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

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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

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

Post by CaptainSim » Sun, 12. Apr 20, 02:51

Do NPC Factions declare war and peace with each other dynamically with this mod? If not, is there any mod that adds this capability? Thanks.

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

Post by BlackRain » Mon, 12. Oct 20, 15:42

CaptainSim wrote:
Sun, 12. Apr 20, 02:51
Do NPC Factions declare war and peace with each other dynamically with this mod? If not, is there any mod that adds this capability? Thanks.
No, factions do not declare war and peace with this. This mod is designed around the existing wars going on. For the player it can be dynamic though as you can sue for peace, declare war, help factions in their wars, etc. I guess it is possible for it to be dynamic, but not sure it makes sense in all cases as there aren't that many factions to begin with.

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

Post by Shuulo » Fri, 22. Oct 21, 00:21

Hm, is there a weapons mod that works with CWIR to extend the range of capital combat? I may have try X-ribirth for the first normal playthrough with this mod but capital weapons small ranges (few KMs) keep me away as it feels wrong to me.

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

Post by BlackRain » Fri, 22. Oct 21, 18:40

Shuulo wrote:
Fri, 22. Oct 21, 00:21
Hm, is there a weapons mod that works with CWIR to extend the range of capital combat? I may have try X-ribirth for the first normal playthrough with this mod but capital weapons small ranges (few KMs) keep me away as it feels wrong to me.
I don't think I touched weapons in CWIR at all from what i remember so any mod that changes weapons should work fine I think.

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

Post by Marvin Martian » Fri, 22. Oct 21, 19:56

changes at
cwir/assets/fx/weaponfx/macros/

in case it may required to load the "balance" mod after cwir mod, as far i remember it is an alphabetical loadorder
or you may edit the weaponmods content.xml
with an added

Code: Select all

<dependency id="CWIR" version="100" />
the mod should been loaded after cwir for sure

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

Post by BlackRain » Sat, 23. Oct 21, 15:02

Marvin Martian wrote:
Fri, 22. Oct 21, 19:56
changes at
cwir/assets/fx/weaponfx/macros/

in case it may required to load the "balance" mod after cwir mod, as far i remember it is an alphabetical loadorder
or you may edit the weaponmods content.xml
with an added

Code: Select all

<dependency id="CWIR" version="100" />
the mod should been loaded after cwir for sure
I completely forgot what changes were made, haven't worked on CWIR in many years lol. I can't remember what was done to weapons at all.

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