[WIP] X Rebirth: The New Frontier

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

Post by Marvin Martian » Wed, 17. Oct 18, 08:23

i assume should both same level only different layouts and CSB is almost compatible to NF
in this new Version of Forum you can search the actual thread only with the searchfield on top of the thread ;)

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Kane Hart
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Re: [WIP] X Rebirth: The New Frontier

Post by Kane Hart » Wed, 17. Oct 18, 14:56

Hektos wrote:
Wed, 17. Oct 18, 05:03
Hey all, I played X-Rebirth back when the first DLC came out (Teladi Outpost) and only got about 40 hours in before something else grabbed my attention. I'm going to be trying another playthrough and want to give NF a try.

I was wondering if anyone had some suggested mods to go along with this? I've already grabbed the new areas (LostSectors, Herschels Gift, Extinguished Hope, Prosper Devries, and Vacana Ltd. Ships / Paladin Destroyer).

Does Show Skills work? Do I need it?

Which version of the Capital Ship Bridge should I get? Capital Ship Bridge - 4.30 + or Capital Ship Bridge With New Charts - XRB 4.30 +

I've tried searching through the thread, but there are a LOT of posts xD I appreciate any help/input!

Honestly the mods you had grabbed suggested by the new frontier is going be too much in the end and lag you a LOT. I don't see many people bring it up but I did some testing and their taxing to add with NF.

That being said grab the "with new charts" for the bridge mod it really just fixes some maps that were not there and such.

Show Skills mod works for me just fine I have it installed.

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

Post by Drewgamer » Wed, 17. Oct 18, 16:44

Marvin Martian wrote:
Wed, 17. Oct 18, 08:23
i assume should both same level only different layouts and CSB is almost compatible to NF
in this new Version of Forum you can search the actual thread only with the searchfield on top of the thread ;)
Thanks! I don't know how I missed that handy little function :P I'll do a little more searching.
Kane Hart wrote:
Wed, 17. Oct 18, 14:56
Honestly the mods you had grabbed suggested by the new frontier is going be too much in the end and lag you a LOT. I don't see many people bring it up but I did some testing and their taxing to add with NF.

That being said grab the "with new charts" for the bridge mod it really just fixes some maps that were not there and such.

Show Skills mod works for me just fine I have it installed.
That is sad to hear as they look like cool areas. I looked back, saw your test results, and noticed you were getting well over 60 fps, which doesn't seem terrible :P It does seem the game is CPU limited. Could I ask what CPU you have?

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Kane Hart
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Re: [WIP] X Rebirth: The New Frontier

Post by Kane Hart » Wed, 17. Oct 18, 20:03

Hektos wrote:
Wed, 17. Oct 18, 16:44
Marvin Martian wrote:
Wed, 17. Oct 18, 08:23
i assume should both same level only different layouts and CSB is almost compatible to NF
in this new Version of Forum you can search the actual thread only with the searchfield on top of the thread ;)
Thanks! I don't know how I missed that handy little function :P I'll do a little more searching.
Kane Hart wrote:
Wed, 17. Oct 18, 14:56
Honestly the mods you had grabbed suggested by the new frontier is going be too much in the end and lag you a LOT. I don't see many people bring it up but I did some testing and their taxing to add with NF.

That being said grab the "with new charts" for the bridge mod it really just fixes some maps that were not there and such.

Show Skills mod works for me just fine I have it installed.
That is sad to hear as they look like cool areas. I looked back, saw your test results, and noticed you were getting well over 60 fps, which doesn't seem terrible :P It does seem the game is CPU limited. Could I ask what CPU you have?
4770k at 4ghz. The issue here is they expand as time goes on. So 12 hours 100 hours etc there will be more stations / ships.

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

Post by Drewgamer » Wed, 17. Oct 18, 22:44

Kane Hart wrote:
Wed, 17. Oct 18, 20:03
4770k at 4ghz. The issue here is they expand as time goes on. So 12 hours 100 hours etc there will be more stations / ships.
My cpu is a bit stronger, so maybe I'll just wing it and see how things go xD

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

Post by Thufar » Wed, 17. Oct 18, 23:03

Thufar wrote:
Tue, 16. Oct 18, 14:54
Marvin,

Bringing to your attention...

1) The two TER Civ Ship Parts Lot (Ship Part) in HOL West Gate District 05, both I and II, I believe are not set up correctly. In my game (newest release) neither are producing Ship Parts (weapons). Also, some production modules only require EC and Plasma Flow Regulators as primary resources, while other production modules require a whole host of primary resources. So jar, this is all the Ship Part production facilities my Business Center allows me to see.
Marvin Martian wrote:
Tue, 16. Oct 18, 15:04
1) i need to check, at later builds one sort of Production should use Weaponparts to construct Shipparts (intendet to lower unwanted Weapon-parts)
Marvin,

I am building a Civ Ship Parts Lot now. In the first CSPL build (first three stages), everything seemed to be fine. Brought in wares and it started to build Ship Parts. When I built the first stage of the second CSPL, I got the strange production module referenced above. Additionally, completion of this stage introduced an additional ware, the plasma flow regulators - presumably needed by the ship parts (weapons). However, now all three production stages require plasma flow regulators and all production stopped until supplied. In short, it appears the ship parts weapons production is affecting the ship parts production runs.

Hope this helps,
Thufar

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

Post by radcapricorn » Wed, 17. Oct 18, 23:47

I'm just getting my feet wet with NF. I have it, Lost Sectors and the NF Lost Sectors compatibility enabled. It seems to me as if the pirate factions in e.g. Source of Darkness are spawning ships and are generally exhibiting vanilla behavior. But since I'm very new to this mod, maybe I'm missing something. Is that just how they behave or?..

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

Post by Marvin Martian » Thu, 18. Oct 18, 08:26

Thufar wrote:
Wed, 17. Oct 18, 23:03
Additionally, completion of this stage introduced an additional ware, the plasma flow regulators
the productionmodule of this production-step is a Weaponpart production, but they "only" assamble Shipparts with reccources Weaponparts - anyway, plasmaflowregulators should be required by all commonwealth production lines that produce shipparts

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

Post by Thufar » Thu, 18. Oct 18, 15:19

When/if I restore a wreck with my Ayosana, I do not rearm it, and sell it to a faction shipyard, what happens to it?

1) Do I presume correctly that it gets used by that faction?
2) Does that faction rearm it with weapons before use? or at least at some point?
3) If I crew the ship with a captain only, will the purchasing faction give it an engineer and defense officer?

Thanks,
Thufar

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

Post by Marvin Martian » Thu, 18. Oct 18, 15:37

actually the ship should start any work for the new owner faction (if the faction is Corp or not, crew will added anyway)
SY-Stuff like upgrade/repair/rearming is player only PITA - NPC can't do it
it may possible to simply script-(re)upgrade the ship, but this will not effect any payment or ressource-consumation :gruebel:

Vectorial1024
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Re: [WIP] X Rebirth: The New Frontier

Post by Vectorial1024 » Thu, 18. Oct 18, 16:54

So Imma try to summarize the problems/questions:
  • Shippart/weaponpart production (what is the status anyway?)
  • Architects mysteriously rebuilding from completed phases
  • Sending architects to incomplete stations that was building its A0 phase but got its CV destroyed
  • Option to strip down weapons of capital ships
I'm making this list so we can try to keep track of the things happening while we are away.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

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

Post by Marvin Martian » Thu, 18. Oct 18, 17:01

Vectorial1024 wrote:
Thu, 18. Oct 18, 16:54
  • Shippart/weaponpart production (what is the status anyway?) Chaotic - mostly unchanges in lack of better ideas
  • Architects mysteriously rebuilding from completed phases only solution is actually, not disconnect CVs
  • Sending architects to incomplete stations that was building its A0 phase but got its CV destroyed (NPC)Testing / (Player) ??
  • Option to strip down weapons of capital ships no plan about, i think this an "simple" UI limit - maybe any shiprecycle mod may solve this wish

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

Post by bitvoid » Thu, 18. Oct 18, 21:25

Marvin Martian wrote:
Thu, 18. Oct 18, 08:26
Thufar wrote:
Wed, 17. Oct 18, 23:03
Additionally, completion of this stage introduced an additional ware, the plasma flow regulators
the productionmodule of this production-step is a Weaponpart production, but they "only" assamble Shipparts with reccources Weaponparts - anyway, plasmaflowregulators should be required by all commonwealth production lines that produce shipparts
@Marvin I did some quick calculations to see how many plasma flow regulators I have to produce to keep my shippart production alive and the results seem a bit high to me.

In Albion each Civ Ship Parts Lot has 2 weaponpart and 4 shippart productions.

The weaponparts productions will have 32.72 assemble cycles every hour consuming 5 flow regulators with each one.
The shippart productions will have 3.91 assemble and default cycles every hour consuming 5 or 3 flow regulators each.

In total that means a single Civ Ship Parts Lot consumes 452.32 plasma flow regulators every hour.

A single Ship Tech Fab has 2 productions for plasma flow regulators each producing 40/h so 80/h in total.

So to keep a single Civ Ship Parts Lot supplied you'd need 5.65 Ship Tech Fabs which seems a bit high to me.

In my case I have 2 own Civ Ship Parts Lots, the NPC own another 5. They also have 8 Ship Tech Fabs, I have 2.
Looks like I'd need to build another 30 of them for my and the NPCs shippart productions finally to run smoothly :)

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Kane Hart
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Re: [WIP] X Rebirth: The New Frontier

Post by Kane Hart » Fri, 19. Oct 18, 04:06

I'm sure I'm mixing up what this means:

https://i.imgur.com/5N7zJR7.png

It keeps increasing over time the amount of ships spawned is this suppose to happen?

It was this a day before:
https://i.imgur.com/MmpxArN.png

Then the day before that:
https://i.imgur.com/5FKIf5y.png

{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

Vectorial1024
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Re: [WIP] X Rebirth: The New Frontier

Post by Vectorial1024 » Fri, 19. Oct 18, 16:33

Marvin Martian wrote:
Thu, 18. Oct 18, 17:01
Vectorial1024 wrote:
Thu, 18. Oct 18, 16:54
  • Shippart/weaponpart production (what is the status anyway?) Chaotic - mostly unchanges in lack of better ideas
  • Architects mysteriously rebuilding from completed phases only solution is actually, not disconnect CVs
  • Sending architects to incomplete stations that was building its A0 phase but got its CV destroyed (NPC)Testing / (Player) ??
  • Option to strip down weapons of capital ships no plan about, i think this an "simple" UI limit - maybe any shiprecycle mod may solve this wish
Oh well...

I would like to try again with the Weapon Parts production, this time more carefully.
Hopefully we are able to clear some problems.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

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