permission (thanks, Clownmug!), and provides an entry in your in-game log which details your attack strength after every engagement:

Code: Select all

	<add sel="//cue[@name='Start']/actions/start_conversation" pos="before">
		<set_value name="$NewAttStr" exact="0.0f"/>
		<create_list name="$NewAttUnits" exact="unitcategory.marine.maxmk" />
	</add>

	<add sel="//cue[@name='Retreat']/actions/signal_cue[@cue='ReturnBoardingPods']" pos="before">
		<write_to_logbook category="general" text="'Your Marine Officer was shot in the knee while covering the retreat.\n  Please hire a new Marine Officer.\n  %1 marines survived.'.[$nummarines]"/>
		<!--<show_help position="0" duration="5s" custom="'Your Marine Officer was shot in the knee while covering the retreat.\n  Please hire a new Marine Officer.\n %1 marines survived.'.[$nummarines]" />-->
	</add>

	<add sel="//cue[@name='Success']/actions/remove_value[@name='$ArrivedMarines']" pos="before">
		<do_all exact="unitcategory.marine.maxmk" counter="$i">
			<set_value name="$NewAttUnits.{$i}" exact="$boardership.availableunits.{unitcategory.marine}.mk.{$i}.list"/>
		</do_all>
		<set_value name="$NewAttStr" exact="0.0f"/>

		<set_value name="$NewAttStr" operation="add" exact="$NewAttUnits.{1}.count * 0.5f" />
		<set_value name="$NewAttStr" operation="add" exact="$NewAttUnits.{2}.count * 3.0f" />
		<set_value name="$NewAttStr" operation="add" exact="$NewAttUnits.{3}.count * 10.0f" />

		<!--<set_value name="$NewAttStr" operation="add" exact="$NewAttUnits.{1}.count * 0.5f" />
		<set_value name="$NewAttStr" operation="add" exact="$NewAttUnits.{2}.count * 1.5f" />
		<set_value name="$NewAttStr" operation="add" exact="$NewAttUnits.{3}.count * 5.0f" />-->

		<do_if value="$commander">

			<do_if value="player.difficulty" min="level.hard">
				<set_value name="$NewAttStr" exact="($NewAttStr * ($commander.combinedskill + 1)) / 100" />
			</do_if>

			<do_elseif value="player.difficulty" min="level.medium">
				<set_value name="$NewAttStr" exact="$NewAttStr * (1 + ($commander.combinedskill / 100))" />
			</do_elseif>

			<do_else>
				<set_value name="$NewAttStr" exact="$NewAttStr * (1 + $commander.combinedskill)" />
			</do_else>

		</do_if>
		<write_to_logbook category="general" text="'The assault was a success!\n  Your attack strength is now: %1.'.[$NewAttStr]"/>
		<!--<show_help position="0" duration="5s" custom="'The assault was a success!\n  Your attack strength is now: %1.'.[$NewAttStr]" />-->
	</add>

	<add sel="//cue[@name='Failure']/actions/signal_cue[@cue='Finish']" pos="before">
		<write_to_logbook category="general" text="'Assault faltered in the face of overwhelming opposition.\n  All of the marines were lost.'.[]"/>
		<!--<show_help position="0" duration="5s" custom="'Assault faltered in the face of overwhelming opposition.\n  All of the marines were lost.'.[]" />-->
	</add>
........
Note that a lot of the more verbose entries in the log are commented out by default. I like to have them to have a record of how exactly an engagement went, but I think that most players won't like the added clutter in their log.

Happy boarding! And don't forget to say "Arrgh!"

edit: changed the CalculateAttackStrength block to reflect changes in v0.36
Last edited by w.evans on Thu, 8. Jan 15, 00:21, edited 4 times in total.
w.evans
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Post by w.evans »

6.Jan.2015 - v0.34x is up!

Added on-screen notifications after every combat round. Ugly at the moment, but it works. Should give you a better idea of what's happening every round.

These messages will not show if you're using camus' Boarding Options mod, but then you shouldn't need them if you're using the Boarding Options mod, so it's all good.

I only updated the workshop version because I'm assuming that most of the people getting it at the Nexus are using camus' Boarding Options mod, or don't need the functionality provided by that mod. (Ok, and I'm getting lazy.) If anyone wants the Nexus files updated to v0.34x, please do let me know.

_____
antoniut
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Post by antoniut »

@W.evans

Hi man. You are making a VERY good work here (not tryed yet, stil in a builder fase).

I try to convince myself, but I can't. I cannot believe that the skunk can carry 50 marines...its ridiculous (sorry to all for being so pushy)

It would be posible to make this rebalance but with 5 marines?

(Do not pay too much attention to this post, its only a wish...) :roll:

Thanks
w.evans
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Post by w.evans »

Hi antoniut,

I'm looking into it. Rebalancing for maximum 5 marines instead of 50 should be doable, although then it would be rather implausible to capture an Arawn or a Fulmekron with just 5 marines, wouldn't it? (Unless maybe if we were to imagine a spec ops deal where most of the capital ship defenses are automated, ergo, hackable? Should we then make hacking more prominent?)

Problem is, I can't seem to find where the 50 marine limit is set. Looked in the player ship macro and in various files in [/libraries] so far.

edit: trying changing this:

Code: Select all

<ware id="spe_unit_marine_mk1" name="{20201,15101}" description="{20201,15102}" transport="inventory" size="small" volume="1" tags="inventory">
    <price min="18472" average="21732" max="24992" />
    <component ref="character_argon_male_marine_mk1_macro" amount="1" />
    <icon active="ware_marine" />
  </ware>
to this:

Code: Select all

<ware id="spe_unit_marine_mk1" name="{20201,15101}" description="{20201,15102}" transport="inventory" size="small" volume="10" tags="inventory">
    <price min="18472" average="21732" max="24992" />
    <component ref="character_argon_male_marine_mk1_macro" amount="1" />
    <icon active="ware_marine" />
  </ware>
edit 2: nope. didn't work. Anyone?
antoniut
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Post by antoniut »

I surrender :)
lubatomy
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Post by lubatomy »

i tried looking, but i think the inventory part is coded somewhere that we dont have access too. that or I am just completely missing it which may be the case now I have caught the same fever/cold that my youngest daughter is just getting over.
w.evans
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Post by w.evans »

lubatomy wrote:I have caught the same fever/cold that my youngest daughter is just getting over.
Oh man. It sucks that it doesn't look like it's going to get cold enough for snow this winter, but at least we don't have to deal with that. Hope you and your daughter get better soon.
Last edited by w.evans on Wed, 7. Jan 15, 01:02, edited 1 time in total.
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Post by w.evans »

@antoniut I could rescale all of the boarding variables for just 5 marines instead of 50. So your marines will do 10 times the damage and casualties are incurred 10 times less and so on, and I could just PM you the download link, and trust your judgment to not get any more than 5 marines.

I won't release it though, because if anyone plays that with 50, or even 20, marines it'll be seriously no-fun-stomp-over-everything-overpowered. Plus, you have to keep in mind, the marines will cost the same.

Just let me know when you're game. (You mentioned that you weren't into boarding at the moment, and waiting further might get you a more developed fork.)
Pimpace
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Post by Pimpace »

Dude, I don't know if it is because BoardingOption mod, or rebalance, but when you fail the boarding, there is no any notify about it. For example as vanilla does: Mission failure, all marines died.

Any help?

Oh, and one more thing: I just installed your new update FROM Steam workshop. I did as you suggested, deleted the MarineRebalance folder first, so Steam installed your mod. However, I wanted to use MarineBalance_supplement-427-0-1.zip, but as I deleted the old MarineRebalance, inside, the "aiscripts" folder has been also deleted. Obvious. BUT, when I manually copy back this folder from this zip, I got an incompatible save. :( It says: "Missing, old, or disabled extension -> (aiscript 0.01 is missing)"

What can I do now?

Also I'm confused now. Steam workshop format is different. (ext_01, etc, etc), no "md" folder, and xml inside. my problem is that what variant is this? I used MarineRebalance_v0.311_NZ-Wanderer-427-0-311nzw.zip and this is worked with the modified aiscript. However, when I tried MarineRebalance_v0.331_NZ-Wanderer-427-0-331nzw.zip what your last version in NexusMods, I got same incompatible save error with aiscript.

Help please
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Hey Pimpace,

Thanks for telling me about the error. Didn't realize that it would cause a save incompatibility.

Hm. Just tested by loading a save game without the aiscripts folder, and the game loaded fine. Ah! Wait, did you try to fire it up with JUST the aiscripts folder in there? No content.xml and no md folder? No idea what would happen then, but I would not advise running it without at least the content.xml, because then, you wouldn't be able to control it via the in-game extensions menu.

Ok, first thing, the supplement is NOT compatible with the version of the mod up on the workshop. To upload to the workshop, we have to pack the files in these cat/dat files, and I don't think you can just put another folder in there with the cat/dats. (Or can you? UniTrader?)

So if you want to use the supplement, you're better off getting the loose files over at the nexus. If you like the balance of the version up on the steam workshop, it is v0.331_hardcore over at the nexus.

Really, the only advantage I find with using a mod from the workshop versus elsewhere is that you won't have to check for updates since all workshop mods are automatically updated by default upon game launch.

Regarding the on-screen messages -- "Taking heavy losses" and the like -- these will not show at all when you are using the Boarding Options mod (which I thought makes sense because you shouldn't need that feedback with the information given in Boarding Options, so I thought that it would just add on-screen clutter). You will still get the messages in your in-game log though. [Enter -> 2 -> 4]. You will, however, not get ANY notifications, on-screen nor in the log, when the ship explodes while boarding is underway. Haven't yet found a way to hook into that.

So, since you already have v0.331nzw, I would suggest that you:
  • 1. Deactivate MarineRebalance from the extensions menu in-game. (This will also unsubscribe you from the steam workshop mod.)
    2. Delete your MarineRebalance folder.
    3. Extract MarineRebalance_v0.331_NZ-Wanderer-427-0-331nzw.zip into your extensions folder.
    4. Extract MarineBalance_supplement-427-0-1.zip into your extensions folder.
Your extensions folder should have a folder labeled "MarineRebalance"

Inside the folder should be a file and two folders labeled "content.xml" "aiscripts" and "md"

Just like it was before.

Please do let me know if a problem with incompatible saves persists. Just tested it now with and without the aiscripts folder, with and without content.xml, and I can't seem to replicate the problem.

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