[WIP] X Rebirth: The New Frontier

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

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macewindu9
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Joined: Wed, 12. Sep 18, 13:03

Post by macewindu9 » Wed, 12. Sep 18, 13:06

Hey all,

is there anything besides the random information on github about the mechanics of this mod?

In particular, how is it possible to board a station? I noticed that I gain random control of a station if I destroy a whole sector but is there any possibility to board stations explicitly?

Thanks in advance!

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Marvin Martian
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Post by Marvin Martian » Wed, 12. Sep 18, 13:39

with your MarineOfficer you can transfer Marines from Skunk to an Follower, this allow to use more then the regular count of Skunkmarines at boardingactions
with such an Follower you may find under attach of this ship an boarding command, here you can select your target (stations are possible in that case)

if you transfer the MO to a ship with marines in dronebay, or who has follower himself with marines (for example carrier with M-class boardingships*), the ship may possible to board objects alone (but you should out of zone in that case)

*) they are actualy only to convert, with Hymir ships by use of special workshop at shipyards

or you may board any one of the cruise ships from HoL, they have heavy shields and dronebays

Gibbynator
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Joined: Sat, 28. Feb 15, 22:44

Post by Gibbynator » Fri, 14. Sep 18, 00:45

Since this mod has easily added over 100 hours of life to X Rebirth for me, I'd like to show my appreciation by attempting to document everything I've discovered playing through it on the wiki. I'm thinking of putting some pages under the X Rebirth/Mods/Extensions section of the wiki, like CWIR has.

Would this be something you'd like to see? And Marvin Martin, would this be something you would be ok with?

My tentative list of things to document (open to more ideas if I missed something):
  • General mechanics (zone taxes/ship salaries, economy changes, station deconstruction, etc.)
    New Ships
    New Stations
    New CV mechanics (unique stations, contractors, remote build in zone)
    Shipyard mechanics
    Diplomacy
    How to convince someone you want their ship/station more than they do (a.k.a. the new boarding mechanics with the MO)
    Ayosana/Remakron mechanics (repair, salvage, recycle)
    Warp drives
There are a couple of things I'm unsure of that I'd like to clarify though:
  • 1. The Plutarch (AL Mk II) CV doesn't seem to have any different stations than the normal AL one. Is it supposed to?
    2. Removing stations to free up a build slot. I had a Cell Recharge station that I removed the manager from, and had one of my engineers board it to destroy the whole thing. However, she destroyed the dock while deconstructing the last stage, and evicted herself (I'm assuming into space, hopefully she brought a space suit from the X3 universe). I could not get a new engineer on it without having a CV come over and reconstruct the first stage again. I eventually deleted the station from my save file manually so I could build another station in that location, but is there a way I could have done that without modifying my save (like selling the station to the Xenon, blowing up every module, then leaving until the garbage collector removes it)?
Thanks!

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Marvin Martian
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Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Fri, 14. Sep 18, 09:33

The Mk II / II numbers at CV is regarding CWIR base (they only not called different), here a couple of SYs have 3 Stages, IMO to get different Ships, or simply owing the fact that a CV you can buy at a SY never can build that Station by default macrolist or XR-Engine have a CTD
the mechanic at NF with blueprints doesn't trigger this problem

The engineer should destruct station piece by piece and at last the whole stage (actually as suicide mission, i think here need to be added any mission type / evac step to complete the work)

Gibbynator
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Post by Gibbynator » Fri, 14. Sep 18, 15:43

Thanks. I thought something was up with the engineer deconstructing. I'll try getting some documentation up on the wiki later today/tomorrow on what I've discovered, and I'll put up the links when I'm done.

Gibbynator
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Post by Gibbynator » Sat, 15. Sep 18, 09:26

Got the wiki to a good point, this should help a lot of people get started: https://www.egosoft.com:8444/confluence ... w+Frontier

Let me know if I got anything wrong, or feel free to add it in yourself.

To do list on pages I'll make after I get some sleep:
  • Hyperdrives
    Ayosana/Remakron mechanics

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sat, 15. Sep 18, 11:27

Nice work starting the wiki :)

One of the wiki mods wondered if the change to the following page was intended.

Some Diplomacy info was deleted and a line was added ("Yep. All the ones on that page") that made us wonder if the page update was possibly meant to be a Comment reply instead?

https://www.egosoft.com:8444/confluence ... Versions=1

Gibbynator
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Post by Gibbynator » Sat, 15. Sep 18, 19:41

Yeah, that was me. While I was working on it, I realized I was basically double-documenting content that was already well-written on CWIR's wiki. Since everything on the CWIR page is also in NF, I figured linking them together was better than retyping.

Maybe I could change that to something like "All the CWIR features on this page are also present in NF." I see where that could be confusing, probably I should rethink writing stuff at 2:00 AM :P

I also have now finished documenting everything I know of, so unless I made any more mistakes, I think we're good!

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 16. Sep 18, 11:55

The 2 am rule works for us all :D

Glad everything's fine and the wiki is useful to the project!

Xakthos
Posts: 19
Joined: Mon, 14. Jul 14, 04:10

Post by Xakthos » Mon, 17. Sep 18, 02:52

So I'm confused about the station to build to auto subscribe to trade. In this thread it is referred to as a Tradestation. In the readme it is called Commercial Center. I just don't see either in the list of stations from any CV much less HOL ones. Searches through the files don't match that name anywhere either.

I see other stations like ship parts lot in the list, but not what will auto subscribe me to various stations automatically. I don't know what I'm missing honestly. I really could use something explicit as to what I'm to build as I'm having no real luck figuring this out.
X.

Gibbynator
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Post by Gibbynator » Mon, 17. Sep 18, 06:58

It's Business Center. The ones that pop up by the highways in HoL. They are now buildable by the HoL CV, and that's what will incrementally autosubscribe you to stations. It's not a cheat, so it will take the manager of your business center time to get the subscriptions.

I corrected the spelling of it in the wiki to match the in-game name: https://www.egosoft.com:8444/confluence ... +mechanics

Thufar
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Joined: Wed, 6. Nov 02, 21:31

Post by Thufar » Mon, 17. Sep 18, 21:20

Gibby,

Thanks for the Wiki. I've been eyeing this mod for a while, but found sorting through 50 pages of information a bit daunting. I'll check out your work. In a cursory review, I noticed a few other mods you said worked with this one. It would be great if the nice folks on this thread could/would add to that list of what is known to work.

Thanks,
Thu

Xakthos
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Post by Xakthos » Mon, 17. Sep 18, 21:53

Thank you so much for clarifying what station. I had looked at it but it didn't have anything to indicate that is what it did in the encyclopedia entry that I read as such. Appreciate your help and definitely your wiki work. I live by the wikis of the world.

So I may have been too relieved too early. I built a business center but it only built the general station. I tell the architect to show me construction plans and I can't extend anything.... the menu doesn't even appear it just blanks and to get HUD back I have to toggle it in the settings to reset it. Don't know what I've done wrong here. I can't seem to get a radar boost added to it, even with contractor so it only does sector at most. Is that intended? It reads like it should be fully able to do the galaxy from the getgo.


So also had similar problem with my stolen blueprints of Overwatch. I could build some modules, actually got the menu to choose modules but many of the modules couldn't be built. Told contractor to build it and it worked great and came out whole. Lesson I have is contractors do great job, personally hired builders less so.
X.

Gibbynator
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Joined: Sat, 28. Feb 15, 22:44

Post by Gibbynator » Tue, 18. Sep 18, 04:40

@Thu - You're more than welcome to do the same if you've found any. The wiki is free to edit by anyone, and I can't possibly test all the mods people want. I tested the mods I was interested in, and was quite lucky there were no conflicts. That being said, if you do have conflicts report them too, because there's a chance you or someone else may be able to put together a patch.

@Xakthos - Maybe you could get a screenshot of the issue and post that and your gamesave somewhere. I'm not sure I understand what exactly your problem is, a picture or two would be worth a thousand words.

As far as the contractor vs. builder, IMO the contractor is almost always better than the builder because they can call in the ACME supplier which is faster than acquiring the stuff yourself, unless you already had it on hand. If you have the funds for it, contractor is less hassle so you can focus the effort on making more money instead of the parts.

One quirk with the contractor I've seen (I have several Solar Energetics and miscellaneous other stations as an example in my save: https://drive.google.com/file/d/1npz0yR ... sp=sharing ) is that they'll fail to build a module. I've replicated it on Ready to Use and Fast contractors on both default and Blueprint stations, can't recall if I noted it for Slow because I only tried once. In all of those cases, you can attach a CV to it by calling the architect, and they'll automagically start construction on that module. Feed them the resources they need and you're good to go.
Here's what's going on:
https://drive.google.com/file/d/1sbAr9C ... sp=sharing

Here's an architect fixing the Solar Energetics OL I highlighted above, note the Stage 3 on the first build tree is the problem:
https://drive.google.com/open?id=1gfatX ... VJdXJvshPk

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Marvin Martian
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Post by Marvin Martian » Tue, 18. Sep 18, 18:23

the problem with "unique" stations is that ES do not really intended them to get build from player, so they are not tested or "repaired" yet

i will try to add more parameter into condition to prevent to early buildstops for contructers

Masstraffic Station (business center) may now work for selfe building

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