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

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150147
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New Question

Post by 150147 » Wed, 6. Dec 17, 10:44

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, 12:12

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

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150147
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Post by 150147 » Fri, 8. Dec 17, 13:59

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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Post by Berhg » Fri, 8. Dec 17, 14:41

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

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roy35150
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Post by roy35150 » Fri, 8. Dec 17, 19:23

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

SiD_azer
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Post by SiD_azer » Sat, 9. Dec 17, 00:55

roy35150 wrote:Any1 know if this still works with 4-30 update?
you should try the other cwir mod : new frontier, works well

Berhg
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Post by Berhg » Sat, 9. Dec 17, 02:10

SiD_azer wrote:
roy35150 wrote:Any1 know if this still works with 4-30 update?
you should try the other cwir mod : new frontier, works well
How does one get this? There's no download link in the Frontiers thread.
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Berhg
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Post by Berhg » Sat, 9. Dec 17, 02:31

roy35150 wrote:Any1 know if this still works with 4-30 update?
I have continued the game I started in 4.2 with CWIR into 4.3 with no apparent problems so far.
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150147
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Post by 150147 » Sat, 9. Dec 17, 10:09

Berhg wrote:
roy35150 wrote:Any1 know if this still works with 4-30 update?
I have continued the game I started in 4.2 with CWIR into 4.3 with no apparent problems so far.
Ditto.

iforgotmysocks
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Post by iforgotmysocks » Sat, 9. Dec 17, 13:42

Ya, the mod is still running ok (altho i've made a few changes).

Boarding stations sometimes gets stuck and has to be done twice cuz the operation never finishes, but knowing this and saving beforehand isn't too much trouble.

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alexalsp
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Post by alexalsp » Tue, 12. Dec 17, 18:49

XR 4.30

CWIR frm Nexus

Code: Select all

[=ERROR=] 0.00 No matching node for path '//cue[@name='OnBoardComm']/actions/do_else/add_player_choice_return' in patch file 'extensions\cwir\md\npc_architect.xml'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Property lookup failed: readtext.{40002L}.{161L}
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 md\npc_architect.xml(49): Warning while parsing expression: Property lookup failed
* Input: {40002,161}
* Pos:          ^^^
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '/aiscript/interrupts/library/handler/conditions/check_any/check_all/set_value[@name='$fleerespond']/@exact' in patch file 'extensions\cwir\aiscripts\interrupt.attacked.xml'. Skipping node.
[General] 0.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_destroyer_albion_diff_01, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_destroyer_albion_diff_02, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_fighter_patrol_albion_diff_01, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_fighter_patrol_albion_diff_02, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Property lookup failed: md.$JunkDealerLists
* Expression: not md.$JunkDealerLists.{1}.indexof.[ware.inv_probe, 1, 2, 45]
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Property lookup failed: md.$JunkDealerLists
* Expression: md.$JunkDealerLists.{1}
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Evaluated value 'null' is not of type list
* Expression: md.$JunkDealerLists.{1}
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Property lookup failed: md.$EquipmentLists
* Expression: not md.$EquipmentLists.{1}.indexof.[ware.inv_probe, 2, 5, 85]
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Property lookup failed: md.$EquipmentLists
* Expression: md.$EquipmentLists.{1}
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Evaluated value 'null' is not of type list
* Expression: md.$EquipmentLists.{1}
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Property lookup failed: md.$EquipmentLists
* Expression: not md.$EquipmentLists.{1}.indexof.[ware.inv_hyperdrivecrystal, 8, 15, 85]
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Property lookup failed: md.$EquipmentLists
* Expression: md.$EquipmentLists.{1}
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Evaluated value 'null' is not of type list
* Expression: md.$EquipmentLists.{1}
[General] 1.00 ======================================
upd russ lng for cwir 1.65 - https://drive.google.com/file/d/1M4tmCm ... sp=sharing

roy35150
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Post by roy35150 » Tue, 12. Dec 17, 19:01

So it looks like the patch has broke the mod :(

iforgotmysocks
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Post by iforgotmysocks » Tue, 12. Dec 17, 19:24

Well, the location for the itemlists has changed a few patches ago, thats whats most likely causing most of those errors. Easy to fix tho. Mod is still working fine for me.

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Nikola515
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Post by Nikola515 » Sat, 16. Dec 17, 00:07

I just started to play XR again and I noticed some problems with this mod so far.....

1) Architects now don't buy materials out of nowhere when given 5mill extra.

2) Managers don't refuel ships anymore. All of my miners and trading ships are on zero and wont refuel. This is actually game braking for me :(

Anyone having same problem ?
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

iforgotmysocks
Posts: 1000
Joined: Fri, 8. Nov 13, 23:35

Post by iforgotmysocks » Sat, 16. Dec 17, 01:31

Nikola515 wrote:I just started to play XR again and I noticed some problems with this mod so far.....

1) Architects now don't buy materials out of nowhere when given 5mill extra.

2) Managers don't refuel ships anymore. All of my miners and trading ships are on zero and wont refuel. This is actually game braking for me :(

Anyone having same problem ?
1. Not sure why u'd even want that. :o
2. Hm, as long as ur shipcaptians are set to refuel automatically, they should do so. No issues here.

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