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

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roy35150
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Post by roy35150 » Thu, 5. Jul 18, 16:58

Hi Rain,

Ive over a 1000 hours played with the mod with 1.66 and it seems fine...

CorvusVirtus
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Post by CorvusVirtus » Fri, 6. Jul 18, 03:31

Hello,

For some odd reason, there are no objects or build spots in Torrid Veil in my game.
I've removed all mods, kept the Teladi and HoL DLCs, pure vanilla free play start and the objects and build spots are present, then I enable cwir in a free play start, go back to Torrid Veil and the objects and build spots have vanished.
Not sure if this is a bug or intended by the mod developer.

Thanks

BlackRain
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Post by BlackRain » Wed, 25. Jul 18, 23:08

CorvusVirtus wrote:Hello,

For some odd reason, there are no objects or build spots in Torrid Veil in my game.
I've removed all mods, kept the Teladi and HoL DLCs, pure vanilla free play start and the objects and build spots are present, then I enable cwir in a free play start, go back to Torrid Veil and the objects and build spots have vanished.
Not sure if this is a bug or intended by the mod developer.

Thanks
Hmmmmm, not sure. It could be a bug. I can't remember if we worked on Torrid Veil, I forgot is that part of one of the DLCs?

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alexalsp
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Post by alexalsp » Sat, 4. Aug 18, 23:15

cwir 1.66

Code: Select all

[=ERROR=] 0.00 Multiple matching nodes for path '/aiscript/attention/actions/do_while/do_elseif/run_script/@name' in patch file 'extensions\cwir\aiscripts\fight.defend.capital.xml'. Skipping node.
Miscellaneous IZ Combat Tweaks

https://forum.egosoft.com/viewtopic.php?t=377825

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jocan2003
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Post by jocan2003 » Fri, 31. Aug 18, 00:01

I just saw there is a random universe mod, is this mod compatible with it? or is there some hardcoding that would prevent some script from firing?

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

Post by Rail_Balco » Sat, 17. Nov 18, 09:27

Okay so I returned to XR and CWIR just before X4 comes out to get into mood :))
Two questions.
1) is this mod still alive? Last contribution 9 months ago... Sorry for not reading, dont want to spend whole day looking for a single info.
2) Creator of mod, do you believe it is a good idea to put mod on github? :D I am not trying to be critical, just asking. For me download was super-user friendly (certainly more than Nexus), but plenty of non-devs migh have a little trouble with finding download button... (or should they clone their repo in bash instead? :D )

Great mod btw! I hope Ego learnt from your package instead of doing same mistakes all over in X4
PLEASE CHECK LUGGAGE FOR LEFTOVER COOKIES

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

Post by BlackRain » Sat, 17. Nov 18, 13:51

Rail_Balco wrote:
Sat, 17. Nov 18, 09:27
Okay so I returned to XR and CWIR just before X4 comes out to get into mood :))
Two questions.
1) is this mod still alive? Last contribution 9 months ago... Sorry for not reading, dont want to spend whole day looking for a single info.
2) Creator of mod, do you believe it is a good idea to put mod on github? :D I am not trying to be critical, just asking. For me download was super-user friendly (certainly more than Nexus), but plenty of non-devs migh have a little trouble with finding download button... (or should they clone their repo in bash instead? :D )

Great mod btw! I hope Ego learnt from your package instead of doing same mistakes all over in X4
1) The mod is considered complete. There are no more additions because it is done heh.
2) I'm too lazy to upload it to nexus right now heh.

I am playing CWIR right now too. Having a lot of fun trying to destroy ROC. They keep giving me a run for my money ugh.

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

Post by Rail_Balco » Sat, 17. Nov 18, 22:07

BlackRain wrote:
Sat, 17. Nov 18, 13:51
Rail_Balco wrote:
Sat, 17. Nov 18, 09:27
...
1) The mod is considered complete. There are no more additions because it is done heh.
2) I'm too lazy to upload it to nexus right now heh.

I am playing CWIR right now too. Having a lot of fun trying to destroy ROC. They keep giving me a run for my money ugh.
1) Aaah, thats the best answer I was hoping for!
2) Yeah, its much easier to git add -> git commit -> git push right? :D

Started today all over again after long break. I love on X series how I can grow big, so I started Free play. Imho 100k credits for beginning is more than enough, 10k would be sufficient. So today I simply tried to get some money. Hmmm, thinking of some survival start. No money, spawned in the middle of pirate space and run boy run... Having empire built literally from a scratch would be greatly rewarding
PLEASE CHECK LUGGAGE FOR LEFTOVER COOKIES

CorvusVirtus
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Re:

Post by CorvusVirtus » Mon, 3. Dec 18, 09:06

BlackRain wrote:
Wed, 25. Jul 18, 23:08
Hmmmmm, not sure. It could be a bug. I can't remember if we worked on Torrid Veil, I forgot is that part of one of the DLCs?
No,
it's the zone to the very north in Barren Heart as you head toward Glaring Truth, that has the Super Highway.

Thanks.

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

Post by drowningfly » Thu, 21. Feb 19, 22:36

How do you build your own shipyards? I don't see in in the list from the CV build menu. Is it done another way or do I have an incompatible mod installed?

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

Post by BlackRain » Sat, 23. Feb 19, 19:05

drowningfly wrote:
Thu, 21. Feb 19, 22:36
How do you build your own shipyards? I don't see in in the list from the CV build menu. Is it done another way or do I have an incompatible mod installed?
Each CV has a shipyard to build and it is different by faction.

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

Post by drowningfly » Sun, 24. Feb 19, 19:42

Thanks for the clarification. It's an issue my end then.

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

Post by Ordogg » Sun, 26. May 19, 05:21

Will this mod work with the 4.30 version?

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

Post by BlackRain » Wed, 3. Jul 19, 16:47

Ordogg wrote:
Sun, 26. May 19, 05:21
Will this mod work with the 4.30 version?
No clue, I haven't seen what the new version changes. It should, maybe?

Buzz2005
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Re: [MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

Post by Buzz2005 » Wed, 3. Jul 19, 22:18

BlackRain wrote:
Wed, 3. Jul 19, 16:47
Ordogg wrote:
Sun, 26. May 19, 05:21
Will this mod work with the 4.30 version?
No clue, I haven't seen what the new version changes. It should, maybe?
I played this game around 2 years ago and everything was working fine with CWIR and 4.3 version
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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

Post by Reneemsi » Sun, 18. Aug 19, 21:17

Is this mod Working with Build Shipyards from Berserk Knight ??

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hlolmar
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Re:

Post by hlolmar » Sun, 18. Aug 19, 21:39

BlackRain wrote:
Mon, 6. Jul 15, 05:33
DO NOT USE PLAYER SHIPYARDS MOD OR ANY POPULATE PLAYER STATION MODS WITH THIS MOD!!! DO NOT USE CONQUER MOD OR WWX WITH THIS EITHER!
First answer in the thread...

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

Post by Reneemsi » Mon, 19. Aug 19, 18:51

Can you upload the Version 1.66 to Nexus ?? I can´t play it with out Nexus and it keep saying instalation error

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

Post by BlackRain » Thu, 24. Oct 19, 23:30

Reneemsi wrote:
Sun, 18. Aug 19, 21:17
Is this mod Working with Build Shipyards from Berserk Knight ??
CWIR includes its own type of build shipyards mod, so no.

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

Post by hatchets » Sun, 26. Jan 20, 01:45

Now, it could be a mod conflict, but i cant destroy the Aquaduct, the Xenon station. Preventing me from taking over the sector its in. I have to investigate what mods i have that might be getting in the way, but it seems the factions are not 'going to war' and invading at all. So i think the mod actually isnt fully running. Mod list is

Silenceyouall
Denied space initiative
xenon hunt 3 light
Redesign ships
super transport
hunter ships
godmode for player ships and stations
addon bismark to battlestarfrigga
devries builder ship upgrade
canteran ship pack
mariner empowerment
stations mod
no jump fuel for player ships
battlestar frigga
fusion reactors optimized
ledda ship tech fab fusion reactors
ledda industrial construction shop
capital ship bridge 4.50
show me your silence please
silent assignment
repack construction vessel
improved opjects menu
player headquarters
side bar extender
faster boarding
repair laser
fly by repair
cheat menu xrebirth

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