[WIP] X Rebirth: The New Frontier
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So after playing an unholy amount in the last couple days, my sleep suffers greatly, I've identified two things I'd like bring up.
First the salvage/repair function. I have the OL big salvager out in my area trying to recover wrecks. Problem is I get no messages when it is done with one so others despawn before I can change orders. Can it be adjusted to act as a patrol function for the various build again for yourself, build as neutral or get parts?
Second item is that I really need a way to keep the capital ships supplied. Stations have a 'restock' functionality but my ships do not. After a while all the drones get killed off. Is there a way built in that I just don't realize to restore and recover to original on it?
First the salvage/repair function. I have the OL big salvager out in my area trying to recover wrecks. Problem is I get no messages when it is done with one so others despawn before I can change orders. Can it be adjusted to act as a patrol function for the various build again for yourself, build as neutral or get parts?
Second item is that I really need a way to keep the capital ships supplied. Stations have a 'restock' functionality but my ships do not. After a while all the drones get killed off. Is there a way built in that I just don't realize to restore and recover to original on it?
X.
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I can't begin to tell you how much three salvage operations opened up my game experience! I ignored the Ayosana for the most part, but after learning about how it can salvage and repair other ships, I've been doing nothing but roaming around the universe grabbing wrecks and selling them. This is how I primarily played X3 and I am extremely happy that this is how I can now play Rebirth! Thanks!
It did take me far too long to figure out I needed salvage drones on my ship, sad to say.
It did take me far too long to figure out I needed salvage drones on my ship, sad to say.
I'm new to NF, and I have some questions about the Business Center. But first, here's where I'm coming from. I built a HOL-CV, selected build spot, and ordered the construction of a BC. When completed, I went to manager to see settings, and noticed the trading operational range was set to the Sector it's built in. I also saw that I needed to build a radar to achieve System operational range. When I contacted the CV architect for further build plan, I got nothing as a response. Having read somewhere that some new stations need to be built by the contractor to work be built properly....
I restarted the game prior to build selection. Ordered the CV architect to build BC, asked contractor to build, and I forget "build ready to use" is what I selected. When station was complete, I noticed (1) got my CV back, (2) the manaager's operational range was set to Sector, and when I click to change, the top of the Manager screen says in red "Missing module Scanning Array for system-wide operations".
What have I done wrong, if anything?
The Wiki says "The Manager will then search for new Stations and trade updates (default a BC will work with the whole Galaxy, this can be limited to the System it is built in)." How do I get the BC to work with the whole Galaxy? Or, am I there and just don't know it?
Thanks,
Thu
I restarted the game prior to build selection. Ordered the CV architect to build BC, asked contractor to build, and I forget "build ready to use" is what I selected. When station was complete, I noticed (1) got my CV back, (2) the manaager's operational range was set to Sector, and when I click to change, the top of the Manager screen says in red "Missing module Scanning Array for system-wide operations".
What have I done wrong, if anything?
The Wiki says "The Manager will then search for new Stations and trade updates (default a BC will work with the whole Galaxy, this can be limited to the System it is built in)." How do I get the BC to work with the whole Galaxy? Or, am I there and just don't know it?
Thanks,
Thu
- Marvin Martian
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- Joined: Sun, 8. Apr 12, 09:40
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
thanks for reporting, add an update with wareentries for some missing CVs
at this update recycling got improvements:
- ships with care job should now recycle wrecked ships automaticly
- dropped cargo (near wreck) should collected too
- in case one or more cargoship(s) is docked at the recycling vessel -> cargo will transfered into them, so you may able to unload salvaged material without stopping ship at work, on the other hand this allow to extend cargospace of salvage vessel
at this update recycling got improvements:
- ships with care job should now recycle wrecked ships automaticly
- dropped cargo (near wreck) should collected too
- in case one or more cargoship(s) is docked at the recycling vessel -> cargo will transfered into them, so you may able to unload salvaged material without stopping ship at work, on the other hand this allow to extend cargospace of salvage vessel
- Marvin Martian
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- Joined: Sun, 8. Apr 12, 09:40
So question about the salvage/recycle etc. I recovered a pair of I Mk3's but when they were rebuilt they only had Capital Field Generators and listed Force Field Projector 0 operational with 25 total. They never repair. I can't fix them in a shipyard. Engineer does nothing. Repair ship won't finish. They never re-arm so they're gunless. How do I fix that?
X.
I had a similar issue in that I ordered two Manticores to rearm at a shipyard. I watched (via the map) them dock, but I never got the message the repairs were complete. When I looked on the property menu, neither had any guns or force field projectors, both ships had undocked, and looking at them on the map they had lost their green ship icons and were just small blue Manticore-resembling shapes on the map. I did notice the NPCs that had been given the repair order were still busy (could not order additional ship for them to construct), but I did not try to issue my ships any orders.
I've lost the saves as I've downloaded updates and restarted my game.
Regards,
Thufar
I've lost the saves as I've downloaded updates and restarted my game.
Regards,
Thufar
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Re: [WIP] X Rebirth: The New Frontier
Don't know about Ship-Upgrade issues, have to investigate them. Was it an NPC or owned SY?
Gameupdate:
You have simple replaced the related Mod-Folders with the new(er)?
Gameupdate:
You have simple replaced the related Mod-Folders with the new(er)?
Re: [WIP] X Rebirth: The New Frontier
My problem was with an NPC shipyard.
Thufar
Thufar
Re: [WIP] X Rebirth: The New Frontier
Hey Marvin, I noticed something else...
In my last game, while capping a capital ship, I blew the capital ship shields with a heavy laser, but the ship retained shielding (the blue line indicator). However, once that was worn down, shields didn't recharge as the generator(s) were blown. I'm noticing the same thing in my new game while using the kinetic accelerator.
It seems to me if the generator(s) is/are blown, there should be no shielding.
Regards,
Thufar
In my last game, while capping a capital ship, I blew the capital ship shields with a heavy laser, but the ship retained shielding (the blue line indicator). However, once that was worn down, shields didn't recharge as the generator(s) were blown. I'm noticing the same thing in my new game while using the kinetic accelerator.
It seems to me if the generator(s) is/are blown, there should be no shielding.
Regards,
Thufar
Re: [WIP] X Rebirth: The New Frontier
An addendum to the shield penetrating weapons and capital ship shields...
I was capping a Manticore today, and noticed same problem. However, when I destroyed weapons on the Manticore (and not the associated shields), the smaller shields were depleted and not recharging. During actual boarding process, when I was asked to destroy shield generators, they were easy to destroy with "conventional" weapons. Something seems backwards here.
Hope this helps,
Thufar
I was capping a Manticore today, and noticed same problem. However, when I destroyed weapons on the Manticore (and not the associated shields), the smaller shields were depleted and not recharging. During actual boarding process, when I was asked to destroy shield generators, they were easy to destroy with "conventional" weapons. Something seems backwards here.
Hope this helps,
Thufar
Re: [WIP] X Rebirth: The New Frontier
in my game shipyards are stuck with ships in dock (100% finished) but no captain , adding captain with save game edit fixes this but only for this ship , it happens quite often i found it 3rd time now in few days playing
pretty sure it happens when ship dock for upgrade or restock cos i just found minekron owned by SE in ROC shipyard blocking production cos no captain
pretty sure it happens when ship dock for upgrade or restock cos i just found minekron owned by SE in ROC shipyard blocking production cos no captain
Re: [WIP] X Rebirth: The New Frontier
there is some problem with cargo drones on repairship , when salvage wreck usually it collects its cargo alright but sometimes drones go crazy and teleport ( they too slow to make it other way ) to diffrent zones of sector and dont want to come back , repairships works ok without them ( i can see few drones being used on details list ) , can even jump but problem is when you want to trade/give away its cargo cos then its stuck waiting for drones forever , only solution i found is go destroy drones myself and dont use cargo drones on repair ship at all
Re: [WIP] X Rebirth: The New Frontier
How do you disable the consumption of resources in the shipyard? It says in the Wiki that you can, but it doesn't tell you how.
Re: [WIP] X Rebirth: The New Frontier
i think you call out a policeguy on a station and there is a menu where you can enable or disable stuff.
- Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier
i doesn't find any teleport stuff, do you use any additional mod stuff (like for combat AI or something else)?
the drones should dock instand if they are OOZ, thats vanilla behavior
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Re: [WIP] X Rebirth: The New Frontier
Noticing how in one of the developer blogs regarding X-4 Foundations, they've decided to opt for AI factions to have unlimited money in wallets with caps on daily spending scaling with the number of assets they own.
After looking at some of the issues reported with the game with factions running out of money stopping all expansion, perhaps it would be better to try the same approach, where money is no object for the AI, only available resources in order to build.
After looking at some of the issues reported with the game with factions running out of money stopping all expansion, perhaps it would be better to try the same approach, where money is no object for the AI, only available resources in order to build.