[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

DarkWolf77
Posts: 18
Joined: Fri, 11. May 12, 15:27
x4

Post by DarkWolf77 »

First: Thanks for the very good Job and Support!

I have the same issue with the stacked CVs and can´t buy a new CV on this Shipyard. Have you a fix/workaound until the next patch?
I don´t know how can i delete the CVs in my save-game and i don´t find a (small) mod to delete the CVs in the Game.
The Simoom's Lantern Mod have to much functions for me :P
I hope you can help me ;-)

thanks
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

DarkWolf77 wrote:First: Thanks for the very good Job and Support!

I have the same issue with the stacked CVs and can´t buy a new CV on this Shipyard. Have you a fix/workaound until the next patch?
I don´t know how can i delete the CVs in my save-game and i don´t find a (small) mod to delete the CVs in the Game.
The Simoom's Lantern Mod have to much functions for me :P
I hope you can help me ;-)

thanks
If you really want to, you can open up your save game file in a XML editor (even Notepad would do, though it's kinda slow for editing XML files this big), and delete the segment pertaining to the CV's you want to remove. This is the method I used to do before I got into modding, however... I don't really recommend it because of the following:
  • There may be orphaned codes in your save game, since manual deletion of in-game objects like this do not perform proper cleanup (for example the crew onboard the CV's you deleted have attributes associated with their appearance and whatnot, which are located in a separate section of the save game file from where the CV's codes are located. These will be orphaned and you will get errors in debug about invalid actors).
  • It's VERY time-consuming to edit your save game files manually. I probably spent more time editing my save game files than I did playing the actual game - and these dozens and dozens of hours of effort could have been performed with a few lines of codes in MD script.
At the moment I am afraid your choice for destroying a selected object in-game will be between my Simoom's Lantern or alexalsp's CHEAT MENU (which recently gained a "destroy target" function), both are cheat menu-type mods with a lot of features, so not exactly the "small tool" you are looking for (I can certainly modularize all the features and release them as separate packs, but I just don't think it's necessary since people can simply choose what features they want to use and what they want to leave alone).

If you go with alexalsp's mod, please be careful about using his "destroy target" function. It does not have any sort of safety/condition checks in place; you could potentially really mess up stations and other things in your game if you are not careful.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

DarkWolf77 wrote:First: Thanks for the very good Job and Support!

I have the same issue with the stacked CVs and can´t buy a new CV on this Shipyard. Have you a fix/workaound until the next patch?
I don´t know how can i delete the CVs in my save-game and i don´t find a (small) mod to delete the CVs in the Game.
The Simoom's Lantern Mod have to much functions for me :P
I hope you can help me ;-)

thanks

Unfortunately, even when we fix the issue, it isn't going to delete the CV's from your game so you are most likely going to need to use one of these methods to remove the ships. Sorry about the inconvenience but these kinds of things must be expected when new features are being added.
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

Hey folks:

By popular demand, I wrote a small mod that automatically cleans up the glitched CV's at game load:
CWIR CV Cleanup Tool

The criteria for a CV to be removed are:
  • The CV's captain is not executing any order.
  • The CV is not attached to a station.
  • The CV is not docked (only possible through mods?)
  • The CV is not player-owned.
This is all it does:

Code: Select all

    <cue name="CWIR_CV_Cleanup" instantiate="true" namespace="this">
      <conditions>
        <event_game_loaded/>
      </conditions>
      <actions>
        <find_ship groupname="$Builders" primarypurpose="objectpurpose.build" space="player.galaxy" multiple="true"/>
        <do_all exact="$Builders.count" counter="$Counter">
          <do_if value="($Builders.{$Counter}.pilot.command.value == null) and not (@$Builders.{$Counter}.buildmodule.buildanchor.exists) and not (@$Builders.{$Counter}.container.exists) and not (@$Builders.{$Counter}.isplayerowned)">
            <destroy_object object="$Builders.{$Counter}"/>
          </do_if>
        </do_all>
      </actions>
    </cue>
[DISCLAIMER] I am NOT part of the CWIR team (at this time) and I am not familiar with CWIR's scripts in any way (I am not even a user). I wrote this script based on logical assumptions of glitched CV's behavior. I cannot guarantee that this script won't negatively affect CWIR's job routines in some way, or that it won't cause your save to implode. Use at your own risk!
Last edited by Simoom on Wed, 11. May 16, 14:30, edited 3 times in total.
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

you should exclude playerowned ships

it is not directly cwir related, but your conditions will be suit also for by mod docked ships :wink:
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

Marvin Martian wrote:you should exclude playerowned ships

it is not directly cwir related, but your conditions will be suit also for by mod docked ships :wink:
So... would this work?

Code: Select all

<do_if value="($Builders.{$Counter}.pilot.command.value == null) and not (@$Builders.{$Counter}.buildmodule.buildanchor.exists) and not (@$Builders.{$Counter}.container.exists) and not (@$Builders.{$Counter}.isplayerowned)">
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

i think yes, should be

i would try

Code: Select all

<do_if value="$Builders.{$Counter}.pilot.command.value == null and not @$Builders.{$Counter}.buildanchor and not $Builders.{$Counter}.isplayerowned">
but alternitive you can also use instead of only destroy

Code: Select all

<do_if value="$Builders.{$Counter}.isplayerowned">
	<start_script object="$Builders.{$Counter}.pilot" name="'player.default'"/>
</do_if>
<do_else>
	<destroy_object object="$Builders.{$Counter}"/>
</do_else>	
DarkWolf77
Posts: 18
Joined: Fri, 11. May 12, 15:27
x4

Post by DarkWolf77 »

Thanks for the answers and the hints :-)
@ Simoom: special thanks for the try to build a small mod :thumb_up:
I 'll try it later. Otherwise i will give your lantern mod a try ;-)

Have a nice day!
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

@Marvin Martian - $Builder..buildanchor and $Builder..buildanchor.exists both work, based on my previous tests (kinda like $Ship.pilot and $Ship.pilot.exists).

Code: Select all

<do_if value="$Builders.{$Counter}.isplayerowned">
	<start_script object="$Builders.{$Counter}.pilot" name="'player.default'"/>
</do_if>
<do_else>
	<destroy_object object="$Builders.{$Counter}"/>
</do_else>
This may potentially destroy deployed CV's belonging to NPC factions; I would use <do_elseif> with the same condition checks as what I am currently using... ^_^

Also player-owned CV's shouldn't need to be issued 'player.default' (if they were built at a shipyard, they should have that already. And if they were deployed to a station, then the player wouldn't be the commander unit, and the CV pilot shouldn't be running this command). :)

@DarkWolf77 - You are welcome. Let me know if it works; the script is fairly rudimentary. I didn't want to bother creating a shortcut for it in the game menu, so each time you want to clear the CV's, you will need to save the game and then reload (the script will run each time a save game is loaded).
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

@Simoom
i guess that if/else inside the "command and buildanchor" -do_if, not instead
Dvirus
Posts: 21
Joined: Sun, 7. Dec 14, 16:16
x3tc

Fps

Post by Dvirus »

Hi,

First of all thanks for the great mod!

But one question.

How can i increase the FPs!?

Without your mod i have 50/70 fps/ But when i enable your mod, in some systems i get around 12/20 fps?

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol


:( :( :( :(
It's Just a Virus
DarkWolf77
Posts: 18
Joined: Fri, 11. May 12, 15:27
x4

Post by DarkWolf77 »

Simoom wrote:@Marvin Martian -
@DarkWolf77 - You are welcome. Let me know if it works; the script is fairly rudimentary. I didn't want to bother creating a shortcut for it in the game menu, so each time you want to clear the CV's, you will need to save the game and then reload (the script will run each time a save game is loaded).
Hey Simoom,

i changed the "space" to player.sector and will try it separately sector by sector when i needed.
A little issue: The Game will be loaded and then the screen flickers.
No input with mouse or keyboard works. Only the following mode will be work. But it´s ok ;-)

In the sector your mod will be killed all CVs by the Shipyard.

I have changed your code to:

Code: Select all

</do_all>
		<write_to_logbook category="general" text="'Zerstörte CVs: ' + $Builders.count" />
      </actions>
it writes to the log the number of destroyed CVs:
https://onedrive.live.com/?authkey=%21A ... 11&o=OneUp

The "kill" function is ok, but i don´t can buy XL-Ships :-(
The menu have only the first Option "View available ships" (one to one from german ;-) I don´t know what is the correct text in english games)

Any ideas?

And thanks again for your work and help!
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Re: Fps

Post by VincentTH »

Dvirus wrote:Hi,

First of all thanks for the great mod!

But one question.

How can i increase the FPs!?

Without your mod i have 50/70 fps/ But when i enable your mod, in some systems i get around 12/20 fps?

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol


:( :( :( :(
Can you unload (remove) the mod after killing the CVs?
Unload the mod by removing the script.

Here is the sequence:
Run the mod
Kill the CVs
Save and quit
remove/rename the xml file
restart the game.

This should restore your FPS, no?
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom »

DarkWolf77 wrote:
Simoom wrote:@Marvin Martian -
@DarkWolf77 - You are welcome. Let me know if it works; the script is fairly rudimentary. I didn't want to bother creating a shortcut for it in the game menu, so each time you want to clear the CV's, you will need to save the game and then reload (the script will run each time a save game is loaded).
Hey Simoom,

i changed the "space" to player.sector and will try it separately sector by sector when i needed.
A little issue: The Game will be loaded and then the screen flickers.
No input with mouse or keyboard works. Only the following mode will be work. But it´s ok ;-)

In the sector your mod will be killed all CVs by the Shipyard.

I have changed your code to:

Code: Select all

</do_all>
		<write_to_logbook category="general" text="'Zerstörte CVs: ' + $Builders.count" />
      </actions>
it writes to the log the number of destroyed CVs:
https://onedrive.live.com/?authkey=%21A ... 11&o=OneUp

The "kill" function is ok, but i don´t can buy XL-Ships :-(
The menu have only the first Option "View available ships" (one to one from german ;-) I don´t know what is the correct text in english games)

Any ideas?

And thanks again for your work and help!
This mod shouldn't cause any graphic flickering or ship dealer behavior change... the script doesn't touch any of that...

It sounds like the shipyard you are trying to buy from is attempting to build something, so the cradles are blocked. Can you check if the shipyard is out of resource? If CWIR uses shipyards to construct the CV's used for NPC station building, and the glitch has caused them to keep building CV's non-stop, they may have run out of resources from that.

@VincentTH - Yes you can.
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH »

Simoom wrote:
DarkWolf77 wrote:
Simoom wrote:@Marvin Martian -
@DarkWolf77 - You are welcome. Let me know if it works; the script is fairly rudimentary. I didn't want to bother creating a shortcut for it in the game menu, so each time you want to clear the CV's, you will need to save the game and then reload (the script will run each time a save game is loaded).
Hey Simoom,

i changed the "space" to player.sector and will try it separately sector by sector when i needed.
A little issue: The Game will be loaded and then the screen flickers.
No input with mouse or keyboard works. Only the following mode will be work. But it´s ok ;-)


In the sector your mod will be killed all CVs by the Shipyard.

I have changed your code to:

Code: Select all

</do_all>
		<write_to_logbook category="general" text="'Zerstörte CVs: ' + $Builders.count" />
      </actions>
it writes to the log the number of destroyed CVs:
https://onedrive.live.com/?authkey=%21A ... 11&o=OneUp

The "kill" function is ok, but i don´t can buy XL-Ships :-(
The menu have only the first Option "View available ships" (one to one from german ;-) I don´t know what is the correct text in english games)

Any ideas?

And thanks again for your work and help!
This mod shouldn't cause any graphic flickering or ship dealer behavior change... the script doesn't touch any of that...

It sounds like the shipyard you are trying to buy from is attempting to build something, so the cradles are blocked. Can you check if the shipyard is out of resource? If CWIR uses shipyards to construct the CV's used for NPC station building, and the glitch has caused them to keep building CV's non-stop, they may have run out of resources from that.

@VincentTH - Yes you can.
So what is the final version of the script? does the link above contain the final version?
DarkWolf77
Posts: 18
Joined: Fri, 11. May 12, 15:27
x4

Post by DarkWolf77 »

Simoom wrote: This mod shouldn't cause any graphic flickering or ship dealer behavior change... the script doesn't touch any of that...

It sounds like the shipyard you are trying to buy from is attempting to build something, so the cradles are blocked. Can you check if the shipyard is out of resource? If CWIR uses shipyards to construct the CV's used for NPC station building, and the glitch has caused them to keep building CV's non-stop, they may have run out of resources from that.

@VincentTH - Yes you can.
Hey, the flickering was only in DeVries... and only with the mod. I don´t know why. In other sections it´s all ok.
I have changed nothing else. Only the output in the log and the sector.
But without changes, i have the same issue.

i checked one Shipyard again: One CV is in the dock with no commands to the Captain. How can i check if the shipyard is out of ressources?
The "L" dealer on the same Shipyard can build ships and he have many ressources. I think the last CV in the dock is the problem.
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Post by VincentTH »

DarkWolf77 wrote:
Simoom wrote: This mod shouldn't cause any graphic flickering or ship dealer behavior change... the script doesn't touch any of that...

It sounds like the shipyard you are trying to buy from is attempting to build something, so the cradles are blocked. Can you check if the shipyard is out of resource? If CWIR uses shipyards to construct the CV's used for NPC station building, and the glitch has caused them to keep building CV's non-stop, they may have run out of resources from that.

@VincentTH - Yes you can.
Hey, the flickering was only in DeVries... and only with the mod. I don´t know why. In other sections it´s all ok.
I have changed nothing else. Only the output in the log and the sector.
But without changes, i have the same issue.

i checked one Shipyard again: One CV is in the dock with no commands to the Captain. How can i check if the shipyard is out of ressources?
The "L" dealer on the same Shipyard can build ships and he have many ressources. I think the last CV in the dock is the problem.
How to check the SY is out of resources:

1- COMM the shipyard then the dealer (XL for CVs).
2- CLick on Show ship availability (or something like that).

It will show a ship with %. THis is the ship the SY is building.
3-Click on the icon to the left of the ship. This shows the Encyclopedia entry of the ship, and from that, the resources required to build the ship.
4- Scan the shipyard. to 70% or higher (Not sure, just scan until the Storage entries do not show the approximate symbol (less than or greater than symbol). Compare the storage stock of the Shipyard against #3.

If you want to build your CVs, supply the SY with the necessary resources.

Hope this helps.
Ezarkal
Posts: 1610
Joined: Wed, 22. Apr 15, 02:27
x4

Post by Ezarkal »

VincentTH wrote:
DarkWolf77 wrote:
Simoom wrote: This mod shouldn't cause any graphic flickering or ship dealer behavior change... the script doesn't touch any of that...

It sounds like the shipyard you are trying to buy from is attempting to build something, so the cradles are blocked. Can you check if the shipyard is out of resource? If CWIR uses shipyards to construct the CV's used for NPC station building, and the glitch has caused them to keep building CV's non-stop, they may have run out of resources from that.

@VincentTH - Yes you can.
Hey, the flickering was only in DeVries... and only with the mod. I don´t know why. In other sections it´s all ok.
I have changed nothing else. Only the output in the log and the sector.
But without changes, i have the same issue.

i checked one Shipyard again: One CV is in the dock with no commands to the Captain. How can i check if the shipyard is out of ressources?
The "L" dealer on the same Shipyard can build ships and he have many ressources. I think the last CV in the dock is the problem.
How to check the SY is out of resources:

1- COMM the shipyard then the dealer (XL for CVs).
2- CLick on Show ship availability (or something like that).

It will show a ship with %. THis is the ship the SY is building.
3-Click on the icon to the left of the ship. This shows the Encyclopedia entry of the ship, and from that, the resources required to build the ship.
4- Scan the shipyard. to 70% or higher (Not sure, just scan until the Storage entries do not show the approximate symbol (less than or greater than symbol). Compare the storage stock of the Shipyard against #3.

If you want to build your CVs, supply the SY with the necessary resources.

Hope this helps.
You can also simply order a ship from another of the shipyard's dealers and see what building ressources are low enough to be blocking bigger ship's production.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.
DarkWolf77
Posts: 18
Joined: Fri, 11. May 12, 15:27
x4

Post by DarkWolf77 »

VincentTH wrote:
DarkWolf77 wrote:
Simoom wrote: This mod shouldn't cause any graphic flickering or ship dealer behavior change... the script doesn't touch any of that...

It sounds like the shipyard you are trying to buy from is attempting to build something, so the cradles are blocked. Can you check if the shipyard is out of resource? If CWIR uses shipyards to construct the CV's used for NPC station building, and the glitch has caused them to keep building CV's non-stop, they may have run out of resources from that.

@VincentTH - Yes you can.
Hey, the flickering was only in DeVries... and only with the mod. I don´t know why. In other sections it´s all ok.
I have changed nothing else. Only the output in the log and the sector.
But without changes, i have the same issue.

i checked one Shipyard again: One CV is in the dock with no commands to the Captain. How can i check if the shipyard is out of ressources?
The "L" dealer on the same Shipyard can build ships and he have many ressources. I think the last CV in the dock is the problem.
How to check the SY is out of resources:

1- COMM the shipyard then the dealer (XL for CVs).
2- CLick on Show ship availability (or something like that).

It will show a ship with %. THis is the ship the SY is building.
3-Click on the icon to the left of the ship. This shows the Encyclopedia entry of the ship, and from that, the resources required to build the ship.
4- Scan the shipyard. to 70% or higher (Not sure, just scan until the Storage entries do not show the approximate symbol (less than or greater than symbol). Compare the storage stock of the Shipyard against #3.

If you want to build your CVs, supply the SY with the necessary resources.

Hope this helps.
Thanks again.

I have no Ship with % in the Shipyard:

[ external image ]

I have no CVs in the sectorlist:
[ external image ]

[ external image ]

But in the dock:

[ external image ]


And the Captain do nothing :-(
Ezarkal
Posts: 1610
Joined: Wed, 22. Apr 15, 02:27
x4

Post by Ezarkal »

I had the same problem with a sucellus I built from my own shipyard. It stayed there for hours "waiting for drones" until i got bored and sold it. Then it undocked right away. I did try to restart the game in between, and the CV I built right after undocked normally.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

Return to “X Rebirth - Scripts and Modding”