[WIP] X Rebirth: The New Frontier

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

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kyrah
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Post by kyrah » Mon, 2. Oct 17, 09:30

Is it possible to give us a status update?

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Marvin Martian
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Post by Marvin Martian » Tue, 3. Oct 17, 09:01

slow, actual status is https://github.com/40712ef4f9/nf_a
but here are a lot of work todo, so more pre-alpha status, but if anyone would like to take a look into
but best do not try to add a lot of Workshop mods, some of my mods already includet, also some tweaks are available in the mod-settings (by call an sector police chief)

Warnoise
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Post by Warnoise » Fri, 6. Oct 17, 13:46

Marvin Martian wrote:slow, actual status is https://github.com/40712ef4f9/nf_a
but here are a lot of work todo, so more pre-alpha status, but if anyone would like to take a look into
but best do not try to add a lot of Workshop mods, some of my mods already includet, also some tweaks are available in the mod-settings (by call an sector police chief)
So if we start the campaign with the mod in this current status, what are the features that we can test?

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Marvin Martian
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Post by Marvin Martian » Fri, 6. Oct 17, 13:56

the campaign should work as normal, but up to an late campaign point some features for builiding and invasions are disabled at default and the game runs only over vanilla jobs to prevent problems

to test the universe better use an free start, then the map-stations are a bit different to vanilla/campaign-map

the most problem will be the economy, the new shippart-ware won't handled correct at the moment, the NPCs sell at lowest and buy at highest price, hardly always

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 06:28

Hi, it's my dream to play XR with no random spawn and real economy!!

How i can help with testing your alpha build?

Try just to put it in the extension directory, but can't understand is it working, and police captain have no new commands in diolog

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 13:49

the multiple mm/nf_.... folders need to be placed directly into your extensions/ directory, then the parts of the mod should be listed and enabled (if requirements matches, some parts only compatibility stuff for other optional mods, like LostSectors)

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 14:47

Make as you said and get no main menu on gamestart... think i did it wrong :D

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 14:54

do you use latest XR (4.22) Beta?

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 15:02

Yes 4.22 and 2DLC,

I listed files like this:

mm_USP
nf_base
nf_hegi
nf_hol
nf_ls
nf_to

Problem is in nf_base, when remove it all load as normal, mb problem in gamestart changes?

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 15:18

because without _base, nothing should be enabled

try to remove from nf_base the subst_01.cat/dat, this is only a test suggested from Unitrader to separeate the Savegames from vanilla, but effected the UI/LUA stuff so is very problematic to have them up-to-date and could be responsible to your Menu problem

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 15:21

Yes problem was in this file, know it works!

what can i test to give real help?

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 15:45

every feedback is helpfull

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 17:23

Ok i get free start, and everything is seem to work,

1. All CEO get there money...PMC so rich O_0 Is there CWIR added to this mod? what is Hyperdrive? and EWC?

2. Notive that stations replaced from original and have much more free space, notice that they have big difference in /Z/ that's perfect.

3. Some ships have names like SUL (20106.1804) - saw 5 like this

4. Become witness of 2 HOA Balors fighting with PMC SUL and Balors never fire a torpedo.

5. Couse of new station locations M traders become a bit slower

6. Again couse of new stations locations map become very hard to read, they spread out of zones and cover map with blue carpet (not a big deal just cosmetic)

7. Loking over new HOA Ship from shipyard, gonna see were it go and what will do...

8. And what a hell is Sanahar MK2 trad ship??? never see it, and it completly unbalanced =)))

9. PMC stock will ruin there economy...they bay items, get full cargo of it and sell it cheap...MB remove trade orders from it?

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 17:47

CWIR is in part base of this, so can't combined (hyperdrive and EWC is CWIR stuff)
i add some little mods of mine like Carriers and "someShips" package

the Torpedo problem is a bug in latest betas, should be fixed in upcomming build of XR as far i know

about buildsports, i try to have space to build each type of station on every location, so the buildspot layout is a bit different to vanilla

PMC stock (and all NPC Warehouses) should only buy&sell around avg price (about latest Egosoft Information this works "fine")

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 18:46

Reading the CWIR wiki found some:

1. If you give CV more then 5mil it will not bay reall resources but just simulate that... will it stay so?

2. what about Invasion fleet's, respond fleet and generated small ship groups? building every ship, or they still just spawn like in CWIR?


P.S

In Flamed Corona evergy solar plant know belong to neutral faction and atack all canterian ships...

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Marvin Martian
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Post by Marvin Martian » Wed, 15. Nov 17, 08:43

no that CV stuff and "simulated ressources recall" isn't in use
the first buildstep will build by "cheat" the required ressources, because it is problematic to work with construction sites, all next steps should be build by regular trading
you have for your build the option to use a contractor, then the station get build very fast without much care of available ressources - but thats your choice to use this option

based on the condition to use only build ships that invasion and respond fleet stuff can't used
the mechanic of invasion is still present, but use available fleets, same for respond actions, faction and allied patrol ships have a chance to help if a station/ship is in trouble

only at higher difficult setting new build ships get here followers spawned, because buildprocess seems to slow to be much dangerous to the player

to have a overview, you can take a look into gamestatistics, there are some points related to spawn, build, boarding ... of the npc-behavior and gameuniverse

some unique stations are now civilian/neutral faction (to prevent such fight problens), but shouldn't attack somebody??? need to check this again

kyrah
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Post by kyrah » Wed, 15. Nov 17, 09:08

Marvin Martian wrote: the most problem will be the economy, the new shippart-ware won't handled correct at the moment, the NPCs sell at lowest and buy at highest price, hardly always
Is this fixed? I wanted to test too. But with this problem the economy will always be flawed. So testing seems pointless?

Trup2
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Post by Trup2 » Wed, 15. Nov 17, 10:03

So after almost 18 hours of nonstop playing i can said that mod work's awesome!

no critical bugs found and economy runs ok. If anyone wanted to try it but fear couse it's alpha build... you better install it know =)

Thing i can confirm working good:

1. NPC build new ships to factions from real parts, and that ships used in action ( L Balor i was spying was build, patrol and dead in fight, Rahanas was build and go to free trade)

2. NPC build stations and bay everything from market for there CV, but can't reach logic on station type choose. Second drone factory in same sector, when first cant work and have hard need in food and energy

3. Faction capture zone's clearly without station's destroy. Run great

4. No more random pirates spawn in Albion system, only for mission's

Some things i'd love to see in future:

1. You need somehow to prevent trade ships run into enemy zones, was looking a half hour when HOA trade ships try to pass out of "Far reach" sector to get to "Arsenal zone" (forgotten arsenal) and get blown up by board station, same thing in Third duke sector. This is only HOA zone in sector and it round by PMC zone's so ships that apper there or try to reach this place are deadman

2. Syndicate faction in albion is neutral to player, there are pirate's why they love me? =)

3. Need some tool to monitore a faction wallet status to better testing how it working (mb i can find it in some *xml in save game?)

4. Any way to add NPC CV trade offers to market without visiting them by player?

5. Syndicate pirate faction have any income? or they soon get out of money

They produce mass "S" ships that die and can't do anything to capital ships.
boring a little when 1 capital with imba laser beam (don't know what it is) just kill fighter per shot standing right on out gate from highway. MB give "S" fighters more shield and some anti large rocket's?

Trup2
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Post by Trup2 » Wed, 15. Nov 17, 19:55

kyrah wrote:
Marvin Martian wrote: the most problem will be the economy, the new shippart-ware won't handled correct at the moment, the NPCs sell at lowest and buy at highest price, hardly always
Is this fixed? I wanted to test too. But with this problem the economy will always be flawed. So testing seems pointless?

Yes as i can see it's ok know, selling -7% avg, baying from 0 to +8%

Ship parts have base price of components at - 161743 for know, selling for 322 923...i wish i have such profit...

And then shipyard get for rahanas 16 ship pats with net price of 2 587 000 and sell it for 9 700 000...

So the economy of shipyard holder is good

SiD_azer
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Post by SiD_azer » Wed, 15. Nov 17, 21:04

i removed all mods,
and put nf* in the root extension

no menu when i start the game, set in english, still no menu

i have official mod only +
nf_base
nf_hol
nf_to
mm_uspprod
i remove lost sector and hegi, problem remains the same , no menu to start.

I have the albion shipyard video then it relaod the video continuously :'(

what can i do ?

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