[WIP] X Rebirth: The New Frontier

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Trup2
Posts: 24
Joined: Wed, 5. Nov 14, 21:49

Post by Trup2 » Thu, 16. Nov 17, 19:16

Any ship with "fuel" type of cargo, it's 'Tanker" variation of Rahanos for example.

But for 1 mission you can just sell them 10 times fo 2500 fuel =)


Can i build Ship part and Ship part (weapon) by myself? can't find such factory in build list of all CV =(((

some more:

1. Station don't get destryed. 2 PCM ships was trying do deastroy a Cantera station for 2 days by know, all modules dead but it still 19% HP

2. Ship production is stuck at 100% no one wan't to take ship part's to shipyard exept player

3. MB couse of no new ships the war's between goverment was ended in first few hour's and know everyone sitting in there borber's.

SiD_azer
Posts: 56
Joined: Thu, 28. Apr 16, 13:31

Post by SiD_azer » Sun, 19. Nov 17, 11:25

Trup2 wrote:Any ship with "fuel" type of cargo, it's 'Tanker" variation of Rahanos for example.

But for 1 mission you can just sell them 10 times fo 2500 fuel =)


yeah there is more commercial version for that, what when station PMC border is running without fuel cells ?

Is there any ship that can trade fuel cells (more cargo ?)

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Sun, 19. Nov 17, 12:14

The Fuelcells are only tradeware on this station

some OL ships have double fuel storage, also the Repairship and the Sanahar Supplier (HoA SY) is designed to support fleets with fuel, so the ship can carry a lot of fuelcells

---
@Trup2

Shipparts (big/small) can build with "Civ Ship Parts Lot Ship Tech Fab" -Station, available on each regular CV

What stations can't destroyed (macro, or name) are you in zone or did you leave, IZ it is difficult, OOZ the station should blown up (get ownerless and will removed some hours later)

wihout ships to fight, nobody can go fighting - old way was to spawn ships

Trup2
Posts: 24
Joined: Wed, 5. Nov 14, 21:49

Post by Trup2 » Sun, 19. Nov 17, 12:49

Station wasn't dead IZ or OOZ they were jist shooting it for nonstop but it's HP never drop below 19% =)

I was in de vriz system sector "pured vail (hope i hear it right") zone 1 (don't know how to tranlate it name in english)

Station called Tech lab.


Than'x for clue with ship part production. And plz look why no one of npc or my automate traders want to sell them (mb couse of low profit per run?)

And how mechanic of invasion work's? i mean how many ship's goverment faction need to build till it's ready for fight? wan't try to help them with production

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Mon, 20. Nov 17, 09:51

the invasion-mechanic check time by time closer areas (or connected Zones) to attack with dedicated fleets

the fightships for this and secure reasons will normally send to her target areas, if the old job is outdated or not any longer required they will send to a new secure job, if nothing available they will add as escorts to other patroljobs and if there is nothing too they will be marked for invasion fleets
the invasion mechanic should check in front of an final attack order the number of ships in each fleet and send more units (if possible)

thats the theory, in lack of enough ships to reach this point this doesn't happend under documented circumstances :roll:

most combats resulting actually in the fact the areas are not always connected and fleets fly through enemy space at travel actions

SiD_azer
Posts: 56
Joined: Thu, 28. Apr 16, 13:31

Post by SiD_azer » Mon, 20. Nov 17, 13:46

could you add support for assault urv in this mod ?

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Mon, 20. Nov 17, 16:19

didn't they removed from production queue already in vanilla game?

i do not see a good reason to add this non-defence-type drone again to the game, in hardly all cases they are still useless (beside the problem no defence-AI will handle this type)

Trup2
Posts: 24
Joined: Wed, 5. Nov 14, 21:49

Post by Trup2 » Tue, 21. Nov 17, 16:49

Can i delete some of ship's added by this mod?

Tyranis outlook is make me sad =))

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Tue, 21. Nov 17, 17:00

on running game not a good idea i think

you also could write an "patch-mod" what remove the necessary codelines in the mod, or simple replace the macro with your prefered modell-but same macro-name
but this will only work on fresh starts

improvement ideas always welcome too

Trup2
Posts: 24
Joined: Wed, 5. Nov 14, 21:49

Post by Trup2 » Tue, 21. Nov 17, 17:07

i Think i will survive to start a new game, so how can i delete new ship and replace it first spawn with something vanilla?

found folder ASSETS-->UNITS-->SIZE L what to do then?

MB there is some RTFM to modding XML to read?

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Tue, 21. Nov 17, 17:30

tyranis is units_size_xl_kit_destroyer_01_macro (so XL) to prevent problems you should use a XL ship, preferentially a Carrier modell
then you can replace the macro-file with another one, you simply need to adjust the name-tag inside the file too

----

Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction

Trup2
Posts: 24
Joined: Wed, 5. Nov 14, 21:49

Post by Trup2 » Tue, 21. Nov 17, 18:31

Marvin Martian wrote:Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction
:D :D thx


So if i understand right i must just replace text in units_size_xl_kit_destroyer_01_macro with for example Araun from original game files but save the name of it like this <macro name="units_size_xl_kit_destroyer_01_macro" class="ship_xl">

and then all Tyranis class swaned and builded ships will turn into Araun?

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Tue, 21. Nov 17, 18:56

in theory, yes

Trup2
Posts: 24
Joined: Wed, 5. Nov 14, 21:49

Post by Trup2 » Tue, 21. Nov 17, 19:07

And what files response for initial spawn of ship's in universe?

As i think after scout files game will execute TO_DO SHIP and spawn random ship with needed tag's and size and ship type and hull will be taken from "component' and 'macros"?

Is there any way in future to make added new ship's optional for this mod? couse they seem's a little OP =)

User avatar
Marvin Martian
Posts: 2602
Joined: Sun, 8. Apr 12, 09:40

Post by Marvin Martian » Wed, 22. Nov 17, 00:09

ship balance is nothing there is someone had a look for right now, the point was a lot of different ships fly around and i use whats available

the macros for most factions are in md/mm_corps__data at first library

if you want to use vanilla shiptypes only, feel free to change the used type of ships, but this isn't "balanced" anyway in my opinion
Tradeships with universal cargo simply working better if you have only a very low number of them then "classic" dedicated variants, so i prefer to use this cargotype ships

Egosoft take use of a lot of Jobships, now the most part need to be done with a much lower number of ships and each trade should give the owner profit in fact the NPCs can run out of money
thats also the problem of the conclusion some posts before as EZ and other cheap stuff dry out after a while, i think the Owner simply runs out of money finally

Post Reply

Return to “X Rebirth - Scripts and Modding”