[WIP] X Rebirth: The New Frontier

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Xakthos
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Post by Xakthos » Mon, 24. Sep 18, 03:25

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?
X.

captainradish
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Post by captainradish » Mon, 24. Sep 18, 23:05

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.

Thufar
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Post by Thufar » Tue, 25. Sep 18, 17:14

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

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Marvin Martian
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Post by Marvin Martian » Tue, 25. Sep 18, 18:23

you should update to lastest build from github, this was fixed last week - i assume version you use is older

the BC range is made in NF settings, that have nothing todo with manager settings in this case

JRYK
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Post by JRYK » Wed, 26. Sep 18, 14:39

It looks that CV(AL) can be built with no shipparts and no basic costs.

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Marvin Martian
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Post by Marvin Martian » Wed, 26. Sep 18, 16:05

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

Thufar
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Post by Thufar » Wed, 26. Sep 18, 17:13

Sorry Marvin, what do you mean by "care job"?

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Marvin Martian
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Post by Marvin Martian » Wed, 26. Sep 18, 20:10

If your vessel have enough welder drones and is not an fight-ship (like dedicated repairship) you may find repairservice piont behind more...
here you can start service the ship is repair other ships in zone/sector/system

Xakthos
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Post by Xakthos » Wed, 26. Sep 18, 23:46

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.

Thufar
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Post by Thufar » Thu, 27. Sep 18, 03:57

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

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Thu, 27. Sep 18, 13:29

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)?

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Thu, 27. Sep 18, 23:25

My problem was with an NPC shipyard.

Thufar

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Fri, 28. Sep 18, 21:22

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

Thufar
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Re: [WIP] X Rebirth: The New Frontier

Post by Thufar » Sat, 29. Sep 18, 17:26

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

wojtasior
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Re: [WIP] X Rebirth: The New Frontier

Post by wojtasior » Sat, 29. Sep 18, 22:11

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

wojtasior
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Re: [WIP] X Rebirth: The New Frontier

Post by wojtasior » Sun, 30. Sep 18, 10:57

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

spccasey
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Re: [WIP] X Rebirth: The New Frontier

Post by spccasey » Sun, 30. Sep 18, 17:20

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.

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jocan2003
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Re: [WIP] X Rebirth: The New Frontier

Post by jocan2003 » Sun, 30. Sep 18, 20:23

i think you call out a policeguy on a station and there is a menu where you can enable or disable stuff.

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Mon, 1. Oct 18, 07:56

wojtasior wrote:
Sun, 30. Sep 18, 10:57
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
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

Rickardus1701
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Re: [WIP] X Rebirth: The New Frontier

Post by Rickardus1701 » Mon, 1. Oct 18, 08:36

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.

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