[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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Hi there, got an issue with my latest xenon matrix.
I build an I and everything was fine, until it was finished. Instead of getting a captain, it was sitting idle at the dock. So got some crew for it and then it left the dock.
Now i wanted to build another I, but at the ship construction site nothing happens. When i check the ressource status, I got an empty list and the name of the list is "building cost for //new name of the last build I//"
Anyone had a similar problem and know how to fix this?
I tried to sell this ship, assigned it to different squads, I'm running out of ideas
I build an I and everything was fine, until it was finished. Instead of getting a captain, it was sitting idle at the dock. So got some crew for it and then it left the dock.
Now i wanted to build another I, but at the ship construction site nothing happens. When i check the ressource status, I got an empty list and the name of the list is "building cost for //new name of the last build I//"
Anyone had a similar problem and know how to fix this?
I tried to sell this ship, assigned it to different squads, I'm running out of ideas
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- Posts: 309
- Joined: Sat, 7. Feb 04, 18:47
Read some stuff at the wiki and now im not sure...
does it work with/does it replace:
Combat enhancement scripts (big guns only against worth targets, support boarding)
sucellus_ihc_fix (balor/sucellus stay at range)
Transcend - Gamestarts (adds another System)
fasterboarding
Build Titurel
and does Tougher Stations imbalance the fractions?
does it work with/does it replace:
Combat enhancement scripts (big guns only against worth targets, support boarding)
sucellus_ihc_fix (balor/sucellus stay at range)
Transcend - Gamestarts (adds another System)
fasterboarding
Build Titurel
and does Tougher Stations imbalance the fractions?
Has its own combat enhancement scripts that should also affect balor and sucellus (stay at range). This mod has different scripts for boarding and yes you can build a titurel with the right shipyard (need a reaver shipyard) Has compatibility files for TranscendStonehouse wrote:Read some stuff at the wiki and now im not sure...
does it work with/does it replace:
Combat enhancement scripts (big guns only against worth targets, support boarding)
sucellus_ihc_fix (balor/sucellus stay at range)
Transcend - Gamestarts (adds another System)
fasterboarding
Build Titurel
and does Tougher Stations imbalance the fractions?
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- Posts: 309
- Joined: Sat, 7. Feb 04, 18:47
Station boarding is badly broken with this mod and XR 4.10. Boarding pods have an unfortunate tendency to jump to infinity, or very very far away. My guess is that this is a bug in XR, I don't see how it could be related to the mod. But I finally found a way around it: I added some code to set these pods to a status of "attached". This way, boarding can continue even when some pods are missing. The only issue is that the log will contain additional "pod destroyed" lines, but I suppose we can see that as a 4.10 theme.
Here is the code: in line 552 of md/boarding_playerfleet.xml (just after the show_help element), insert this:
<do_if value="$FirstArrived and $boardingpodsinflight.count gt 0">
<set_value name="$testpod" exact="$boardingpodsinflight.{1}" />
<set_value name="$distanceToTarget" exact="$testpod.distanceto.{$target}" />
<do_if value="not($distanceToTarget gt -1 and $distanceToTarget lt 5000)">
<signal_objects object="$testpod" param="'boarding.pod'" param2="'attached'"/>
</do_if>
</do_if>
Additionally, if you want to see the number of pods in flight, you can replace the show_help element above by:
<show_help position="12" duration="5s" custom="'Operation in progress: \n Target Resistance: %1\n Marine Strength: %2\n Pods in Flight: %3'.[$target.boardingresistance, $preboardstrength, $boardingpodsinflight.count]" />
Here is the code: in line 552 of md/boarding_playerfleet.xml (just after the show_help element), insert this:
<do_if value="$FirstArrived and $boardingpodsinflight.count gt 0">
<set_value name="$testpod" exact="$boardingpodsinflight.{1}" />
<set_value name="$distanceToTarget" exact="$testpod.distanceto.{$target}" />
<do_if value="not($distanceToTarget gt -1 and $distanceToTarget lt 5000)">
<signal_objects object="$testpod" param="'boarding.pod'" param2="'attached'"/>
</do_if>
</do_if>
Additionally, if you want to see the number of pods in flight, you can replace the show_help element above by:
<show_help position="12" duration="5s" custom="'Operation in progress: \n Target Resistance: %1\n Marine Strength: %2\n Pods in Flight: %3'.[$target.boardingresistance, $preboardstrength, $boardingpodsinflight.count]" />
Squad ships don't follow commander
Just starting playing this mod but my ships that are assigned to other commanders don't do anything.
If they are on my squad they follow me everywhere, but if i assign a escort to a trader e.g., the escort just stop with command: none. Tried playing with no other mods but its the same.
Am I missing something?
Thanks
If they are on my squad they follow me everywhere, but if i assign a escort to a trader e.g., the escort just stop with command: none. Tried playing with no other mods but its the same.
Am I missing something?
Thanks
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
i play with beta, except balor it is working almost fine.Marvin Martian wrote:deactivate the Beta programm for XR, CWIR isn't working well with that i think
I hope cwir will be updated , and in the game without cwir there is more attacks from pirates in albion.
Just HOA is weak against CMP, their stations have been boarded
HOA has been wiped out in less than 10 hours almost (cwir new game)
New Question
Can the Xenon Station in Schrodingers Drift be destroyed? I have got it down to 16% but its taking ages to go down further. 70 Fulmekrons attacking it!
I'm trying to defeat the Xenon - any tips or guidance would be appreciated.
I'm trying to defeat the Xenon - any tips or guidance would be appreciated.
Re: New Question
Hi 150,150147 wrote:Can the Xenon Station in Schrodingers Drift be destroyed? I have got it down to 16% but its taking ages to go down further. 70 Fulmekrons attacking it!
I'm trying to defeat the Xenon - any tips or guidance would be appreciated.
According to the Known Issues on the wiki the Xenon can't be fully destroyed. I bet those 70 Fulmekrons could keep them suppressed indefinitely, though! XD