[MOD] World War X - Version 3.2- 07-17-2015 updated

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BlackRain
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[MOD] World War X - Version 3.2- 07-17-2015 updated

Post by BlackRain » Tue, 17. Jun 14, 03:56

This mod is intended to make the X Galaxy much more dangerous and lively. This adds many more ships, fleets and extended AI so that fleets and patrols can move around the galaxy. They can use highways, superhighways, jump and boost. They will attack their enemies and defend their territory.

This also provides extended end of game material. Try your hand at taking on the Xenon, you will need a massive fleet to do so. Protect your assets from enemy invaders (small patrols and fleets), etc.

I do not know how well this will run on your PC, if you struggle with vanilla
X Rebirth then this may not be for you but try it and see if you can handle it. It runs fine on my PC, but my PC is fairly powerful.

DO NOT USE THIS WITH THE CAMPAIGN UNTIL YOU FINISH THE CAMPAIGN COMPLETELY.


I cleaned up this thread a bit by deleting a few posts, my apologies to those people whom I deleted their posts. I wanted to clean this up so that it is easier to find important information.

WWX Features

--- WWX has Player Shipyards and more integrated into it. This means, you can build shipyards of varying types (both capital and fighter) and build the ships associated with different factions.

--- 17 ships, as of right now, added into the game (these are variants of existing ships with different weapon load outs and configurations)

--- WWX features a completely revamped JOBS file which has ships spawning only in their home sectors for different factions. Xenon ships will only spawn in Xenon zones, Reivers in Reiver zones, etc.

--- WWX features fleets which utilize all new ship variants added and existing vanilla ships in their makeup. These fleets have Capital ships and fighters.

--- WWX has custom patrol and escort scripts. The patrol scripts allow fleets, flotillas and fighter squadrons to traverse the entire known universe of Rebirth in search of their enemies. This creates a universe which is, for the most part, random. The escort scripts allow ships to jump, boost, and travel together no matter where their leader goes (fighters will also jump with their leader)

--- WWX changes some of the zone ownerships to better represent what major factions are in control. Currently, the following factions have their own zones with ownership: Reivers, Sovereign Syndicate, PMC, HOA, Canterans, Argon, Split and Xenon. In the future, I may add zones which are owned by other corporations.

--- WWX adds corporate fighter squadrons which use their unique faction fighters.

--- WWX adds some unique spawns (limited right now but this is a feature which will be worked on further). Currently, the unique spawns add construction vessels for building of unique shipyards (PMC/Xenon Tech fighter shipyard and pirate capital/fighter shipyards). In the future, there will be unique capital ships which you can not build or buy anywhere which are very powerful.

--- WWX adds specific battlegrounds where the wars between certain factions are playing out. The largest of these is between the PMC/Reivers and HOA/ROC. This plays out mostly in Bleak Pebble but also includes Far out, Glaring truth, and to some degree, other areas of Albion. Bleak Pebble, especially, is a big battle ground between these 4 factions. This may sometimes lead to a 3 way FFA between Xenon, PMC/Reivers and HOA/ROC. Invading fleets will spawn in their faction controlled zones and jump/fly/boost over to Bleak Pebble to fight. Smaller battlegrounds include Far out, which has PMC fleets invading and HOA fleets defending. Another battleground is Epsilon Lowlands, which is Sovereign Syndicate controlled. PMC and Sovereign Syndicate fleets often clash here for tons of destruction. Sigma Sector is also a somewhat large battleground area as the Argon have laid claim to it and the Heretic Vanguard faction has retreated to this sector to regroup and grow. Argon fleets and HEV will battle it out here with Xenon incursion often passing through. The HEV will also attempt to attack Argon in Omicron Lyrae. Lastly, Sable Vortex has been heavily entrenched by the Xenon and both the Split and Argon will attempt to invade this sector at random intervals. The split control Blurred Reflection and will be often invaded by the Xenon.
Last edited by BlackRain on Fri, 17. Jul 15, 23:46, edited 50 times in total.

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Post by BlackRain » Tue, 17. Jun 14, 17:36

RELEASED VERSION 1.0

What is in the initial release:

Various fleets (flotillas) have been set up in jobs which will spawn and patrol throughout the galaxy. Some fleets will patrol specific sectors, some will patrol within a cluster and some can go anywhere in the galaxy. There are fleets from the following factions; HOA, PMC, ROC, AG, SOS, HV, Reivers, and Xenon currently

If a faction is enemy to another faction, these fleets will attack the factions assets and ships. Use a save editor or edit your save to make factions enemy to each other. Make sure to make each faction the enemy of another faction otherwise only one side will attack the other.

Example, make PMC hostile to HOA, ROC and AG and then make HOA, ROC, and AG hostile to PMC. This will ensure fights break out and fleets may meet and fight.

Also, just like in Yorrick's galaxy trader mod, there are trade ships which travel the galaxy to trade. Do not use this together with Yorrick's mod since they would conflict (do the same thing).

STEAM WORKSHOP http://steamcommunity.com/sharedfiles/f ... =284556793

I am taking suggestions for types of fleets you would like to see and where you would like them to patrol. If there are any other ideas, please let me know and I will see if they fit with this and can be done.

World War X Version 1.1 Update

Increased numbers on some of the existing fleets

Added fighter wing patrols to every major faction (fighter wings consist of anywhere from 6 to 10 fighters). These fighter wings will patrol whatever they are assigned to and use highways.
There are a lot of patrols added from all the factions so you should see more carnage.

To be added:

Corporate patrols/fleets which will defend corporate assets (and fight other corporations if they are enemies).

More enemy fleets, some larger fleets, etc. Taking suggestions for fleet make up.


World War X Version 1.5
SOME OTHER IMPORTANT DETAILS FOR LATEST VERSION
All vanilla patrols have been removed and only World War X patrols and fleets exist. There are a lot so this may slow down your game. If it causes any freezes or crashes, please let me know. I have tested extensively and it works on my PC.

A lot of changes here.

Touched upon every major faction except for the corporations (other than PMC that is),

Every faction has certain military assets and will patrol their appropriate spheres of influence. Some of these fleets will also "invade" outside of their sphere of influence.

The Spheres of influence are as follows: KEEP IN MIND THAT FOR INVASIONS TO TAKE PLACE, RELATIONS MUST BE SET FOR ALL FACTIONS YOU WANT TO FIGHT - YOU MUST SET BOTH FACTIONS RELATIONS TO EACH OTHER
FOR EXAMPLE: SET PMC RELATION TO HOA TO -0.5 AND THEN SET HOA RELATION TO PMC -0.5 THIS WILL ENSURE THEY ARE ETERNAL ENEMIES AND WILL FIGHT EACH OTHER EVERYWHERE THEY FIND ASSETS

ALBION
PMC Space is considered to be 3 of the sectors of Albion; Lookout Alpha, Inner World and Ascendancy. PMC will defend their sectors as well as "invade" into Far Out.

HOA Space is considered to be the sector of Far Out in Albion. HOA will defend it's space and will also attempt to "invade" into PMC space.

Sovereign Syndicate will spawn in Lookout Alpha - Epsilon Lowlands (PRETEND THEY HAVE A SECRET BASE SOMEWHERE THERE!) They will invade into all PMC space. They have small fighter wings and one large fleet (Taranis included)

DEVRIES
Devries is divided into 3 major territories. ROC Space is considered to be Glaring Truth and only this sector. They only have the assets to defend this sector and to attack the PMC in contested territory. HOA is helping the ROC with patrolling other sectors.
HOA ships will also spawn here in Glaring Truth as they are allied and helping each other. Some of the HOA patrols will fly from here to both Barren Heart (to attack the reivers) and to Molten Archon.

Barren Heart is considered to be Reiver territory. All Reiver ships will spawn here. The Reivers have mostly fighter patrols but some small fleets with a Titurel. They will patrol their space and also invade into all other areas of Devries.

Bleak Pebble is considered to be "Contested Space" meaning that the HOA & Canteran fleets are engaging with the PMC fleets for this sector. All three factions will spawn here and if they are all set to enemy with each other will fight it out. There are
many fighter wings and fleets which will spawn here, expect huge space battles and very dangerous space here (especially if enemy to PMC).

Molten Archon is the frontier and isn't claimed by any faction (Use this as a base if you like). You will get the occasional Reiver, PMC and Xenon attacks if any of these patrols/fleets make it there. Be prepared to defend your assets here if you choose to live here.

OMICRON
Omicron Lyrae is strictly the domain of the Argon Government. They are powerful and have many fighter wings and fleets. The Argon Government will also send attack fleets and patrols into the Sigma Sector of Maelstrom. Some Argon fleets will attempt to invade
Xenon Space in Maelstrom.

MAELSTROM
Maelstrom is also divided between different factions.
Xenon space is considered to be Sable Vortex. They have complete dominion here and their assets are immense. If you go here be prepared for the fight of your life, you will need a massive fleet or need to take advantage of the Split and Argon fleets
which may invade here. The Xenon will attempt to invade all of Maelstrom and also the rest of the known galaxy. They will send fleets (including Xenon I, K's and fighters) to attempt invasions of all other clusters (Omicron, Albion, Devries). Of course
they must actually travel there just like the player does so they will have to make it through Argon Space. They send several fleets though and may very well make it to Devries and then to Albion. The Argon may need help fighting back the Xenon.

Blurred Reflection in Maelstrom is considered Split space. The Split have a decent military, several fleets and dozens of fighter wings, which patrol their home sector. They will attempt to hold off Xenon fleets and will also attempt to invade
Xenon space.

Sigma Sector in Maelstrom is considered Argon space, however, it is really the Heretic Vanguard faction which rules here. They have been pushed out of Omicron Lyrae but found a new home in the Sigma Sector after the opening of the gates and have grown.
They have only fighters for now but they have several fighter patrols which patrol Sigma Sector and will also send patrols into Omicron Lyrae. They also have one very large all fighter fleet which will spawn and attempt to invade into Omicron Lyrae (a lot of ships)

In consideration for future version

1) Corporate fighter wing patrols (larger corps. may use some capital ships)

2) All traders, big and small, will have a small fighter escort

3) All capital ships will have marines on board to defend against boarding

4) More types of fleets/patrols. Smaller capital fleets/patrols

5) Suggestions?

VERSION 1.6

---Decreased spawns for hopefully better performance (feedback needed)
---Fixed some minor bugs
---Changed ownership of some of the zones (associated with certain
factions like HOA)
---Added a trigger to set faction relations between some factions (mainly
PMC, HOA and ROC)

World War X Version 1.7

-- Fixed some minor bugs
-- Zones now have proper ownership for factions
-- Hopefully fixed law enforcement for HOA zones
-- Added resources to Molten Archon and Far out
-- Added more build spots to Molten Archon (1 per zone except Lava Flow)

If no more bugs and such creep up, then the next to do is adding corporate patrols and possibly marines/marine defenses to all NPC Capital ships.

The idea is to simulate a somewhat realistic war (although it will never be a "real" economy the idea is to fake it).

WORLD WAR X VERSION 2.0

There will be numerous fleets and patrols which will patrol different clusters/sectors/zones depending on their jobs.

-- I removed all original jobs from Ego's jobs.xml and added in all my own jobs. This included trade ships too, all of them. I took out all their wares so they will not spawn with wares.

-- Added corporate patrols for all corporations in Albion. All Albion corporations have their own patrols and will patrol their station zones. (BE careful though because if you attack PMC in these zones the corporation patrols may attack you too)


-- Ships that are escorting your own ships will also use my escort script (the same that the AI uses). This will allow your fighters to jump with any capital ship they are escorting (Mostly heh, some ships "may" not jump but most will). Also, AI fleets with escorts will all jump together. All capital ships will boost together (fighters will use highways).

-- Enemies may or may not attack you depending on what they are doing. Xenon wandering fleets will go to ALL clusters. Xenon have different types of fleets (including one large fleet) which will invade all clusters.

-- Xenon home cluster should be very dangerous, unless by chance you get lucky (as in a split and argon fleet are in the Xenon cluster taking stuff out together plus most Xenon fleets have left to invade other clusters). Eventually any split/argon fleets will be driven out as Xenon ships are reinforced (respawn). They get quite a bit of fleets.

-- Split will protect their home zone with a couple of fleets. (They also send out small fighter patrols to other zones in their sector)

-- Lots of invading HEV faction ships from Sigma sector into Argon space, including one very large (20 plus) all fighter fleet.

-- Sovereign Syndicate has quite a bit of ships which spawn to go out and attack all PMC sectors and zones. Their home is in epsilon and they will spawn there making this zone very dangerous (perhaps I should give them a station here). Sovereign Syndicate spawns one fleet led by a TARANIS and lots of fighter escorts.

-- Reivers are allied with PMC and will not attack PMC ships. Reivers will have a heavily fortified sector in Barren Heart. HOA/ROC may send fleets to attack them. Reiver ships will attack all sectors in DEVRIES and support PMC in Bleak Pebble. PMC sends lots of fleets through the gate (they have to travel through the gate to DEVRIES from Albion). They send fleets to attack Bleak Pebble, to attack the ROC in Glaring Truth and also to other areas of Devries. Several ROC/HOA and PMC fleets will fight it out in Bleak Pebble. This is the largest of the battlegrounds.

-- PMC also invades into FAR OUT which is controlled by HOA. HOA will try to protect their home of Far out and send a fleet into other sectors in Albion. I might increase the amount of fleets they send into Albion, currently it is one.

-- I added build spots to Molten Archon as well as resources (although I might change this).

-- Increased range at which fighters will fly away from their target before coming in to fire.

-- Made boarding more difficult. Now all ship have marines and you can fail boarding. If you fail, all your marines and marine officer will die.

WORLD WAR X VERSION 2.1
-- Some very minor changes

WORLD WAR X VERSION 2.2
-- Fix for escorts not fighting back when their leader is not in zone (not enough testing done but I think it works) Thanks to Yorrick for that.
-- More Xenon activity over all but especially more attacks into Omicron Lyrae and more HEV attacks too.

WORLD WAR X VERSION 2.3
-- Some minor fixes

WORLD WAR X VERSION 2.5
-- New ships and new fleet make up for ROC and PMC (will now see new ships in these fleets)
-- Compatibility with version 3.0 of X Rebirth.
-- Attempted new fix for escort ships not attacking when leader is in another zone but I don't think it is working ugh.

WORLD WAR X VERSION 2.6
--Had to make major edits to make it work with 3.0, now should work with 3.0 and player shipyards just fine (but let me know if any issues.

WORLD WAR X VERSION 2.65
-- Couple minor fixes and also I believe escorts will now attack properly when their leader is not in zone.

WORLD WAR X VERSION 2.80
- 4 New ship variantes. 3 pirate frigates (based on Sanahar hull, 1 is original version though but can now be built.) 1 Scaldis variant, the battle star which has a lot of firepower.
-- New pirate shipyards, big and small. Titurel can only be built at pirate shipyard.
-- Have to capture a special PMC construction vessel or reiver construction vessel to build the pirate or PMC/Xenon ships.
-- Some new fleet make ups and spawns

WORLD WAR X VERSION 2.90
-- Compatibility with release version of X Rebirth 3.0

WORLD WAR X VERSION 2.95
-- Incremental update (wont release a 3.0 till new features are in)

-- I played around with the jobs file and changed some of the spawns. I lowered capital ship spawns for all factions slightly and changed some of the fighter patrols. I changed the zones that the reivers control. They now control only 3 zones in barren heart (canterans control other two) and they control 1 zone in bleak pebble. Their ships will only spawn in the zones they control.

-- I also changed where ships fighting in Devries will go. They will hopefully no longer go to the 2 zones in Barren heart where there are habitations (to avoid them staying there endlessly attacking the habitations which never die)

They should now go only to places where they will fight something or to defend their own zones.

-- Less Xenon invasion ships so hopefully certain sectors wont become deadzones.


WORLD WAR X VERSION 2.97

- The dock positions should be fixed for the capital ship mod.

- lowered some ship spawns, changed how often besieger will spawn (hopefully a lot less now)

- Fixed boarding resistance for xenon ships

WORLD WAR X VERSION 2.98

Some small changes/fixes:

--Changed speed of Pirate frigate ships to be more in line with vanilla ships (use my faster ships mod for increased speeds of these ships) This should help with OOZ calculations with the frigate besieger ships when just using only vanilla.

-- Added alex's russian translation file (thanks)

-- Changed file names and such so that it will work with linux also with other languages (other languages should see English if no translation now instead of notextid or whatever)

-- fixed some faction relation issues I forgot to update (Reivers are now correctly allied with PMC, HOA is allied with Sovereign syndicate and split are enemies of Argon)

WORLD WAR X VERSION 3.0

-- Finally integrated Titan's Armory into WWX. DO NOT USE TITAN'S ARMORY WITH WWX. It won't break the game or anything but I changed the ships weapon loadouts completely so to add in the original ships would be quite unbalanced.

-- 5 Titan Armory ships for a total of 17 ships added by this mod.

-- New Shipyard which builds these 5 new ships called "Experimental Shipyard" (For now you can get it at any Albion shipyard but later you will have to find and cap the CV that can build it)

WORLD WAR X VERSION 3.1
-- Change to how capital ships jump when escorting a leader (will now jump closer to the end destination of a lead ship boosting into a zone. This means your lead ship will no longer boost right into the middle of an enemy fleet with their followers 30km away)

-- Balanced the Titans armory ships better, beefing hull and shields as well as adding drone bays to them (Behemoth Destroyer is now more on par with a Fulmekron, Behemoth has more hull)

-- Some other minor fixes that I accidentally left hanging around

WORLD WAR X VERSION 3.2

-- Can now sell ships to your own ship dealer for a 50% mark up (Shipyards and small shipyards are now profitable). Ships you board and capture and then sell to your own shipyard will also give you the 50% mark up (cutting out the middle man so to speak)

-- Added MICT code to my escort script (thanks goes to w.evans). I haven't tested it a lot so hopefully it is working.

-- Balance changes to titan's armory ships

-- Changes to Sennin frigate ships (speed, besieger weapons)

-- Other small fixes and some clean up stuff.
Last edited by BlackRain on Fri, 17. Jul 15, 23:47, edited 10 times in total.

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YorrickVander
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Post by YorrickVander » Tue, 17. Jun 14, 18:56

Looking at the move.patrol.xml, I would be tempted to make an additional custom version just for galaxy patrol range, putting that script name into task= of your job.
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Post by BlackRain » Tue, 17. Jun 14, 19:01

I haven't actually looked at it yet, any suggestions for how to get it to do that Yorrick? Is it a simple edit?

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Post by Berserk Knight » Tue, 17. Jun 14, 21:16

Having ships actually built from shipyards will take some work.

Here's the framework I've thought up a while ago.
(Couldn't get around to actually making it. I'll blame MCE for that.)

There needs to be a background build order queue, and each entry needs
1. Macro for ship
2. Drone loadout
3. Owner faction
4. Some data that defines what script (and parameters) the built ship should execute once built

Shipyard checks 1, 2 and 3 to see if it can be built.

For my "pirates buying ships through proxy" method of creating a real economy, orders placed by pirates will have "neutral" as the owner faction.
(To prevent them from being shot by both parties.)
The script specified in 4 will send the ship to a secluded area where it'll change ownership and start it's pirate script.

For what you've described, giving one of them a "fleet leader" script that checks for capital ship count and their "ready" status will do.
The rest of the capitals will check their escort fighter wings, and report their status to the leader.
Once the fleet size and ready status all check out, they start a new script that does all the fleet movement. (Or just the fleet leader. The rest just starts escorting...)


Below is how my MCE handles "fleet jump".

Everytime a fleet leader changes sector, the capitals jump as well. (With the parameters "skipcharge" on true and "autorefuel" on false.)
For fighters, they simply use the "warp" script command to move to the fleet leader.
There needs to be a random delay so they don't all jump/warp at the same time, or the game crashes when there's too many ships.

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Post by BlackRain » Tue, 17. Jun 14, 23:54

Sounds interesting. I would have to delve into files to look for examples of some of this stuff. Fleet jumping and galaxy patrol seem easy enough but the shipyard and fleet setup scripts are more difficult. Any files I can look into to help me figure these out? Any help would be appreciated as wel

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Post by Reaperxvii » Tue, 17. Jun 14, 23:55

This sounds amazing personally, and would fix a large part of what I believe is wrong is x-rebirth. For a civil war its quite dead.
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Post by YorrickVander » Wed, 18. Jun 14, 00:02

Completely untested but i'd start by looking at this section in ai.patrol.xml :

Code: Select all

     <do_if value="$range" exact="'zone'">
        <set_value name="$space" exact="null"/>
      </do_if>
      <do_elseif value="$range" exact="'station'">
        <set_value name="$space" exact="null"/>
      </do_elseif>
      <do_elseif value="$range" exact="'sector'">
        <set_value name="$space" exact="this.ship.sector" />
      </do_elseif>
      <do_elseif value="$range" exact="'cluster'">
        <set_value name="$space" exact="this.ship.cluster" />
      </do_elseif>
      <do_else>
        <do_if value="$capship">
          <!--HACK: Don't send capships to around the cluster until their move functionality allows them to handle jumpdrives-->
          <set_value name="$space" exact="this.ship.sector" />
          <!--<set_value name="$space" exact="this.ship.cluster" />-->
        </do_if>
        <do_else>
          <set_value name="$space" exact="this.ship.sector" />
        </do_else>
      </do_else>
and just chop it down for the galaxy only script to

Code: Select all

        <set_value name="$space" exact="player.galaxy"/>
The player.galaxy range did cause the jams in the trade.ship.xml though so this might not work out. For some reason this.ship.galaxy doesn't work anymore. I guess it will depend on how many roving patrols you intend to implement.

EDIT : oh and perhaps extend the patrol durations
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Post by BlackRain » Wed, 18. Jun 14, 01:23

I was originally intending to use just the jobs scripts to add in stuff but it would be great to have ships actually be produced and actively seek out enemies but this would be beyond me at this time without some scripts I could look at to get examples from. Perhaps we can get a collaboration between all of us to come up with something along those lines.


*** The following is what I believe I can do right now without any further info/help ****

I can have jobs spawn ships in any Cluster or System or Zone and have them patrol and perhaps even seek out enemies. I can spawn Fleets of ships which will fight their enemies. So a Canteran and HOA fleet may be spawned in one of Devries systems and a Plutarch fleet may be spawned there and once they meet, they will fight it out or you as the player could seek them out with your own fleet.

I can have various battlegroups spawn anywhere, they will move around the system they are in to different zones (possibly even to other systems within a cluster but need to test this to see if I can get it to work).

Hopefully eventually these fleets will be spawned and will seek out enemies in any cluster, that is the ultimate goal but not sure how to accomplish this just yet.

Now, honestly, this is enough for me because I will find it quite enjoyable (I don't care if a fleet is magically spawned or actually produced)

Also, I will have galaxy trader ships go around and trade basic and intermediate goods from the various factions.


####As far as ships being produced at the shipyard, forming fleets and jumping to various destinations to attack their enemies, this will have to be researched and tested. This is a very advanced idea and I will need help with this because I have only started my adventures into X Rebirth modding but there seems to be quite a lot of possibilities and something like this is most likely possible. Real war got some of it down and Manual command extension gets some of it down as well. I would say with what is out there, half of this idea is already done it is just a matter of putting it all together and implementing some other stuff and trying to figure out a few things but I wont be able to do this alone with my current knowledge.

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Post by Ginger470 » Wed, 18. Jun 14, 07:28

This would be great! I'm considering how difficult it would be to run a pseudo political simulator as part of MIS where faction relationships can change over time due to internal faction politics and eternal relationships.... if World War X is going to work off of the existing faction relationships, this could be beautiful )

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Post by vadiolive » Wed, 18. Jun 14, 08:28

Heretic VanGuard
Reveirs

add new zones
and put full economy running

Set relations to both neutral
(to you can chossen trade/fight/exploit?)

Include somes check to prevent use shipyard(start produce ship up no stop)
Include somes check to no deplet all resource(safe 50%?)

Plus : if station can be destroyed : Sectors change hands
Well others idas came my mind but you get point i think

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Post by BlackRain » Thu, 19. Jun 14, 01:10

Let's not get too ahead of ourselves.

I am having some trouble with the escort scripts. I was trying out move.escort.capital but whenever I give that to a ship in jobs it won't spawn the ship, not sure why? Anyone have a clue??

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Post by BlackRain » Sat, 21. Jun 14, 22:38

I have put together something simple enough which spawns various "fleets" although they are more like flotillas or we could call them battle groups. I can pretty much create any combination I want but I am trying to make them realistic to the game setting. I am having difficulty in coming up with a way for them to travel around the galaxy. This would require scripting a lot of code to get them to do it because the vanilla move.patrol and move.seekenemies which handle this kind of stuff do not allow for boosting or jumping. So the ships on patrol will remain in the sector they are in and fly with normal engines from zone to zone. This isn't the worst thing because you can create enough fleets to make it seem like they are in different sectors and such.

So I have added a few "fleets" from HOA which spawn in Albion and also an HOA fleet which spawns in the battle sector of Devries (where the gate to albion is). There is also a Canteran fleet which spawns there along with 3 PMC fleets which will spawn there.

Also, three pmc fleets will spawn in albion. There is one Sovereign syndicate fleet which will spawn in Albion and one reiver fleet which will spawn in Devries.

There are a few Xenon fleets which will spawn in Albion and Devries. I haven't gotten to Omicron or Maelstrom yet but I will.

The Xenon fleets will be led by an I and have 3 or so K escorts along with 40 or so fighters.

Each fleet consists of its' factions ships. HOA uses Arawn and frigates, PMC uses the Taranis and the light and heavy carriers, Canteran uses the succellus and frigates. Reivers use a titurel. Sovereign syndicate have a Taranis I believe. These all have complements of lots of fighters anywhere from 40 to 70 fighters depending on the type of fleet.


If anyone has ideas or suggestions for fleet make up for the factions please let me know.

I have already run into a Xenon fleet in Devries, it was near the gate to Omicron. When I jumped into the zone, 3 K's and the I were battling an arawn (the fighters must have already been destroyed). The Arawn put up a good fight taking out 2 of the K's and dropping the other K to like 10% hull before it was destroyed. I finished off the K and I with my own fleet. Was fun. Needs testing to make sure the fleets are spawning with the desired ships.

Reaperxvii
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Post by Reaperxvii » Sat, 21. Jun 14, 22:58

BlackRain wrote:I have put together something simple enough which spawns various "fleets" although they are more like flotillas or we could call them battle groups. I can pretty much create any combination I want but I am trying to make them realistic to the game setting. I am having difficulty in coming up with a way for them to travel around the galaxy. This would require scripting a lot of code to get them to do it because the vanilla move.patrol and move.seekenemies which handle this kind of stuff do not allow for boosting or jumping. So the ships on patrol will remain in the sector they are in and fly with normal engines from zone to zone. This isn't the worst thing because you can create enough fleets to make it seem like they are in different sectors and such.

So I have added a few "fleets" from HOA which spawn in Albion and also an HOA fleet which spawns in the battle sector of Devries (where the gate to albion is). There is also a Canteran fleet which spawns there along with 3 PMC fleets which will spawn there.

Also, three pmc fleets will spawn in albion. There is one Sovereign syndicate fleet which will spawn in Albion and one reiver fleet which will spawn in Devries.

There are a few Xenon fleets which will spawn in Albion and Devries. I haven't gotten to Omicron or Maelstrom yet but I will.

The Xenon fleets will be led by an I and have 3 or so K escorts along with 40 or so fighters.

Each fleet consists of its' factions ships. HOA uses Arawn and frigates, PMC uses the Taranis and the light and heavy carriers, Canteran uses the succellus and frigates. Reivers use a titurel. Sovereign syndicate have a Taranis I believe. These all have complements of lots of fighters anywhere from 40 to 70 fighters depending on the type of fleet.


If anyone has ideas or suggestions for fleet make up for the factions please let me know.

I have already run into a Xenon fleet in Devries, it was near the gate to Omicron. When I jumped into the zone, 3 K's and the I were battling an arawn (the fighters must have already been destroyed). The Arawn put up a good fight taking out 2 of the K's and dropping the other K to like 10% hull before it was destroyed. I finished off the K and I with my own fleet. Was fun. Needs testing to make sure the fleets are spawning with the desired ships.
Cool work man and I wish you the best of luck! This Mod may fix what to me is a big problem with x-rebirth, but I do have a question, Once a "fleet" dies how long until it re-spawns/Re-builds?

Also what will trigger the scripts to know the "fleet" is dead? Is it all ships dying or just the main capital ships? As one of the issues I've seen with some mods is they tie the re-spawn trigger to all ships and fighters end up going for joy rides in the highways lol
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BlackRain
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Post by BlackRain » Sat, 21. Jun 14, 23:47

Respawn time can be set to whatever I want. Some fleets respawn faster, some take longer. As far as how does the fleet know it's dead, once the "lead" ship is destroyed and if the player isn't in the system, the rest of the fleets will just automatically go and die somewhere. This is actually vanilla behavior. The respawn is only for the lead ship not any of the escorts. These escort ships are actually subordinates of the lead ship and you will see a plus symbol next to the lead ship just like with a station which will show the subordinates.

Since I set PMC enemy to HOA, ARGON government and Canteran, these fleets will battle each other if they meet. Also, HOA will fight PMC in albion wherever their ships meet. Whenever I visit Albion, I see damaged ships here and there and HOA and PMC battling it out.

Just ran across a Reiver fleet, Titurel with 40 fighters (I think). Destroyed one of my construction vehicles before I could get rid of it.

I need to figure out how to have these fleets spawn somewhere other then in the middle of the zone but not sure how to do it.

Also, this will be compatible with pretty much anything. So it could be used with more enemies by privata or with most things. The only thing it wont be compatible with is Yoricks galaxy trader mod but that is only because I have implemented (and changed) his mod already in this. I just edited out some of the ships which travel through galaxies and added some, including PMC ships which trade throughout galaxy and I stopped higher end goods from being traded. Only basic and intermediate goods are traded.

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