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

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

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kelmenwong
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Post by kelmenwong » Fri, 24. Jul 15, 15:34

1) what is the probe for? to reveal zone full data? permanent?
2) i helped roc faction destroyed rerive outpost, but roc didn't claim the zone, and i don't see it's sending cv or building outpost, why not?
3) i saw pmc cv in maelstorm galaxy, how can they reach that far ?

BlackRain
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Post by BlackRain » Fri, 24. Jul 15, 18:42

kelmenwong wrote:1) what is the probe for? to reveal zone full data? permanent?
2) i helped roc faction destroyed rerive outpost, but roc didn't claim the zone, and i don't see it's sending cv or building outpost, why not?
3) i saw pmc cv in maelstorm galaxy, how can they reach that far ?
Hello, the probe is to spy on a zone. You can send probes to any zone to see info. They are active until destroyed.

2) ROC will claim the zone, but they don't always do it right away or you might need to leave the zone and wait a little (as long as ROC has a capital ship in the zone, it should build an outpost). They do not send a CV, it just gets built.

As for CV's, that is a possibility for the future, but I am not sure if it will work well with the outposts because it takes too long. I will eventually look into the NPC factions building stuff with CV's but it might have to be limited because of the sheer difficulty of actually building stations (availability of goods that is. Many goods needed for station building become quite rare)

3) You saw a PMC CV in Maelstrom? Not sure how it got there but I guess it could happen. Maybe it determined that going through Maelstrom would get it somewhere? Not sure, I will look into it. I think they can get to Maelstrom through the gate in the Teladi cluster. I don't know why it would go there though haha.

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Post by BlackRain » Fri, 24. Jul 15, 20:20

Updated first post with more info and such. As you can see many things are already implemented but there is a lot of work ahead. I need more people to give me feedback and suggestions and such. Good conversation leads to good ideas.

There are going to be a lot of changes still in the future. It will be some time until Rubini comes back so I am working on what I can do best. When he comes back we can update/add more features to the CM aspects. I am thinking of toning down the CM invasions. I think the defense part of it is very good but the invasion part can be tones down and invasions could take place more through JOBS than CM spawns. This will allow more control in some ways. (controlling the overall flow of the war and slow it down so players can respond/grow better) There are other changes in store too. It is coming along nicely so far, though.

Orion Nebula
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Post by Orion Nebula » Fri, 24. Jul 15, 20:23

Yeah, sorry, I realized right after I posted that it was totally incorrect for the story, but was half asleep and stream of consciousness typed away. Being totally new to the X series I think I was confusing sins of a solar empire in there and wondering on a sins type 4x conquesting mod.


I do have a quick question though, often times I will start to pursue a larger ship in an attempt to board, they will start boosting away at a rapid pace, after giving chase for 30 seconds to a minute or so they will simply vanish.

Are they jumping out or just vanishing?

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Post by BlackRain » Fri, 24. Jul 15, 21:22

Orion Nebula wrote:Yeah, sorry, I realized right after I posted that it was totally incorrect for the story, but was half asleep and stream of consciousness typed away. Being totally new to the X series I think I was confusing sins of a solar empire in there and wondering on a sins type 4x conquesting mod.


I do have a quick question though, often times I will start to pursue a larger ship in an attempt to board, they will start boosting away at a rapid pace, after giving chase for 30 seconds to a minute or so they will simply vanish.

Are they jumping out or just vanishing?
They are using code from MICT which is more advanced then the vanilla code. Ships in danger may jump somewhere in the zone. Keep on them!

kelmenwong
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Post by kelmenwong » Sat, 25. Jul 15, 03:41

BlackRain wrote: ...
2) ROC will claim the zone, but they don't always do it right away or you might need to leave the zone and wait a little (as long as ROC has a capital ship in the zone, it should build an outpost). They do not send a CV, it just gets built.

As for CV's, that is a possibility for the future, but I am not sure if it will work well with the outposts because it takes too long. I will eventually look into the NPC factions building stuff with CV's but it might have to be limited because of the sheer difficulty of actually building stations (availability of goods that is. Many goods needed for station building become quite rare)
...
just for the story sake:
someone in the x universe realize a need for fast-deployable-station, instead of having to build it.
probably a customized cv meant for rapidly-deployable-outpost, that's all it can change into/be.
which later this outpost can be build/upgrade

kelmenwong
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Post by kelmenwong » Sat, 25. Jul 15, 05:28

issue:
version="020" date="2015-07-19"

DeVries » Molten Archon » Extinct Torch
prev occupied by roc
Reivers force can jump into it
this zone has no jump beacon

in-sector, the only zone can flow to it - lava flow, is under roc

to me, it break logic how they can jump/appear in there

BlackRain
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Post by BlackRain » Sat, 25. Jul 15, 06:51

kelmenwong wrote:issue:
version="020" date="2015-07-19"

DeVries » Molten Archon » Extinct Torch
prev occupied by roc
Reivers force can jump into it
this zone has no jump beacon

in-sector, the only zone can flow to it - lava flow, is under roc

to me, it break logic how they can jump/appear in there
Hello, yeah, with the CM Attacks, they jump into the zone. With fleets spawned by JOBS they do not jump into the zone. I am probably going to disable the CM attack spawns (only leave the defense CM spawns on) and attacks will only be done by job fleets. This way they will have to travel normally like you do. Remember though, even if they jump into Lava flow, they can quickly boost to another zone (fleets spawned by JOBS that is)

kelmenwong
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Post by kelmenwong » Sat, 25. Jul 15, 09:18

BlackRain wrote: Hello, yeah, with the CM Attacks, they jump into the zone. With fleets spawned by JOBS they do not jump into the zone. I am probably going to disable the CM attack spawns (only leave the defense CM spawns on) and attacks will only be done by job fleets. This way they will have to travel normally like you do. Remember though, even if they jump into Lava flow, they can quickly boost to another zone (fleets spawned by JOBS that is)
shouldn't they only able to boost to other zone only after they occupied the initial zone 1st?
imo, this doesn't help the gaming. u fortify a passage with heavy force, while u can leave ur backyard loosely guarded.
with this "quickly boost" mechanism, it defeat the purpose.
if i'm the attacking force, i rather full force to occupy a zone, rather than spread myself thin, unless it is merely working as terrorism, regardless of my force safety and continuity.

kelmenwong
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Post by kelmenwong » Sat, 25. Jul 15, 09:39

i just gave this another try
this time, they jump/pop-in right near me, my few utility ships are gone.

really not enjoying this jump-mechanic. they may as well jump right into the opposing faction stronghold.

w.evans
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Post by w.evans » Sat, 25. Jul 15, 10:12

kelmenwong wrote:if i'm the attacking force, i rather full force to occupy a zone, rather than spread myself thin, unless it is merely working as terrorism, regardless of my force safety and continuity.
Unless your force is much bigger than mine. In that case, I'd attack you where you're spread thin, but I probably wouldn't seriously try to take any zones behind your line which I couldn't support. Rather just make you vulnerable while I take the real prize, whatever that may be.

Agreed about this, though
kelmenwong wrote:really not enjoying this jump-mechanic. they may as well jump right into the opposing faction stronghold.
Although, I think that BR and Rubini are on it.

Saquavin
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Post by Saquavin » Sat, 25. Jul 15, 11:18

BlackRain wrote:
They are using code from MICT
Have you implemented MICT in conquest and war ? I have MICT standalone, should I remove it to avoid compatibility problem ?

Have you implemented others mods ?
Here are what I'm using, do you spot any incompatibility issue in this list ?

- Teladi outpost
- conquest and war
- boarding options
- marine rebalance
- mission computer
- faster ships
- no collision damage
- NPC gain xp
- VR skill evalutation
- craft virtual seminar
- trade agent forever
- show me your faction, please
- micellaneous combat tweaks
- station engineer
- super scanner

w.evans
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Post by w.evans » Sat, 25. Jul 15, 11:28

Hi Saquavin,

BlackRain and I worked on integrating aspects of the MICT escort script (included in MICT_supp2) into both World War X and this to improve compatibility. Before, my escort script was skipped when using with WWX because WWX has its own custom escort script. Now, MICT should work seamlessly with both this and WWX.

Saquavin
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Post by Saquavin » Sat, 25. Jul 15, 13:24

Thanks for your answer w.evans.
Your mod is nice, it's really nice to see a capital boosting to a target in zone, instead of flying for 3 minutes...
I love the feature which make the combat like naval : show the side of capital to use the maximum turrets (real for every ships except balor/sucellus). I've seen you have worked on these 2 ships so that they will stay far from target and use primary weapon, I have to try because I've never seen a sucellus main weapon shot before ;)

w.evans
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Post by w.evans » Sat, 25. Jul 15, 14:13

Appreciate the compliment!

BlackRain
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Post by BlackRain » Sat, 25. Jul 15, 15:47

kelmenwong wrote:
BlackRain wrote: Hello, yeah, with the CM Attacks, they jump into the zone. With fleets spawned by JOBS they do not jump into the zone. I am probably going to disable the CM attack spawns (only leave the defense CM spawns on) and attacks will only be done by job fleets. This way they will have to travel normally like you do. Remember though, even if they jump into Lava flow, they can quickly boost to another zone (fleets spawned by JOBS that is)
shouldn't they only able to boost to other zone only after they occupied the initial zone 1st?
imo, this doesn't help the gaming. u fortify a passage with heavy force, while u can leave ur backyard loosely guarded.
with this "quickly boost" mechanism, it defeat the purpose.
if i'm the attacking force, i rather full force to occupy a zone, rather than spread myself thin, unless it is merely working as terrorism, regardless of my force safety and continuity.
Well the jumping in to any zone will eventually be disabled, however, it is not ridiculous or unrealistic that a ship would boost somewhere. If you don't engage quickly , they may boost somewhere. However, I am thinking of having a faction need to take a jump beacon zone first and then they can invade any other zone in the sector ( exception here is zones with gates if attacking through gate)

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Post by BlackRain » Sat, 25. Jul 15, 20:10

I am working on a new version which disables the Invasions from CM. This means that fleets wont be spawned by CM which jump right into whatever zone they are attacking.

Now, invasions will be done through JOBS with defined "rules" revolving around zone and sector ownership. It will follow logically and make sense.

For example, if PMC has atleast a faction strength of 40 (out of 100) and controls Shady Vault, and Auspicious Excavation, but does not control Twilight Sentinel, they will invade Twilight Sentinel. If they meet all the previous requirements, plus control Twilight Sentinel, they will invade all of Devries.

Now I could tweak this so they need to take control of Fervid Corona to invade the rest of Glaring Truth and Lava flow to invade the rest of Molten Archon. The only thing I have against this, though, is if the player amasses a giant fleet in the zone that the AI fleets just can't ever handle, then they would never attack any other zone there. Perhaps that is preferable, though? I would like to hear feedback!

w.evans
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Post by w.evans » Sat, 25. Jul 15, 20:21

Sounds logical that they'd commit to taking Twilight Sentinel first, try to establish a beachhead, so to speak, then move on in. And yes, committing to take beacon zones first makes sense, and I think it helps a lot that these things make sense so that the player would act accordingly, and it would introduce some strategy into the game.

However, I think that raids into enemy territory, still passing through beacon zones, but immediately trying to slip past into non-beacon zones that have high economic activity makes sense as well. In that case, not trying to take, for example, Darned Hot Air or Glaring Truth, rather just attempting to hurt their enemy's economy and distract from the front that they do want to take.

BlackRain
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Post by BlackRain » Sat, 25. Jul 15, 20:36

w.evans wrote:Sounds logical that they'd commit to taking Twilight Sentinel first, try to establish a beachhead, so to speak, then move on in. And yes, committing to take beacon zones first makes sense, and I think it helps a lot that these things make sense so that the player would act accordingly, and it would introduce some strategy into the game.

However, I think that raids into enemy territory, still passing through beacon zones, but immediately trying to slip past into non-beacon zones that have high economic activity makes sense as well. In that case, not trying to take, for example, Darned Hot Air or Glaring Truth, rather just attempting to hurt their enemy's economy and distract from the front that they do want to take.
Well, what "could" be done is that a Heavy fleet is only launched to take a jump beacon first, if take jump beacon zone then a heavy fleet can attack all zones in sector.

If they do not control the jump beacon zone, they can launch light fleets as raids into any zone in the sector. The only problem is that the zone takeover code could take any sector as long as a capital ship is there and there is no enemy presence or station. This "could" still be fine, though. If they find a remote place where no enemy activity, there is no reason why they shouldn't be able to set up shop, but, still no heavy fleets until jump beacon zone capture. I think I like that iteration best.

Also, fighters will be able to go anywhere

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Post by BlackRain » Sat, 25. Jul 15, 21:19

Okay, gonna start a little small on this one with not too much fleshing out initially because it is a lot of work but currently in the next version (assuming tests go okay)

1) No more CM invasion fleets but CM still will spawn RESPONSE fleets. If a zone is taken, the faction that previously owned the zone, may very well spawn a response fleet to try and take it back.

2) Reivers are pretty fleshed out at least so far as DEVRIES is concerned. They will attempt to take all of Barren Heart if they can initially (will still send raids into other sectors of Devries). If they take all of Barren Heart, they will attempt to take zones with Jump beacons. If they take the zones with Jump beacons, they will attempt to take over the rest of the Sector.

3) Currently HOA will attempt to take The Big Empty. If they take the Big Empty, they will attack ASCENDENCY sector and try to take it over. They will try to take the Jump beacon zone first and then other sectors if they control it. They will also defend their own Far Out Sector and try to hold/recapture the big empty if necessary (without big empty, their invasions into Albion are in jeopardy and they will not invade)

HOA will get much more work then this!

4) PMC will invade Far out, try to retain control over the big empty or else they can't invade far out. They will also try to retain control of TWILIGHT SENTINEL and AUSPICIOUS EXCAVATION. Without these zones, they can't invade DEVRIES! I did not flesh this out yet, so their invasion of Devries is chaotic still (although not like CM spawns).

5) ROC is not fleshed out yet, they will try to hold their own sector and attack BARREN HEART and BLEAK PEBBLE. This needs work for orderly invasions.


That is all for now (there is already previous work with other factions too but not as fleshed out as reivers right now. Other factions will still attack in certain ways and defend, etc.)

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