[MOD] Real War V 0.69 2014-04-03

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IRaven
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Post by IRaven »

Commander Kat wrote:hi guys... had my eye on this mod since the start and now my game is at a point where it is ready for it... is there any point installing it when I am not even close to the end of the plot ?

Guess what I am asking is: what will this mod do before/after the plot end ? so I know weather or not to install it or wait.

Ta

Kat.
Err... well... it will show you a nice text message that you have to complete the Plot :o

And you wont have to install it anymore after completing the Plot...

Aaaand the exploit to sell a ship to a shipyard and board it again will be gone, as the ship will jump out :o

i could update in the next version that the mod will use the new Shiptrader Script right of the Start (so it wont build ships if it is low on resources leaving some stuff for the player to build)

Edit: Done, will upload this with the next Update
IRaven
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Post by IRaven »

Update 06.03.2014


06.03.2014
0.68
- NEW FEATURE - The Cell Recharge Fab in Gemstone Manufacture will get its owner changed to Heart of Albion even if you havent completed the Plot yet
- NEW FEATURE - The new Ship-Trader-Scripts will now activate even if you havent completed the Plot yet
- Reduced Fighter-Escort Squads to 1/3 of the old value to improve Performance
- Reduced War- and Patrol- Ships to a fixed number to improve Performance
I got like 0.5 FPS after letting the Shiptraders run 24h on Hacked Resources (see Pictures).
War Ships everywhere + Fighters + Drones... Bye Bye old CPU xD
- Some behind the Scene Changes to support the new War-Mission, soon-to-come
YES !
Its coming ! 75% done. What takes the most time is looking for good lines in the Text Files that are voiced. (I even have Yisha talking :o)
- Fixed a Bug that might have caused a Shiptrader to block Production if too low on Resources
- Fixed a Bug that would cause Free-Play-Game-Starts not to register that there is no Plot in certain Cases
Privata wrote:the probleme is , it instales but then keeps showing a pop up telling me to finish the plot to get the full potential.

here a link to a save
http://www.4shared.com/account/home.jsp#dir=Wd7-wxCM
Somehow - and dont ask me why - The Game registered your Save as
player.module == ep1
what stands for Plot Game.
Your Plot Cues are still inactive somehow.
Normaly when starting a FreePlay Start the Game should register it as
player.module == ep1open

Maybe its because of one of the Trillion Mods u got running or because of your own messing with Game-Files.
Never the less, i hacked a Fix in for you that will check if the Chapter 1, Part 1 Cue is still waiting after a minimum player.age of 5 Minutes (what is not possible for a real Plot Game)
After a short Test it should not interfere with any other who are playing a Plot Game.

Edit: It does interfere with the normal Plot... File is down until i managed to find a workaround

Edit2: It does not... i was just thinking "why the hack does it say you need to complete the Plot" (while starting a new campaign Game...)
I really gonna get some sleep.
File is back up.
Last edited by IRaven on Thu, 6. Mar 14, 00:40, edited 4 times in total.
vadiolive
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Post by vadiolive »

http://i60.tinypic.com/6ptj4z.jpg

http://i57.tinypic.com/igz381.jpg
*leave only links

After few hours HOA reconstruct
Its great Sink! if ships / station just "free reconstruct"

Maybe changes zones in Malestorm to can sustain full new factions
Dont sure its possible and make this faction enter in war with each other
send ships to enemy sector (random) okay i ask much ;0
Last edited by vadiolive on Thu, 6. Mar 14, 00:31, edited 1 time in total.
IRaven
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Post by IRaven »

Please change your images to a maximum size of 640 * 480
(See Forum Rules)

Edit: Thank You

---

Thank you for your kind words.
I am thinking about adding a real Economy to Pirates and Xenon (while deleting all the jobs)

Xenon can get a War against Argon Government while Pirates will go on Raids attacking stuff and so on.

But this will have to wait until the very first War is finished ;-)

Lets make it short, i am not planning to stop with this Mod all that early :)
Privata
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Post by Privata »

IRaven wrote:Please change your images to a maximum size of 640 * 480
(See Forum Rules)

Edit: Thank You

---

Thank you for your kind words.
I am thinking about adding a real Economy to Pirates and Xenon (while deleting all the jobs)

Xenon can get a War against Argon Government while Pirates will go on Raids attacking stuff and so on.

But this will have to wait until the very first War is finished ;-)

Lets make it short, i am not planning to stop with this Mod all that early :)
sounds awsome !
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Tanvaras
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Post by Tanvaras »

Great to see this is still kept upto date, this is one mod I totally enjoy using to make XR quite a lot better :)
Privata
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Post by Privata »

I am wondering , if you find plan on doing the hole sector takeover thing.
but sins we cant build were we want how would you go about it?

I had some ideas but I dont know if there good.

One was the have boarding party take over stations.

or maybe use jump beacons has sector take over , like you shoot it once it blown up it re spawns as the opposite faction?

or maybe a battlefield like system with like a number of ships killed = victory

or if shipyard reaches a low resorce point and the other factions one is not , the loosing team loses a sector or somthing.

and faction owner = how owns all station expect of course for other corps.

just random ideas and mainly becose I trying to understand the new systemes
IRaven
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Post by IRaven »

Well its quite a bit complicated but the whole idea was to go with the boarding ops to take over enemy stations (while you would still have to destroy every class_l or class_xl enemy ship) After that police faction gets changed.

Stations from friendly Factions like Ledda Industries will not get attacked.


But as i did write above the biggest problem is finding enough _voiced_ lines in the t-Files for use. As i want the whole Sector Take-Over thingy to feel like out of the Game. And this is a really boring task with lots of reading and reading and reading xD

Also i dont want to write a Cue for every Sector so i have to make sure to make the War_Cue universal (the Thinking part of X-Rebirth ^^)



But at the Moment i am working on a new Excel - supported with VB_Macros - Order_Managment for my workplace so my Brain Cells for Thinking are kind of exhausted when i get home. Sorry for making you wait on this. :(
Privata
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Post by Privata »

IRaven wrote:Well its quite a bit complicated but the whole idea was to go with the boarding ops to take over enemy stations (while you would still have to destroy every class_l or class_xl enemy ship) After that police faction gets changed.

Stations from friendly Factions like Ledda Industries will not get attacked.


But as i did write above the biggest problem is finding enough _voiced_ lines in the t-Files for use. As i want the whole Sector Take-Over thingy to feel like out of the Game. And this is a really boring task with lots of reading and reading and reading xD

Also i dont want to write a Cue for every Sector so i have to make sure to make the War_Cue universal (the Thinking part of X-Rebirth ^^)



But at the Moment i am working on a new Excel - supported with VB_Macros - Order_Managment for my workplace so my Brain Cells for Thinking are kind of exhausted when i get home. Sorry for making you wait on this. :(
hey no problem moding takes time , I am part of the beyond skyrim project (hammerfell) and I know how its like.

if you want I could look at some of the lines for you , sins I am working on getting the arkward dialog gone , so I will allready look threw all of them to start with.
IRaven
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Post by IRaven »

Update 03.04.2014

0.69

Steam Workshop:
[ external image ]
(Be aware that you have to log in on the Steam Page to see this link)

Nexus:
[ external image ]

Dropbox:
[ external image ]

- Added support for new Beta 1.30 RC3 (changed Escort and Mining scripts to use the new ones)
- Escort Fighters will now spawn from Station-Docks (where the Escortee got build) and will even follow him using Super-Highways and (hopefully) Jumpgates
- Added Workshop support
(only if u are using Beta 1.30, if not please Download from Dropbox or Nexus, the new update _should_ work even when still running the old version)
If you are going to use Workshop and are updating from a older version please delete the old RealWar Folder from your \extensions\ directory as i had to change the Mod-Folder-Name for the new Workshop to "realwar".
Be aware that you _will_ have to edit your savegame then, because the Mod-Id will also get changed.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

:thumb_up:
BlackRain
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Post by BlackRain »

Hey, just wanted to report that this mod may be causing save game bloating and eventually crashes. My save game, which started a few versions back, was 220mb. This is massive so I sent it to egosoft and they told me the culprit was probably real war mod. Seems my game had 40,000 drones in it. The activity was centered around the border of Albion and Devries where the ships go from real war mod.
sandalle
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Post by sandalle »

My save (X:Rebirth 1.30 RC3 and Real War 0.69) also got corrupted after adding this mod and playing for a day, though one of my recent saves with this mood works, any future ones cause a dump. The working save is the normal ~32MB, any new saves crash at 9 MB. I thought the crashing was due to adding the mod mid game (building the first plot station) and so just started a new game.
BlackRain
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Post by BlackRain »

Well the save games that were that big had a lot of in game hours in them.
IRaven
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Post by IRaven »

Yes and No,

in Version 0.68 of Real War i did introduce a hardcap to not get too many ships in the War Sector at the same time (5 for HOA, 5 for ROC and 10 for PMC).
Before it could get really nasty. And as you are continuing your old game it is likely to have lots of ships in that sector.

But the Drone Problem is actually a vanilla thingy.
They launch and launch drones, but they wont dock anymore nor will they use move.die if their Carrier got destroyed. And this is were the actual problem lies.

The War Ships will bring more and more drones to the Sector while forgetting to send them back to the Shipyard if they get destroyed.

I did encounter this first after staying in Barren Heart overnight with 8 Titurels and 3 Taranis as Bodyguards.

After activating my monitor on the next day there were like 5.000 Drones floating in Mid-Air / flying from Highway to Highway. And they were all green.

I did destroy this savegame right after managing to CTRL-ALT-DEL myself out of the game. It was lagging like frak.


I would have introduced a fix for this if i had known that it could give you that much of a problem after giving the universe a little bit of War.
But i kind of thought that Egosoft would fix this Drone-Behaviour sooner or later.
(There is btw. already a drone fix on Nexus that will make them dock after all Enemies in sight are gone.)
Also Kierk is working on Drone-Behaviour. http://forum.egosoft.com/viewtopic.php?t=363668
I just didnt want to work on something that is likely to get fixed very soon by Egosoft / another Modder

At the moment the only thing you can do is to fly to Bleak Pebble and destroy all those pesky little Drones that are floating in Mid-Air.
sandalle
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Post by sandalle »

Improved Drones by Wiwip link for the lazy. :)
BlackRain
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Post by BlackRain »

IRaven wrote:Yes and No,

in Version 0.68 of Real War i did introduce a hardcap to not get too many ships in the War Sector at the same time (5 for HOA, 5 for ROC and 10 for PMC).
Before it could get really nasty. And as you are continuing your old game it is likely to have lots of ships in that sector.

But the Drone Problem is actually a vanilla thingy.
They launch and launch drones, but they wont dock anymore nor will they use move.die if their Carrier got destroyed. And this is were the actual problem lies.

The War Ships will bring more and more drones to the Sector while forgetting to send them back to the Shipyard if they get destroyed.

I did encounter this first after staying in Barren Heart overnight with 8 Titurels and 3 Taranis as Bodyguards.

After activating my monitor on the next day there were like 5.000 Drones floating in Mid-Air / flying from Highway to Highway. And they were all green.

I did destroy this savegame right after managing to CTRL-ALT-DEL myself out of the game. It was lagging like frak.


I would have introduced a fix for this if i had known that it could give you that much of a problem after giving the universe a little bit of War.
But i kind of thought that Egosoft would fix this Drone-Behaviour sooner or later.
(There is btw. already a drone fix on Nexus that will make them dock after all Enemies in sight are gone.)
Also Kierk is working on Drone-Behaviour. http://forum.egosoft.com/viewtopic.php?t=363668
I just didnt want to work on something that is likely to get fixed very soon by Egosoft / another Modder

At the moment the only thing you can do is to fly to Bleak Pebble and destroy all those pesky little Drones that are floating in Mid-Air.
Yeah that is not going to happen. There are 40,000!!!!!! DRONES in my game. Do you know how long it would take to kill 40,000 drones? I am not exaggerating here either.
IRaven
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Post by IRaven »

Well it was worth a try. ;)

Use this: https://www.dropbox.com/s/jmfzqybc0iy31 ... Killer.rar

It will find and destroy all drones in Bleak Pebble on starting the Game.
(It will display a Message Window as soon as it killed all drones.)

After running this: save, close the game and delete the Script again.
Restart your game and load the new save. Save Again. Reload.

Edit: Did forget to use the Tag multiple="true"
It should work now.
BlackRain
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Post by BlackRain »

Hehe, so if I start a new game with the mod, it should be fine? Wont get that much?
IRaven
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Post by IRaven »

You shouldnt need to start a new Game, just destroy all Capships in Bleak Pebble and while rebuilding the losses it should fix at the above mentioned number.
Or as soon as the new WarMission Script is ready it will use all Capships that are stationed around Bleak Pebble for the fight anyway.

Tell me if the Script for killing the Drones worked.

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