[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

The place to discuss scripting and game modifications for X Rebirth.

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150147
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Post by 150147 » Thu, 26. Oct 17, 12:39

Thanks everyone for all your help. I guess I need to claim all the PMC zones by building stations there. I have been waiting for HOA to claim the zones but it does not appear to be happening such is life!

Tally Ho! - I hate the PMC.

Yigeal
Posts: 1
Joined: Tue, 7. Feb 17, 01:59

Post by Yigeal » Mon, 30. Oct 17, 18:10

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

Stonehouse
Posts: 309
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Post by Stonehouse » Sun, 5. Nov 17, 10:47

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?

BlackRain
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Post by BlackRain » Sun, 5. Nov 17, 15:16

Stonehouse 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?
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 Transcend

Stonehouse
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Post by Stonehouse » Sun, 5. Nov 17, 20:02

Ty, so i'll remove ces, ihc fix, boarding and titurel :)

lostboron
Posts: 43
Joined: Tue, 4. Jul 17, 19:33

Post by lostboron » Sun, 5. Nov 17, 23:35

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]" />

SiD_azer
Posts: 56
Joined: Thu, 28. Apr 16, 13:31
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Post by SiD_azer » Mon, 6. Nov 17, 22:52

can we add assault urv fix to the game ?


also having problems to take a station :(

SiD_azer
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Joined: Thu, 28. Apr 16, 13:31
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Post by SiD_azer » Wed, 8. Nov 17, 20:38

will the mod support 4.21 ? or is it stopped ?


thanks

Gigaemon
Posts: 7
Joined: Tue, 11. Jun 13, 18:14
xr

Squad ships don't follow commander

Post by Gigaemon » Fri, 10. Nov 17, 07:04

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

SiD_azer
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Joined: Thu, 28. Apr 16, 13:31
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Post by SiD_azer » Sat, 11. Nov 17, 09:00

the mod is not updated since a long time, balor are not firing in the 4.2x beta,

or i don't see them firing

SiD_azer
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Joined: Thu, 28. Apr 16, 13:31
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Post by SiD_azer » Tue, 14. Nov 17, 22:50

HOA is being killed so fast, as the balor is not working ^^

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Marvin Martian
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Post by Marvin Martian » Wed, 15. Nov 17, 08:56

the Balor and all "invisible rockets" bugged at the actual XR-Betas

Trokhon
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Post by Trokhon » Wed, 15. Nov 17, 09:46

so sad I hate the forced updates without a reason, any idea we can go back to previous versions?

Are there any chances we get an update to this mod otherhwise?

it would be so great

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Marvin Martian
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Post by Marvin Martian » Wed, 15. Nov 17, 09:48

deactivate the Beta programm for XR, CWIR isn't working well with that i think

SiD_azer
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Post by SiD_azer » Wed, 15. Nov 17, 19:00

Marvin Martian wrote:deactivate the Beta programm for XR, CWIR isn't working well with that i think
i play with beta, except balor it is working almost fine.

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)

150147
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New Question

Post by 150147 » Wed, 6. Dec 17, 09:44

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.

Berhg
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Re: New Question

Post by Berhg » Thu, 7. Dec 17, 11:12

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.
Hi 150,

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
Save the bunnies! RTFM

[ external image ]

150147
Posts: 350
Joined: Mon, 31. Mar 08, 13:50
x3tc

Post by 150147 » Fri, 8. Dec 17, 12:59

F = Fulmekron

20F attacking the Station and the Matrix (20 each) keep their hulls down to 16/19 and reduce the rate of production of ships. The remainder of Sable Vortex has been cleared and outposted with 10 or 20 or 30 Fs in each.

Xenon suppression complete!

Berhg
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Joined: Wed, 25. Mar 09, 13:37
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Post by Berhg » Fri, 8. Dec 17, 13:41

150147 wrote:F = Fulmekron

20F attacking the Station and the Matrix (20 each) keep their hulls down to 16/19 and reduce the rate of production of ships. The remainder of Sable Vortex has been cleared and outposted with 10 or 20 or 30 Fs in each.

Xenon suppression complete!
Word
Save the bunnies! RTFM

[ external image ]

roy35150
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Joined: Fri, 25. Sep 15, 13:22
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Post by roy35150 » Fri, 8. Dec 17, 18:23

Any1 know if this still works with 4-30 update?

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