[MOD] X:R Conquer mod v0.19s Updated 29/09/2015

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Rubini
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Post by Rubini »

OK! :D
My main concern about AEJ with CM is that in battle it can jump yours ships from battle without your control (as they becomes damaged). Do you didn't see this behaviour? What you think?

The idea behind CM war is that a battle needs to be fought until the end and, if possible, you need to help and command all the time. I guess that a feature like AEJ is good to OOZ battles only. But i'm open minded.
DaveDee
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Post by DaveDee »

In my opinion, it is quite normal behavior. I set up my ships to jump only in a critical situation. So the loss is still there sometimes. I believe that the captain may decide to withdraw from the fight to save the ship.

Sometimes there is really no need in sacrafice. Especially then some ship has no chance to survive, captain should decide to avoid useless deaths.

It would be cool to have a more advanced AI, which analyzes the situation and makes a decision already on the basis of various factors. For example, to give the Allied ships more time retreat or defend the base ...
But thats is too complex =D
Artean
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Post by Artean »

This mod sounds very interesting and just what XR needs! I will give it a try as soon as I have the time.

I assume it requires a new game start..?
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A
DaveDee
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Post by DaveDee »

@Artean
Better to use fresh strat, but possible to play with old save.


@Rubini
<set_value name="md.CM_Config.Settings.$OozHull" exact="90" />
Does this mean that station is destroed if it has less than 90% hull and it got attacked ooz?
Rubini
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Post by Rubini »

@Artean,
As DaveDee said, its better in a new game, but it can works also on old save games that have a similar plot. Yorruck's Devries Freelancer is handful because you already start with some basic stuff.

@DaveDee,
Good to know that AEJ works well with CM. I guess that is possible to have both solutions working together then. CM safetradejump will only look for trader capships and preventively. AEJ will care with ships being damaged.


About the hull setting.: its bit more complicated, in truth the code wait&check for all modules being destroyed ( zero hull) in stations that have also a minimum overall damage ( that "90"). This is necessary to bypass the vanilla hardcode that prevents the stations to be destroyed. I suggest to not mess with it unless after hours of gameplay we think that if needs to be adjusted.

Edit: more info on station destruction. CM code uses the same check for in zone and OOZ. The difference is that in zone you and/or the Ai ships must really destroy them. OOZ, like all OOZ combat in game, is just a calc, where the ships also target for stations modules (mod feature, vanilla dont do it) with a chance in small hull hits per each pass.
Rubini
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Post by Rubini »

Me again!
Forget to say one more info about Conquer Mod games rules:

- Player will not have ownership over any zone neither will build outpost. The Player&Canteran allegiance will always give ownership of conquered zones and build outpost for Canterans. (this is necessary to the game runs corrrectly and it really runs well this way)


And here one more general tip:

- To defeat zones that have more than one enemy station, make it by parts. I mean, defeat the first station and then defeat the probably retaliation force. Now wait until your forces are fully repaired and shielded and start to defeat the second station the same way and so on. After all stations are destroyed and all enemies are defeated than left there at least one military capship (or a small force) in patrol and after some time the outpost will be built (Canteran outpost) and then your allegiance will gain control over that zone after a while.


And a Question: I plan to add some (one or two but i can add any) new possible stations to be built from Canteran's CV. As we know, vanilla only allows to we built 3 no useful types of stations from Canteran CV what makes Devries economy always incomplete and deficient. The idea is to make Devries and the hole game play a bit more dynamic and challenge.
I was thinking in a more basic possible station to produce refined metal plate , fusion reactors, biooptics wiring and some basic turrets. The player can then built just few of these stations on DeVries, near the shipyard to make money and really speed the ship production without being necessary any other mod to make ships (although this is not excludent). Complementary, to raises Devries economy (and others), the player can use the Build Station Mission mod to help Canterans itself (and other friends factions) to built their own new stations. Any suggestion or idea?
Last edited by Rubini on Thu, 28. May 15, 05:33, edited 1 time in total.
StumblingDrunk
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Post by StumblingDrunk »

I dont have any suggestions yet, but thought I would say im going to give this a go when I get some time this weekend. It sounds like its really taking shape. Good job!

Hoping to provide feedback soon
Rubini
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Post by Rubini »

New update ready to be released.
Compatible with 0.15s saved game, so you won't lose anything.

This update is a result of more than 70 hours of gameplay with Conquer_mod, its an essential fine tune to make the overall game play experience yet better.


Changelog v0.16s:

- added voiced warning about Canteran invasions and Canteran counter attacks, this can be essential to properly attack some PMC crowded zones. You can then join forces and make a more powerful attack.
- added few more voiced warnings, the faction relations will be more clearly declared on warnings now in certain situations
- factions that lose all their producer stations or small stations for pirates (outpost don't count) will also not more generate retaliation forces
- nerfed a bit more the number of ships on generated forces into the code
- also some new default values on config file to fine tune a bit more the number of capships in game
- fixed a XR vanilla bug where the mine ships will not obey the manager max range space to mine. Now they will obey properly. This fix is for now only Conquer_Mod exclusive.
- added few new tweaks for IZ and OOZ combat, the overall fight experience will be much better over vanilla. Succellus and Balor are very useful against stations now.
- made escort fighters numbers a bit random. The settings in the config file are now for maximum number only.
- added 3 new possible stations to be built from a Canteran's CV. They were chose to allow a more better strategic game play.
- as per above, raised the cost of Canteran's CV a bit.

Will post for download soon.
Last edited by Rubini on Thu, 4. Jun 15, 07:14, edited 4 times in total.
DaveDee
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Post by DaveDee »

Nicely done.
Unfortunately, I can't spend time on X, cause of too much work, so no feedback from me, sry.
Rubini
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Post by Rubini »

Don't worry, X:R Conquer_mod is a long game play anyway. After more or less 70 hrs in game I defeated totally Reivers, opened all Devries space for my traders and miners and assured that the path for Omicron is clear. My economy is now strong with some essential stations built by me and others built for Canteran's using Build Station Mission mod. Last 10 hours, started to invade PMC zones on Albion and it's not easy. The amount of big stations and military presence is very difficult to be overpowered. In certain situations you really need to make combined attacks with Canteran's forces to succeed.

Now i need to play Witcher 3 a bit! :D
Last edited by Rubini on Thu, 4. Jun 15, 07:16, edited 1 time in total.
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Informer
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Post by Informer »

Thanks for updating. Great mod.
:D :) :D
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)
Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini »

Hi mates,

Conquer mod continues to grow.

=================================
Last additions for v0.16s:
- Now you can click in any area on your PDA when an EWS messages is displayed (about any OOz event) and the map will be opened directly on the area of the related event. The level of the opened map can be set at Config file (sector or zones). (remember you request, @DaveDee?)
- added, with cicero111 permission, the 2 files from Better Turrets 2.1 mod into Conquer Mod. BT mod allow you to better control yours capships attacks. See below more info about Better Turrets mod.
- added a routine for fighters and stations (player's or friends) to stop their attacks if the attacked enemy capship is being boarded and hull is below 50% (BT mod only allow it for capships). So, board is really a tactical option now, better if you use w. evans' MarineRebalance mod.
- refined and made the ShipTradeSafeMove routine more smart , now also including mine ships and it will detect potential danger situations as before plus any attack to player's trade or mine ships (l or xl) and will jump them if right conditions were meet.
- fixed a XR vanilla bug where the mine ships don't obey the manager max range space to mine. Now they do it properly. This is a fix eclusive for Conquer mod for now. I also made it smart enough to not send the mine ships to an enemy zone anymore. If you need to harvest an enemy zone you need to command the mine ship personally. An always good idea could be to conquest that zone first. :P

- added voiced warning about Canteran invasions and Canteran counter attacks, this can be essential to properly attack some PMC crowded zones.
- added few more voiced warnings, the faction relations will be more clearly declared on warnings now in certain situations
- factions that lose all their producer stations or small stations for pirates (outpost don't count) will also not more generate retaliation forces (before v0.16s they only not generate invasion forces in this situation)
- nerfed a bit more the number of ships on generated forces into the code
- also some new default values on config file to fine tunned a bit more the number of capships in game
- added few new tweaks for IZ and OOZ combat, the overall fight experience will be much better over vanilla. Succellus and Balor are very useful against stations now. Adjusted a bit Heavy Sul maneuverability, it was too agile for that ship size .
- made escort fighters numbers a bit random. The settings in the config file are now for maximum number only.
- added 3 new possible stations to be built from a Canteran's CV. They were chose to allow a more better strategic game play.
- as per above, raised the cost of Canteran's CV a bit.
===============================================

* Better Turrets mod from cicero111 adds a lot of functionalities for capships Defence Officers. Below some important ones for Conquer mod:
(take a look on BT original thread to more info about it)
1. In defencive instance, DO will try to disable the target to allow it to be boarded (will aim only for weapons, turrets and engines)
2. In offensive instance, DO will try to destroy the target
3. If the player start the board process then capship's DO (player and friend ones) will stop the attack if the target has less than 50% hull, even in offensive instance.
4. The same applies to capship x stations: in defencive instance, DO will try to disable the station; in offensive instance DO will try to destroy the station.
5. BT also uses "line of sight" to fire when possible.
6. NPC capships will be always in offensive instance
7. Conquer mod made 2 small modifications on BT original files, allowing to a more aggressive combat over stations and also skipping the crew skill check.
Last edited by Rubini on Thu, 11. Jun 15, 17:41, edited 1 time in total.
DaveDee
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Post by DaveDee »

(remember you request, @DaveDee?)
I said you're gonna do it somedays =D
Think this mod is now can be officially renamed to "Most Badass mod EVAAAH!"
vadiolive
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Post by vadiolive »

Nice.
Artean
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Post by Artean »

Yes, looks very nice!
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A
Aloid
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Post by Aloid »

Really enjoying 15s... can't wait for 16s to be released!

Nice touch with the salute to 2001!
Rubini
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Post by Rubini »

Aloid wrote:Really enjoying 15s... can't wait for 16s to be released!

Nice touch with the salute to 2001!
Thanks by the comments Aloid!

And yes, HAL 9000 from 2001 movie/book.:wink:

I'm finishing one new last addition that probably will take more some days to finish and test. Its a Probe for X:R. All allied forces already send one ahead of the fleet. I'm now trying to make it also buyable for the player. Then, we will have the option to send a probe anywhere before go there. It´s a nice and fun addition to Conquer mod. Well, the name and others references have also something on it :D ...
"X4-Probe: A fully automated fire and forget probe that has advanced sensors which can detect and analyse objects in deepspace far from its home base . This improved X4-Probe uses advanced Xenon´s technology with a new experimental Quantic teleport that don't need jump drives to travel. Because of this new technology and its small size it can jump directly at any given coordinates even in distant points in a galaxy. It is normally employed ahead of military forces and also for scientific exploration."
Rubini
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Post by Rubini »

update june 16, 2015.

Finished the Probe feature:
* X4-Probe: Probes are a complex addition to X:R&CM. They are buyable from Equipment traders (and eventually second hands ones from Junk dealers too) and will go to your inventory. You can deploy probes to any place on your map. Just chose a normal "Plot Course" in your holomap and if you have probes a new menu choice will appears "Send Probe". If you want to send a Probe click on it, if not, just press "esc" and go to your plotted course normally. If "Send Probe" was chosen a probe will be deployed (from Skunk) and will go to a safe position (in front of Skunk) and then will jump to the designed destination. All this is full of fx effects. When the probe arrived to the destination zone it enters in a scan patrol mode and a flashing message will appears on your PDA. If you click on it the holomap will be opened directly over that zone (or sector, as your choice on Config file). In few seconds (from 10s to 20s) the probe will detect all objects on that zone (well, on its radar range). The probes can be destroyed by enemies if detected. Also you can command a self destruction for any probe if you want to (the probes are small automated ships without pilots and can crowd your ship lists - so you can destroy probes that aren´t more necessary if you want to - from your ship list, select a probe and select the "Comm" menu option, then a new menu you open with a option "Destroy Probe").

Probes are a very powerful tactical tool. You can send probes to better know about enemy forces on a given place or also to acquire trade safe routes and even to discover new places with interesting stations to trade. Also all allied (Canteran) forces send a probe ahead of its forces. Probes are also deployed in any allied zones that are being invaded by enemy forces. Probes are an integral part of Early Warning System.
Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
xr

Post by Rubini »

First post updated with new version v016s. Here its final changelog:

Changelog v0.16s:

- Now you can click at any area on your PDA when an EWS message is displayed (about any OOz event) and the map will be opened directly on the area of the related event. The level of the opened map can be set at Config file (sector or zones).
- added, with cicero111 permission, the 2 files from Better Turrets 2.1 mod into Conquer Mod. BT mod allow you to better control yours capships attacks. See below more info about Better Turrets mod.
- added a routine for fighters and stations (player's or friends) to stop their attacks if the attacked enemy capship is being boarded and hull is below 50% (BT mod only allow it for capships). So, board is really a tactical option now, better if you use w. evans' MarineRebalance mod.
- refined and made the ShipTradeSafeMove routine more smart , now also including mine ships and it will detect potential danger situations as before plus any attack to player's trade or mine ships (l or xl) and will jump them if right conditions were meet.
- fixed a XR vanilla bug where the mine ships don't obey the manager max range space to mine. Now they do it properly. This is a fix eclusive for Conquer mod for now. I also made it smart enough to not send the mine ships to an enemy zone anymore. If you need to harvest an enemy zone you need to command the mine ship personally. An always good idea could be to conquest that zone first. Razz
- added Probes, see below
- fixed the name of the "Outpost" (no more "Warehouse")
- added voiced warning about Canteran invasions and Canteran counter attacks, this can be essential to properly attack some PMC crowded zones.
- added few more voiced warnings, the faction relations will be more clearly declared on warnings now in certain situations
- factions that lose all their producer stations or small stations for pirates (outpost don't count) will also not more generate retaliation forces (before v0.16s they only not generate invasion forces in this situation)
- nerfed a bit more the number of ships on generated forces into the code
- also some new default values on config file to fine tunned a bit more the number of capships in game .
- added few new tweaks for IZ and OOZ combat, the overall fight experience will be much better over vanilla. Succellus and Balor are very useful against stations now. Adjusted a bit Heavy Sul maneuverability, it was too agile for that ship size .
- made escort fighters numbers a bit random. The settings in the config file are now for maximum number only.
- added 3 new possible stations to be built from a Canteran's CV. They were chose to allow a more better strategic game play.
- as per above, raised the cost of Canteran's CV a bit.

==============================================
*Probes are a complex addition to X:R&CM. They are buyable from Equipment traders (and eventually second hands ones from Junk dealers too) and will go to your inventory. You can deploy probes to any place on your map. Just chose a normal "Plot Course" in your holomap and if you have probes a new menu choice will appears "Send Probe". If you want to send a Probe click on it, if not, just press "esc" and go to your plotted course normally. If "Send Probe" was chosen a probe will be deployed (from Skunk) and will go to a safe position (in front of Skunk) and then will jump to the designed destination. All this is full of fx effects. When the probe arrive to the destination zone it enters in a scan patrol mode and a flashing message will appears on your PDA. If you click on it the holomap will be opened directly over that zone (or sector, as your choice on Config file). In few seconds (from 10s to 20s) the probe will detect all objects on that zone (well, on its radar range). The probes can be destroyed by enemies if detected. Also you can command a self destruction for any probe if you want to (the probes are small automated ships without pilots and can crowd your ship lists - so you can destroy probes that aren´t more necessary if you want to - from your ship list, select a probe and select the "Comm" menu option, then a new menu you open with a option "Destroy Probe").

Probes are a very powerful tactical tool. You can send probes to better know about enemy forces on a given place or also to acquire trade safe routes and even to discover new places with interesting stations to trade. Also all allied (Canteran) forces send a probe ahead of its forces. Probes are also deployed in any allied zones that are being invaded by enemy forces. Probes are an integral part of Early Warning System.

* Better Turrets mod from cicero111 adds a lot of functionalities for capships Defence Officers. Below some important ones for Conquer mod:
(take a look on BT original thread to more info about it)
1. In defensive instance, DO will try to disable the target to allow it to be boarded (will aim only for weapons, turrets and engines)
2. In offensive instance, DO will try to destroy the target
3. If the player start the board process then capship's DO (player and friend ones) will stop the attack if the target has less than 50% hull, even in offensive instance.
4. The same applies to stations: in defensive instance, DO will try to disable the station; in offensive instance DO will try to destroy the station.
5. BT also uses "line of sight" when possible.
6. NPC capships will be always in offensive instance
7. Conquer mod made 2 small modifications on BT original files, allowing to a more agressive combat over stations and also skipping the crew skill check.
==============================================
Last edited by Rubini on Wed, 17. Jun 15, 18:14, edited 1 time in total.
vadiolive
Posts: 337
Joined: Wed, 18. Dec 13, 04:36
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Post by vadiolive »

/clap clap

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