[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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UniTrader
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Post by UniTrader » Wed, 24. Aug 16, 18:30

you could just make a copy of it and rotate it around the Y Axis (or better: every Root Part of it - attached Parts will be rotated automatically ^^)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Marvin Martian
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Post by Marvin Martian » Thu, 25. Aug 16, 08:00

but the whole station are single pieces, so this won't work without repositioning

BTW you say similar last time like change x and z - that also doesn't work

IMO it could work if changing the station into a new destructable part and place/rote only this thing into an ship-file

Nagittchi
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Post by Nagittchi » Thu, 25. Aug 16, 08:13

Kinda unsure on how to zone capture.

I was trying to build up my main base at Vapour Stream, DeVries, in front of the OL jumpgate - couldnt find any ships other than the passing trader, but there were times when the zone was empty. Nada. No zone control.

But even with my outpost there some Canteran CV just strolls on in and plops his outpost next to mine and suddenly gets law enforcement, which I assume is zone control?

Some kind of input I need to do to claim an nonownered zone?


Also when I have a contractor build something for me, if I have insufficient funds does he just jump away with the station? had some odd behavior where that happened. The last time I had to talk to the architect to claim the building or something, don't know if that was just coincidence or you had to do that.

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ezra-r
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Post by ezra-r » Thu, 25. Aug 16, 11:12

Nagittchi wrote:Kinda unsure on how to zone capture.

I was trying to build up my main base at Vapour Stream, DeVries, in front of the OL jumpgate - couldnt find any ships other than the passing trader, but there were times when the zone was empty. Nada. No zone control.

But even with my outpost there some Canteran CV just strolls on in and plops his outpost next to mine and suddenly gets law enforcement, which I assume is zone control?

Some kind of input I need to do to claim an nonownered zone?


Also when I have a contractor build something for me, if I have insufficient funds does he just jump away with the station? had some odd behavior where that happened. The last time I had to talk to the architect to claim the building or something, don't know if that was just coincidence or you had to do that.
Read the wiki.

Basically when you set a waypoint to anywhere there is an option to hire building an outpost in the zone you are, you will be charged 10mill and when it finishes the zone is yours, but read the wiki for for detail!

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Post by Nagittchi » Thu, 25. Aug 16, 13:14

Well I pretty much did before posting here.

And I'll copy and paste from the wiki:

Zone Capture
In order for the player to claim an unowned zone, or capture a zone from a Faction, certain prerequisites must be met:

An owning faction must have no ships or stations in the zone (zones can be bigger than Skunk radar or visible ranges).
No other faction may have a military capital ship in the zone.
You must have an owned capital ship in the zone.
You must build within the zone either a regular station or have enough credits (10-20 million) to order an outpost CV, which are fast and convenient but takes up a build spot (The outpost is called by bringing up the universe map. Then pick a zone and hit plot course. The option is there to build an outpost along with other things).
Outpost CV's use up a build spot so be warned! Even when an NPC builds one!
You must build within the zone either a regular station or have enough credits (10-20 million) to order an outpost CV

I built a regular station because even if I did the zone shortcut otupost at my zone request, the OPCV never came. So if doing the outpost shortcut via the zone plot course key is the only way to claim a zone then I'm stumped, because the CV doesnt insta spawn like contractor builders do.

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Post by tomchk » Thu, 25. Aug 16, 15:37

I've been out of the loop for a while and couldn't find an answer to this in the wiki or here:

@BlackRain, have you and the other developers considered making missions more "real"? For example, could you somehow tie their generation to actual ships and/or events relevant to the faction offering the mission?

You have brought so much more reality into the game that I thought this might interest you and be within your skillset. I think it would be a huge improvement to missions!

Right now missions appear to be completely random and just spawn the things to which they refer after the player accepts them. If missions could be generated based on what's actually happening, that would be amazing! For example, if a wandering hostile fleet is close to the station, there could be separate mission to scout/scan the fleet and to destroy the fleet for different types of players. I have plenty of other ideas if that would help. Thoughts?

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Post by VincentTH » Thu, 25. Aug 16, 17:50

Nagittchi wrote:Well I pretty much did before posting here.

And I'll copy and paste from the wiki:

Zone Capture
In order for the player to claim an unowned zone, or capture a zone from a Faction, certain prerequisites must be met:

An owning faction must have no ships or stations in the zone (zones can be bigger than Skunk radar or visible ranges).
No other faction may have a military capital ship in the zone.
You must have an owned capital ship in the zone.
You must build within the zone either a regular station or have enough credits (10-20 million) to order an outpost CV, which are fast and convenient but takes up a build spot (The outpost is called by bringing up the universe map. Then pick a zone and hit plot course. The option is there to build an outpost along with other things).
Outpost CV's use up a build spot so be warned! Even when an NPC builds one!
You must build within the zone either a regular station or have enough credits (10-20 million) to order an outpost CV

I built a regular station because even if I did the zone shortcut otupost at my zone request, the OPCV never came. So if doing the outpost shortcut via the zone plot course key is the only way to claim a zone then I'm stumped, because the CV doesnt insta spawn like contractor builders do.
I have discussed this issue with BlackRain before:

(1) Using a builder to claim a zone is the wrong thing to do, because the contractor would build the entire station, before giving you control of the station (and therefore the zone ownership). In your case, the ROC has beat you to the task. You 'd better off (2) ordering an outpost, or (3) build the first stage of the station to claim it.

Option (2) is the best, provided:
(a) Noone owns the zone yet
(b) otherwise, you need to be hostile to the current owner of the zone (-10 rep would do, then fix it to above -9 to be friendly again).
In either case (2a or 2b), you need to have a cap ship in the zone for (2) to work.

Hope this helps

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Post by BlackRain » Thu, 25. Aug 16, 17:59

If you used a contractor to build a station in the zone then that probably won't work for zone ownership. You need to build a station there normally or build an outpost. Having a capital ship (military) in the zone is necessary to order an outpost. No capital ships from any other faction can be in the zone when ordering an outpost.

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Post by Nagittchi » Thu, 25. Aug 16, 20:41

DELETE AND EDIT: Ahhh thanks for clarifying that BlackRain, the wiki wasn't really clear about it. The reason why my OPCV never came was that I didn't have a capital in the zone BEFORE requesting it. While the wiki explains that I need a capital ship of my own in the zone, it didn't really clearly state that in order to request an outpost that capital ship has to be in the zone too. I thought these were two separate conditions.

Anyway thanks a lot, reloaded my CWIR install save and Vapour Stream is now mine after getting the outpost the right way - Let the Otaniman Empire begin. :)




But all in all, nice mod - just hope in the feature you can have it so factions don't cross through enemy territory to pick one spot. In my game I'm having Xenon fleets come from Maelstrom, go alllll the way through Omicron Lyrae to DeVries, only to have like one or two Is remaining since they got chewed up by their OL journey, heh.

BlackRain
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Post by BlackRain » Thu, 25. Aug 16, 21:50

The xenon are supposed to do that. They are AI that don't care how many are destroyed. They also do smarter invasions as well, though.

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Post by Nagittchi » Thu, 25. Aug 16, 22:27

Maybe since they're AI they should have thought "hmm maybe its a waste of resources to keep going through this sector" :lol:

Anyway, thanks for the mod! This game is filling up the disappointment that NMS created.

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Post by VincentTH » Thu, 25. Aug 16, 22:32

Nagittchi wrote:Maybe since they're AI they should have thought "hmm maybe its a waste of resources to keep going through this sector" :lol:

Anyway, thanks for the mod! This game is filling up the disappointment that NMS created.
Ah, another NMS refugee!!!! :-)

BlackRain
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Post by BlackRain » Thu, 25. Aug 16, 23:11

Nagittchi wrote:Maybe since they're AI they should have thought "hmm maybe its a waste of resources to keep going through this sector" :lol:

Anyway, thanks for the mod! This game is filling up the disappointment that NMS created.
It isn't a matter of smart or stupid. They just don't care and have unlimited resources. To them, losing ships doesn't matter and a war of attrition will only mean their victory!

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Post by tomchk » Fri, 26. Aug 16, 05:39

@BlackRain: I'm not sure whether you saw my post about missions above. I wanted to remind you in case you did not. Thanks for all your work!

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Post by Nagittchi » Fri, 26. Aug 16, 13:57

I don't know what happened but after installing Misc Combat Tweaks I get game freezes, not a hard crash or anything, just a fail to respond error. Maybe something to do with huge fleets and MOCT not being able to keep up? I dont know. Either way I haven't experienced a freeze after unsubbing from combat tweaks.

It read that it was compatible in the wiki, but also read that CWIR has its own set of combat scripts. Anything Im missing from not using MICT? All I read was a MICT escort script.

Does CWIR already have a script in place where ships like Balors keep their distance as they unleash their salvos? Saw one response fleet fight of balors at OL do that, but that was with MICT.

Without MOCT I just get a minifreeze but not one where I had to restart the game with MOCT installed. Noticed I get this everytime I get the minifreeze:
[General] 261748.32 ======================================
[=ERROR=] 261748.32 Context:md.CWIR_CREATOR.Invasion_forces<inst:1045035>: MESSAGE: Invasion fleet [Xenon] from Schrödinger's Drift [C:2, F:2-3] 3 in Sunken Frigate
[General] 261748.32 ======================================

BlackRain
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Post by BlackRain » Fri, 26. Aug 16, 17:52

CWIR has all of the combat features of MICT but not all of the movement features. You can just use parts of MICT that involve ship movement in combat. That will give you the balor behavior you are looking for. Try the package he offers which is compatible with CE or whatever it is called." For just movement scripts.

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Nikola515
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Post by Nikola515 » Sat, 27. Aug 16, 00:38

I just told my Sucellus Vanguard to arm it self with missiles in RoC shipyard and it disappeared from my list.... I had old save so I went to look for it and I fount it right by RoC shipyard and it still had Katanas around it that I have assigned to it (Katanas wore under my ownership). Somehow my Sucellus switched to RoC when I was loading it with missiles ???? I'm new to this mod so is this a common thing ????

Edit: I bought another ship and rearmed it with missiles but this time I didn't have any more problems....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

BlackRain
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Post by BlackRain » Sat, 27. Aug 16, 01:58

I have no idea how that happened haha. It shouldn't.

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Post by johnycamaro » Sat, 27. Aug 16, 21:47

HI i love the mod. But now i have to pay the full price for ship at own shipyard and it wil come out of mine account. And wen i sell it at own shipyard i get no mark up. Can anybody help me please?

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Post by Nagittchi » Sat, 27. Aug 16, 23:18

I just experienced this today. Not only do I have to pay for my own materials, my dealer from my own shipyard charges me the full amount too. No markup either. Ships sold to the dealer switch to "Neutral" faction and just wander off to nowhere. Only mod that could be conflicting would be the sell/recycle ship/station mod - but it's supposed to be compatible so..

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