Script & Mod Requests

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

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xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

do mod request usually get done? or most of the ideas just get left behind here cuz i have another one

'mining mod scanner upgrade MK2'
-asteroids get color coded similar to stations while in station scan mode
-removes restriction of needing a mining vessel

'targeting software MK3'
-ability to aim assist to target and shoot down enemy missiles
-really expensive
flatbush71

Post by flatbush71 »

Ok, Thanks W. Evans !!!
I got this for content.
<?xml version="1.0" encoding="utf-8"?>
<content id="sov_plunder" name="noattacks" description="Peaceful game." author="flatbush" version="001" date="2015-08-24" save="false"/>
<content id="hev_plunder" name="noattacks" description="Peaceful game." author="flatbush" version="001" date="2015-08-24" save="false"/>
And this for the libraries folder named paramters .xml
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/jobs/job[@id='sov_plunder']/quota[@cluster='8']/@cluster">0</replace>
<replace sel="/jobs/job[@id='sov_plunder']/quota[@sector='3']/@sector">0</replace>
</diff>

<diff>
<replace sel="/jobs/job[@id='hev_plunder']/quota[@cluster='8']/@cluster">0</replace>
<replace sel="/jobs/job[@id='hev_plunder']/quota[@sector='3']/@sector">0</replace>
</diff>
How bad is it ?? :cry:
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xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

xrook wrote:do mod request usually get done? or most of the ideas just get left behind here cuz i have another one

'mining mod scanner upgrade MK2'
-asteroids get color coded similar to stations while in station scan mode
-removes restriction of needing a mining vessel

'targeting software MK3'
-ability to aim assist to target and shoot down enemy missiles
-really expensive

'improve missions that involve killing xenon or pirates'

-pirates and xenon shouldnt even use highways, if your a criminal the things you want to avoid is highways. i could practically camp at the spot the come out and give them missiles as give away presents

pirates and xenon should come in large groups (sometimes they do but sometimes i see a hard difficulty mission where they just pop 1-3 each wave) and spawn in different directions when attacking a station, up, down, north, south etc.
make it into a realistic ambush look


'improve activity outside of station zones'
most of the activity is inside station zones where you see a small group of raiders harassing the locals and traders
but they are pretty much giving themselves a death sentence as stations can easily take them down


'improve bounty missions'
most of the time the capital ship you were told to kill spawns near a station or them flying towards it, eventually leading to a mission failure because the game wants you to kill it and not the station.
although i found a work around this by targeting their engines first stopping them at their tracks

being a person with a huge bounty on their head, they should atleast avoid station zones
-spawn them on empty zones would be more logical as your practically hunting them
'make the game feel a little more "alive"'
~trigger unlocks after chapter 3~

-dynamic mission that is automatically added to your current missions
*out of station zone skirmishes between plutarc and albion
*help albion capture a plutarc station zone
*defend an albion related station zone from a plutarc invation
*retake albion related station zone from plutarc
*random skirmishes with xenon in or out of station zones (xenon vs plutarc, xenon vs plutarc vs albion, xenon vs albion)
Last edited by xrook on Wed, 26. Aug 15, 07:00, edited 1 time in total.
UniTrader
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Post by UniTrader »

flatbush71 wrote:Ok, Thanks W. Evans !!!
I got this for content.
<?xml version="1.0" encoding="utf-8"?>
<content id="sov_plunder" name="noattacks" description="Peaceful game." author="flatbush" version="001" date="2015-08-24" save="false"/>
<content id="hev_plunder" name="noattacks" description="Peaceful game." author="flatbush" version="001" date="2015-08-24" save="false"/>
And this for the libraries folder named paramters .xml
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/jobs/job[@id='sov_plunder']/quota[@cluster='8']/@cluster">0</replace>
<replace sel="/jobs/job[@id='sov_plunder']/quota[@sector='3']/@sector">0</replace>
</diff>

<diff>

<replace sel="/jobs/job[@id='hev_plunder']/quota[@cluster='8']/@cluster">0</replace>
<replace sel="/jobs/job[@id='hev_plunder']/quota[@sector='3']/@sector">0</replace>
</diff>
How bad is it ?? :cry:
both nod valid. :P but almost - just delete the parts i marked in red and its fine. (there can be only one root Node in xml files, and everything else is inside them)
also possibly change the part in green to someting diffrent - this is the ID which XR uses internally to differ between mods, and using some generic term taken from the game files doesnt really help here. suggestion:
fb_friendlyuniverse
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Post by w.evans »

Sorry, flatbush71. Didn't get the e-mail that this thread had new posts, so missed yours. Yup, what UniTrader said.

@xrook, I guess people do requests when they find an idea interesting or want to help? My first published mod was a request. Kinda have my hands full at the moment, though.
flatbush71

Post by flatbush71 »

Just seen your replies , Thanks Guys !!!

I ran a test while I was waiting.
Changed the 8s & 3s in the #9 .dat file.
Started out ok , just small fighter attacks (3-5)
But finally they started to come back in strength. ( 2 hours )
And Zeons or what ever they are called as well.
But no Turtles to be seen and that"s very good.
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/jobs/job[@id='sov_plunder']/quota[@cluster='8']/@cluster">0</replace>
<replace sel="/jobs/job[@id='sov_plunder']/quota[@sector='3']/@sector">0</replace>
<replace sel="/jobs/job[@id='hev_plunder']/quota[@cluster='8']/@cluster">0</replace>
<replace sel="/jobs/job[@id='hev_plunder']/quota[@sector='3']/@sector">0</replace>
</diff>
<?xml version="1.0" encoding="utf-8"?>
<content id="sov_plunder" name="noattacks" description="Peaceful game." author="flatbush" version="001" date="2015-08-24" save="false"/>
w.evans
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Post by w.evans »

Looks good!
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

... danm it, i edited a post instead of actually quote posting
xrook wrote:do mod request usually get done? or most of the ideas just get left behind here cuz i have another one

'mining mod scanner upgrade MK2'
-asteroids get color coded similar to stations while in station scan mode
-removes restriction of needing a mining vessel

'targeting software MK3'
-ability to aim assist to target and shoot down enemy missiles
-really expensive

'improve missions that involve killing xenon or pirates'

-pirates and xenon shouldnt even use highways, if your a criminal the things you want to avoid is highways. i could practically camp at the spot the come out and give them missiles as give away presents

pirates and xenon should come in large groups (sometimes they do but sometimes i see a hard difficulty mission where they just pop 1-3 each wave) and spawn in different directions when attacking a station, up, down, north, south etc.
make it into a realistic ambush look


'improve activity outside of station zones'
most of the activity is inside station zones where you see a small group of raiders harassing the locals and traders
but they are pretty much giving themselves a death sentence as stations can easily take them down


'improve bounty missions'
most of the time the capital ship you were told to kill spawns near a station or them flying towards it, eventually leading to a mission failure because the game wants you to kill it and not the station.
although i found a work around this by targeting their engines first stopping them at their tracks

being a person with a huge bounty on their head, they should atleast avoid station zones
-spawn them on empty zones would be more logical as your practically hunting them
'make the game feel a little more "alive"'
~trigger unlocks after chapter 3~ (same condition as the mk2 cannon and mg)

condition
-when player enters a sector the game chooses 1 random dynamic mission and place that mission randomly within that sector

. *out of station zone skirmishes between plutarc and albion
--winning condition
------- when all the plutarc fleet are destroyed
--losing condition
------- when all your allied forces are destroyed
notes: there are more plutarc forces than the albion as the player is more than enough to change the battle outcome, but that doesnt mean plutarc automatically wins by default if left alone (all depends on the balance of the OOZ combat calculations)


. *help albion capture a plutarc station zone
--winning conditions
------- when your allied forces successfully boarded and captured the enemy station
------- increase chances of boarding success by doing the minigame similar to when you are boarding a capital ship
--losing conditions
------- when all your allied forces are destoyed


. *defend an albion related station zone from a plutarc invation
-- opposite of above


. *random skirmishes with xenon in or out of station zones (xenon vs plutarc, xenon vs plutarc vs albion, xenon vs albion)
--winning condition
------- when all enemy fleets are destroyed
--losing condition
------- when all your allied forces are destroyed


-dynamic missions are automatically added to your current active missions

-dynamic mission starts again after 20 min to 2 hours after finishing the last one (why? because doing this missions too frequently makes you feel less and less obligated to do them, also there plenty of other things to do

-dynamic missions can be ignored, leaving their fate to OOZ combat whether they will win or not
flatbush71

Post by flatbush71 »

Ok, this has worked out very well for me. (Peaceful Game Mod)

W. Evans, could you give me a idea on how shut down the rest.

I've built 8 more station and nearly 60 more ships.
I'm using the Gigirums for close station transports and they are getting wiped out in mass.

Not to mention a K-9 attack that took 2 days to rebuild and recover from.
w.evans
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Post by w.evans »

flatbush71 wrote:Ok, this has worked out very well for me. (Peaceful Game Mod)
Cool!
flatbush71 wrote:W. Evans, could you give me a idea on how shut down the rest.
Do you mean destroy all existing pirate ships, or make the game not spawn any Xenon at all?

The first is tricky, and can be dangerous. Would probably be easiest to find them all and destroy them via md script. Could also do that by going into the aiscript that they're using and altering that to tell them to go die, but that's very dangerous because ANY ship that runs that script will also go die.

For the second, do the same thing you did with pirate ships, but use all of the Xenon IDs. To get that, extract the game files (I think you'll just need 09.cat/dat) and search the file libraries\jobs.xml for all entries with

job id="xen_

That'll give you all of the job IDs that spawn xenon ships.
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Marvin Martian
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Post by Marvin Martian »

Xenon (and most Pirates) not such dangerous, if you change the relation to 0 or friendzone they don't care about you, the only anoying thing are the _plunder jobs because they attack also friends
flatbush71

Post by flatbush71 »

Ok, I was able to "zero out " the Xen_ destroy job Albion but not the fighters.
It throws a catastrophic error. (Hehehe)

I'm wonder now, what the max time interval can be set to and still allow the sim to run properly.
Possibly jacking this way up could at least slow down the constant frequency of attacks.

I'll test and post.

[ Edit ]

Ok, increasing the time throws a error as well.

But man they got the guys re-spawning every 8 mins.
That's way too much. :cry:


Evans, what am I doing here, when I change the zone from 1 to 0 ???

<!-- Heretic Vanguards -->
<job id="hev_fighter_patrol_cluster" name="{20204,3501}">
<task task="move.patrol">
<param name="range" string="zone"/>
</task>
<quota cluster="12" sector="4" zone="0"/>
<location class="cluster" macro="cluster_c_macro"/>
<time interval="500"/>
<ship ref="hev_heavy_fighter" />
<subordinates>
<subordinate job="hev_fighter_patrol_escort"/>
</subordinates>
</job>
UniTrader
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Post by UniTrader »

I think you also have to zero cluster and sector quota because its a contradiction to allow some in the sector and cluster but none in the zone where they are actually spawned
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans »

Yup, what UniTrader said. Same as how you did the pirates. (Had to set Cluster AND Sector spawns to 0). Marvin has a point, though. With regard to the Xenon, it's probable easier (and safer) to just change faction relations to friendly.
DaveDee
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Post by DaveDee »

Guys, i wonder where are stored resource lists for station construction?
Tried to check all station related stuff - no luck.
UniTrader
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Post by UniTrader »

libraries/wares.xml (primary ressources)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
DaveDee
Posts: 285
Joined: Sat, 18. Oct 14, 13:10
x4

Post by DaveDee »

UniTrader wrote:libraries/wares.xml (primary ressources)
Really? Really!?
I spent about an hour to check stations and builders macros...
Thx for fast reply :)
flatbush71

Post by flatbush71 »

Evans & Unitrader thank you very much for all your help.

Zeroing out clusters still gives fatal errors,
but zeroing out sector and zone has made a major difference.

I think I've gotten about as much calm as necessary.

In the last 2 hours I've had only two fighter attacks in Albion.

I've noticed that there is no longer hardly any fighter wreckage.

And hull damage to small ships has dropped dramatically. :lol:
DaveDee
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Joined: Sat, 18. Oct 14, 13:10
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Post by DaveDee »

Can anyone help me with station modding?
I'm trying to add dock, by placing

Code: Select all

      <connection ref="ConnectionFor_props_surf_playerdock_admin_macro">
        <macro ref="props_surf_playerdock_admin_macro" connection="space" />
      </connection>
in macro and

Code: Select all

			<connection name="ConnectionFor_props_surf_playerdock_admin_macro" group="stationGroup" tags="destructible">
				<offset>
					<position x="-584.3003" y="-116.8812" z="-2232.689"/>
					<quaternion qx="-1.021704E-07" qy="-0.7071066" qz="-5.721791E-07" qw="-0.7071069"/>
				</offset>
			</connection>
in station layout, but without result.
Am i missing something?

Just tired to build that damn station again and again...
UniTrader
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Post by UniTrader »

is the connectionn name unique in the component? (doubt it if you want to duplicate the dock) it must be because this is the internal identifier for each slot.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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