[WIP] X Rebirth: The New Frontier

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jelf
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Re: [WIP] X Rebirth: The New Frontier

Post by jelf » Fri, 3. May 19, 19:44

There also seems to be a few bugs there are quite serious:
1) Sometimes when I send ships (especially ships salvaged from wrecks) to repair at my shipyard, they would be stuck in the middle of air with the command "docking to the shipyard - flying" but never actually fly there, even when their engine is operable and they are in the same zone as the shipyard. There is no way to unstuck them, I can't issue commands to them when they are docking to the shipyard and I can't tell the shipyard to stop the repairs when the ships are coming for repairs. And the ships will occupy those shipyard slots forever.

2) Ships often disappear from the property list, but can still be found on the map list. E.g., when a ship assigned to voyage went into a hostile zone, it would disappear from the property list but still selectable from the map (if you know exactly which zone to look for them). E.g., repair ships assigned to restore a wreck will go into patrol after finishing the restoration, but will disappear from the property list.

3) Repair ship's functions: "Hail-5-1-1: Repair service at..." and "Hail-5-1-2: Repair service ships and stations at..." never actually worked. Sometimes they may go about repairing NPC ships (at least looking from the command), but they never repair Ren's own ships, even when selecting Hail-5-1-2 which is supposed to prioritise Ren's ships.

4) Not sure if this is a bug or not, but when choosing "salvage" (i.e., tug) for a repair ship, the repair ship will only fly towards the target if the target's engines are completely destroyed, which the repair ship will say it is "Supporting Ship-XYZ". If the engines of the target ship are slightly operable, the target will fly towards the repair ship instead (and the repair ship will just wait there not moving), sometimes this could take hours as the engines of the target ship may only have speed like 10m/s or something like that.
Also, when docked on a repair ship, the target ship never seems to be fully repaired anyways, often the engine and drone bay will still be damaged.


I know these are lots of questions but I would greatly appreciate if you could help. Especially 1) since it is very much game-breaking. The only way I can solve 1) so far is to destroy that ship to free up the shipyard slot, sometimes this could take a lot time and waste a lot of resources (e.g., having to remove all the shields and hull of a Bomekron by the Skunk alone took me ages, and the engineer's "destroy" function does not work either).

jelf
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Re: [WIP] X Rebirth: The New Frontier

Post by jelf » Sun, 5. May 19, 00:42

Hi Marvin,

Sometimes the orders I complete in my shipyard don't actually give me money for the ships. I suppose what should happen is something like this:
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Which I would get money for both the ship and the drones/fuel cells.

But sometimes this happens:
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The ship becomes "null" and I only get money for the drones/fuel cells but not the ship.

And sometimes I would receive money for the ship (a variable sum, sometimes more and sometimes less for the same type of ship), but the ship would just spawn a bunch of drones/fuel cells/missiles by itself.

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Sun, 5. May 19, 11:10

2. Ship cloak as neutral, this effects your ship is not in property list, the opposite can happend a pirate is cover as player - belongings list is buggy in this direction

4. if the ship is yours stop ship from moving, is not yours, ignore - the command give no benefit, it was more intendet to repair smallships
and regarding the ship will only supported by the Ship-Engineer the limit is his skill, anyway if the host ship is damagend the guest won't repaired

---
you not get any Cr, the money is given to the SY-account - then the manager may transfer sometimes the profit he does not need

"null" seems to be the SY -Manager lost his information to this order - or do it wrong

jelf
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Re: [WIP] X Rebirth: The New Frontier

Post by jelf » Sun, 5. May 19, 14:42

Marvin Martian wrote:
Sun, 5. May 19, 11:10
you not get any Cr, the money is given to the SY-account - then the manager may transfer sometimes the profit he does not need

"null" seems to be the SY -Manager lost his information to this order - or do it wrong
Hi Marvin,
Thanks for the reply. I think it the case of "null" the shipyard manager did not receive any money from the ship built either. Is there a way to fix this?
Also, sometimes the money I receive from the NPC orders is really low, e.g., around 51,000k Cr for an Arawn, which if I sell the ship parts, ship parts (weapons) and force field projectors directly, I could get a similar amount of credits.

Edit: I just completed an NPC order for an Arawn and received 48,000k Cr... This is much lower than what I have to pay to an NPC shipyard to build one (~96,000k), much lower than what I can get by building an Arawn and selling it to my own shipyard (~60,000k), and even lower than selling the components (ship parts, weapon parts, force field projects) separately (~52,000k).
And there are also half of the times where I didn't get paid at all for building the ship......
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CaptainSim
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Re: [WIP] X Rebirth: The New Frontier

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

I started using this mod today. I noticed in the logbook I received stats on all the corporate faction CEOs at the start of the game and also two hours later. However, it has been now over another two hours and no third update of the faction stats in the logbook. Is this normal? Is the update supposed to be every 2 hours or random?

Thanks.

tomchk
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Re: [WIP] X Rebirth: The New Frontier

Post by tomchk » Mon, 11. May 20, 15:36

Does there happen to be a comparison anywhere between this mod in current state and CWIR? I am looking to try one of them soon. Thanks!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Vectorial1024
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Re: [WIP] X Rebirth: The New Frontier

Post by Vectorial1024 » Mon, 11. May 20, 16:31

tomchk wrote:
Mon, 11. May 20, 15:36
Does there happen to be a comparison anywhere between this mod in current state and CWIR? I am looking to try one of them soon. Thanks!
If I remember correctly, CWIR is discontinued. The contents of CWIR is then reorganized into NF (this mod).
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

danadi712
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SALVAGE

Post by danadi712 » Tue, 16. Jun 20, 13:28

So what i need for SALVAGE
I use a ROMIKRON in my game, i have captain,pilot,architect,defence officer,engineer on it.
Also 150 marines and marine officer
Also 100 construction drones
Also 20 cargolifter drone
When i select a wreck repair service etc the SALVAGE option is grayed and the others two options (Just Restore Ship and Recycle wreck) does nothing.

danadi712
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Re: [WIP] X Rebirth: The New Frontier

Post by danadi712 » Thu, 25. Jun 20, 13:45

My mistake.Conflict with CARRIERS mod.Salvage works.

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Re: [WIP] X Rebirth: The New Frontier

Post by BlackRain » Fri, 21. Aug 20, 19:46

Vectorial1024 wrote:
Mon, 11. May 20, 16:31
tomchk wrote:
Mon, 11. May 20, 15:36
Does there happen to be a comparison anywhere between this mod in current state and CWIR? I am looking to try one of them soon. Thanks!
If I remember correctly, CWIR is discontinued. The contents of CWIR is then reorganized into NF (this mod).
That isn’t entirely true. It isn’t discontinued, it’s complete. New Frontier includes CWIR and some experimental stuff, some of which was never completed.

tomchk
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Re: [WIP] X Rebirth: The New Frontier

Post by tomchk » Sun, 23. Aug 20, 02:16

Could you please point out roughly which parts of NF are complete? I haven’t found this info. Thanks!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

R-TEAM
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Re: [WIP] X Rebirth: The New Frontier

Post by R-TEAM » Tue, 25. Aug 20, 04:22

So CWIR is mostly "complete" - and NF is CWIR + experimental beta stuff (play at your own risk ..) ?
Will it be finished - or is NF then "discontinued" .... (looks like ..)

:)

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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian » Tue, 25. Aug 20, 16:45

New Frontier was an new trail for lot of things that not possible with exisitng way of CWIR finally
so NF have Assets and base idea from CWIR includet, but most is complete new codebase with focus on modular and compatibility - CWIR with *some kinky beta stuff* do not match it for real :roll:

in difference to CWIR i add lot of my mod -Stuff by default into NF and put it more together, for CWIR you may use this stuff optional

In the end, some engine limitations (for me these are bugs - but ES not care about) require lot of workarounds, also X4 was out meanwhile, so it is like it is to play - but thats not more "Beta" like other mods - simply some "compatibility bridges" for other extentions (you may find in readme) haven't updated a long time a some get new assets - that may not work well, as far you not use these extensions there is no greater problem - on the other side you may disable Shipparts extention, then it should no problem too

NF should be a developing game with growing factions, original CWIR has a much more action focused scripting

R-TEAM
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Re: [WIP] X Rebirth: The New Frontier

Post by R-TEAM » Sat, 29. Aug 20, 13:41

Is there an Hope NF will be finished ..... atm i prefer CWIR as it is staded as "complete" ... would not sink 100+hours in an game and then the save is corrupt/un-usable and i loost the save.....
As the info is not very detailed to say "NF is save to play actual" or "NF wants to accumulate errors sooner or later and then with enough errors crash/get unplayable" ....

Regards

magitsu
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Re: [WIP] X Rebirth: The New Frontier

Post by magitsu » Wed, 9. Sep 20, 17:34

Nothing suspect about NF. I've got hundred+ hours on it. Some things might not be as expansive as they could, but it works as well as you'd expect from Rebirth. Zero save issues.
You can play even the normal campaign, it works with NF no problem. I've done it fully. Exra sector mods work...

In the end it kind of just shows the limitations of the base game. Things work well, there's an economy. It's just boring and too time-consuming to become a multiple factory owner. Getting even a single factory running is a big effort. Then you'd have to adjust the trading for it etc. If it could achieve similar feeling like Victoria 2's economy does then it would be perfect. But the feeling of dominating the factory side of the game just isn't there. It's a nice small ship campaign wargame in a big set, that ended up exploring the concepts and polished a new engine to be usable for X4.
Salvage gameplay and running a fleet campaign idea is good for at least some twenty hours.

NF with its shipparts and proper zone/sector trading is as close to proto-X4 as one can get. With better visuals (esp. Omicron Lyrae ships, capital ship interior mod and gorgeous skyboxes in OL) and campaign pre X4-dlcs.

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Re: [WIP] X Rebirth: The New Frontier

Post by BlackRain » Sat, 10. Oct 20, 17:44

magitsu wrote:
Wed, 9. Sep 20, 17:34
Nothing suspect about NF. I've got hundred+ hours on it. Some things might not be as expansive as they could, but it works as well as you'd expect from Rebirth. Zero save issues.
You can play even the normal campaign, it works with NF no problem. I've done it fully. Exra sector mods work...

In the end it kind of just shows the limitations of the base game. Things work well, there's an economy. It's just boring and too time-consuming to become a multiple factory owner. Getting even a single factory running is a big effort. Then you'd have to adjust the trading for it etc. If it could achieve similar feeling like Victoria 2's economy does then it would be perfect. But the feeling of dominating the factory side of the game just isn't there. It's a nice small ship campaign wargame in a big set, that ended up exploring the concepts and polished a new engine to be usable for X4.
Salvage gameplay and running a fleet campaign idea is good for at least some twenty hours.

NF with its shipparts and proper zone/sector trading is as close to proto-X4 as one can get. With better visuals (esp. Omicron Lyrae ships, capital ship interior mod and gorgeous skyboxes in OL) and campaign pre X4-dlcs.
CWIR alleviates some of this which is what makes it much more action/fast paced. Of course, this means there is some "cheating" so to speak but it is up to you to use those features. For example, there is a feature which makes it so that as long as you add enough credits, your stations will get built even if there is a shortage of resources in the universe. It will "spawn" resources into the CV every once in a while at the cost of credits obviously. This makes building stations much faster and easier to manage. Those who are purists might not like this, but I always used it. Of course, once your economy is well established you probably don't need to do this anymore. There are other cool features in there too, like salvaging ships, boarding/capturing stations, gifting stations to factions, and so much more. Of course many of these features are in NF too.

magitsu
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Re: [WIP] X Rebirth: The New Frontier

Post by magitsu » Sun, 11. Oct 20, 19:58

My only big question these days is whether the ship parts was better than the alternative. I basically played only with it on and couldn't even tell which other mods supposedly didn't work with it.
Somehow it felt like it bypassed certain factories completely. But there is demand and fluctuation.

Is there a better way to set up the stations than having to set each component buy/sell prices to some reasonable average within certain range?
If I could just streamline the process into assigning the staff, money and trade ships then I could consider running factories. For now salvage gameplay with its buggyness/jankiness remains the more entertaining one.

huiiuh
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Re: [WIP] X Rebirth: The New Frontier

Post by huiiuh » Tue, 16. Mar 21, 23:57

Excellent mod, I've been playing it for a few weeks in XR:VR seemingly without issue.

However I don't seem to be able to access the sectors/clusters added by the Lost Sectors and Herschel's Gift mods. Both are enabled with the NF patches in my extensions list, and I know lost sectors is definitely installed as the ships and weapons it adds are there, and the gamestarts lost sectors added do start me in either Source of Darkness or that other place with the pulsar, but in my main save I still can't find where the gates to those sectors are from the vanilla locations.

I'm starting to wonder if it's the VR version having an altered universe that's affected the gate placement but I'm not sure, where are the entrances supposed to be?

bitvoid
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Re: [WIP] X Rebirth: The New Frontier

Post by bitvoid » Wed, 17. Mar 21, 07:31

@huiiuh It could be that Lost Sectors / Herschel's Gift is not compatible with XR:VR. The altered universe in the VR edition is actually stored in differently named files from the original, so it could be that the alterations that those mods make simply don't apply.

If that is the problem then you could try using the X-R Vanilla Recall Collection mod which restores the unaltered original X:R universe in XR:VR. You'd need to start a new game for that though. Not sure it everything will work, when I did my The New Frontier playthrough on XR:VR I wasn't using Lost Sectors or Herschel's Gift.

huiiuh
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Re: [WIP] X Rebirth: The New Frontier

Post by huiiuh » Wed, 17. Mar 21, 23:09

Thank you! The vanilla recall mod did the trick. I haven't fully tested it to the Lost Sectors gates yet, but I started the vanilla campaign and the gate to Herschel's Gift was there and functional in Dormant Bear.

One small bug I found was loading a save a few mins into the campaign after the Yisha fixes the boost makes the engine decal load in the cockpit completely obscuring the view, but just buying a new engine fixed it permanently, if anyone else gets the same issue.

Other than that it all seems to work well in VR, and it's really nice having an expanded universe to explore.

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