EnglishGermanFrenchRussianItalianSpanish
Log inRegister
 
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 316, 317, 318, 319  Next
View previous topic :: View next topic
Author Message
150147





Joined: 31 Mar 2008
Posts: 275 on topic

Thank you for registering your game
PostPosted: Wed, 6. Dec 17, 10:44    Post subject: New Question Reply with quote Print

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.

Back to top
View user's profile Send private message
Berhg





Joined: 25 Mar 2009
Posts: 163 on topic

Thank you for registering your game
PostPosted: Thu, 7. Dec 17, 12:12    Post subject: Re: New Question Reply with quote Print

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

Back to top
View user's profile Send private message
150147





Joined: 31 Mar 2008
Posts: 275 on topic

Thank you for registering your game
PostPosted: Fri, 8. Dec 17, 13:59    Post subject: Reply with quote Print

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!

Back to top
View user's profile Send private message
Berhg





Joined: 25 Mar 2009
Posts: 163 on topic

Thank you for registering your game
PostPosted: Fri, 8. Dec 17, 14:41    Post subject: Reply with quote Print

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

Back to top
View user's profile Send private message
roy35150





Joined: 25 Sep 2015
Posts: 37 on topic

Thank you for registering your game
PostPosted: Fri, 8. Dec 17, 19:23    Post subject: Reply with quote Print

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

Back to top
View user's profile Send private message
SiD_azer





Joined: 28 Apr 2016



PostPosted: Sat, 9. Dec 17, 00:55    Post subject: Reply with quote Print

roy35150 wrote:
Any1 know if this still works with 4-30 update?


you should try the other cwir mod : new frontier, works well

Back to top
View user's profile Send private message
Berhg





Joined: 25 Mar 2009
Posts: 163 on topic

Thank you for registering your game
PostPosted: Sat, 9. Dec 17, 02:10    Post subject: Reply with quote Print

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.


_________________
Save the bunnies! RTFM

Back to top
View user's profile Send private message
Berhg





Joined: 25 Mar 2009
Posts: 163 on topic

Thank you for registering your game
PostPosted: Sat, 9. Dec 17, 02:31    Post subject: Reply with quote Print

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.


_________________
Save the bunnies! RTFM

Back to top
View user's profile Send private message
150147





Joined: 31 Mar 2008
Posts: 275 on topic

Thank you for registering your game
PostPosted: Sat, 9. Dec 17, 10:09    Post subject: Reply with quote Print

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.

Back to top
View user's profile Send private message
iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Sat, 9. Dec 17, 13:42    Post subject: Reply with quote Print

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.


_________________
My mods
Back to top
View user's profile Send private message
alexalsp





Joined: 18 Jul 2014
Posts: 624 on topic

Thank you for registering your game
PostPosted: Tue, 12. Dec 17, 18:49    Post subject: Reply with quote Print

XR 4.30

CWIR frm Nexus

Code:

[=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/1M4tmCmj81D1hW4LKf1aMGj_5_h_wZ_rH/view?usp=sharing

Back to top
View user's profile Send private message
roy35150





Joined: 25 Sep 2015
Posts: 37 on topic

Thank you for registering your game
PostPosted: Tue, 12. Dec 17, 19:01    Post subject: Reply with quote Print

So it looks like the patch has broke the mod Sad

Back to top
View user's profile Send private message
iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Tue, 12. Dec 17, 19:24    Post subject: Reply with quote Print

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.


_________________
My mods
Back to top
View user's profile Send private message
Nikola515





Joined: 04 May 2012
Posts: 2825 on topic
Location: DeVries
Thank you for registering your game
PostPosted: Sat, 16. Dec 17, 00:07    Post subject: Reply with quote Print

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 Sad

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 .....
Back to top
View user's profile Send private message
iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Sat, 16. Dec 17, 01:31    Post subject: Reply with quote Print

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 Sad

Anyone having same problem ?


1. Not sure why u'd even want that. Surprised
2. Hm, as long as ur shipcaptians are set to refuel automatically, they should do so. No issues here.


_________________
My mods
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 316, 317, 318, 319  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Control Panel
Login Data
The time now is Thu, 18. Jan 18, 17:57

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2018
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.16660 seconds, sql queries = 29