[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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Scoob
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Post by Scoob »

Hey all,

BR, some observations on the Shipyards - specifically the Albion on, the only one I have built currently.

I now produce everything to feed my shipyard - one of the reasons I've been resistant to abandoning this game in progress. Anyway, I've noticed slight oddities with reported maximum allowable stock levels of certain items, vs. how many the station will actually buy.

For example, my URV Forge is pretty much always full of Cargolifter URVs, Construction URVs, Scoop Collector and Surface Miner URV's as well as interceptor Mk1's. However, despite this plentiful stock, my Shipyard rarely buys more than a couple at a time. My shipyard has its desired budget - just shy of 90 Million cr - yet the stock levels look like this:

Cargolifter URV - 91 / 321
Construction URV - 40 / 245
Interceptor Mk1 - 25 / 262
Scoop Collector URV - 67 / 266
Surface Miner URV - 114 / 274

All other wares it's stocking quite happily to maximum, or near maximum levels, yet with these drones it does not do so. The shipyard shows the expected demand for the items - numbers that would bring it up to full for each drone - plus the trade offer prices at the Shipyard are significantly higher than the selling price at the URV Forge, but trades still only happen infrequently and for very small amounts.

Now, I'm aware this may well be a vanilla issue as the DV Shipyard appears to also hold very low stocks of URV's. However, is this something you could look at? Note that my Shipyard has ample free space, with only 740k of 2,240k Container storage used.

Edit: In an interesting development, my Shipyard just blew its entire 89 million cr budget, yet this money did NOT find its way to any of my supplying stations. Suspect a vanilla bug there, though not one I've seen previously - or at least, it wasn't so obvious.

Cheers,

Scoob.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

BlackRain wrote:We are trying to fix the issue with law enforcement spawning from enemy factions. We have a few possible fixes but we need a save game where we can reliably test.

We need a save that is right before ROC rebuilds a station that got destroyed (this seems to be the only cases of this bug so far reported, when an ROC station in Devries is destroyed and then respawned)
I tried to help with this earlier but I didn't have enough resources to take out a RoC station that has mass traffic. I will try again this evening.
BlackRain
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Post by BlackRain »

Scoob wrote:Hey all,

BR, some observations on the Shipyards - specifically the Albion on, the only one I have built currently.

I now produce everything to feed my shipyard - one of the reasons I've been resistant to abandoning this game in progress. Anyway, I've noticed slight oddities with reported maximum allowable stock levels of certain items, vs. how many the station will actually buy.

For example, my URV Forge is pretty much always full of Cargolifter URVs, Construction URVs, Scoop Collector and Surface Miner URV's as well as interceptor Mk1's. However, despite this plentiful stock, my Shipyard rarely buys more than a couple at a time. My shipyard has its desired budget - just shy of 90 Million cr - yet the stock levels look like this:

Cargolifter URV - 91 / 321
Construction URV - 40 / 245
Interceptor Mk1 - 25 / 262
Scoop Collector URV - 67 / 266
Surface Miner URV - 114 / 274

All other wares it's stocking quite happily to maximum, or near maximum levels, yet with these drones it does not do so. The shipyard shows the expected demand for the items - numbers that would bring it up to full for each drone - plus the trade offer prices at the Shipyard are significantly higher than the selling price at the URV Forge, but trades still only happen infrequently and for very small amounts.

Now, I'm aware this may well be a vanilla issue as the DV Shipyard appears to also hold very low stocks of URV's. However, is this something you could look at? Note that my Shipyard has ample free space, with only 740k of 2,240k Container storage used.

Edit: In an interesting development, my Shipyard just blew its entire 89 million cr budget, yet this money did NOT find its way to any of my supplying stations. Suspect a vanilla bug there, though not one I've seen previously - or at least, it wasn't so obvious.

Cheers,

Scoob.
Well, the thing with the shipyard is that it doesn't really tell you the cost of what it actually needs. It may say it needs 80 million but in reality it needs like 800 million heh. It can easily blow 89 million quickly. Some things, like astrobee launchers, and such are very expensive. I don't really know what it is buying in your game or who it is buying things from, etc. I can't really comment on where the money is going.

As for the URV's, the shipyard uses the vanilla scripts for buying and selling, etc. All I did was make shipyards useable to the player, I didn't alter the scripts they use to run. I could look into it but not a lot of time. Also, the shipyard may be taking into account the budget it has and what it actually needs and costs and such which aren't apparent. Giving it a lot more money, will probably have it buying more URV's, not sure?
BlackRain
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Post by BlackRain »

Aloid wrote:Thanks for the advice. Yes patience is a virtue, I get that. My boarding trophies have a habit of being the target of Reiver spawns before they can get their systems up to speed…
Then the Xenon show up in Forty Two and snuff out the station I’m building…

Space is a dangerous place in the mod… but yes, still fun! I’ll keep plugging away at it…

Thanks Sparky, I’ll take a look!

Yep JDD79… these guys have brought a lot of depth back to the game. I am not complaining… I’m just going through some behavioral modification. :)
You should use the boarding mod and when you are boarding ships, choose the weapons option and not normal/engine options. This way when you capture the ship, it has all engines and jumpdrive still active and you can quickly escape. It is what I do.
BlackRain
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Post by BlackRain »

escondido wrote:I continue with the same lag problem in the game when meeting large-scale battles ... it's a shame, this mod has a lot to offer, worth if you can not play whatsoever.

translated with Google ;-)

MOds i have instaled-

STB2199_Replace_Ships
Miscellaneous Combat Tweaks
TAF
ButterRanges
Capital Ship Bridge
XR planets
XR nebulas
CWIR
ego-dlc-teladi-outpost
...........
my specs are
I5-3570 CPU at 3.4 GHz
8.00 GB memory
Windows 8.1 64 bits
nvidia geforce gtx 660 card
2 SSD raid zero
maby are mi specs maby not...hope it helps ))
It might be because you have an I5. I have an I7 CPU and don't have the problems you have.

Also, try removing all graphical enhancement mods, not sure that will help, but you can try. Your computer really isn't too much different from mine, except for the I5, I7 difference.

I have the following:

I7-3930K Overclocked to 4.7ghz
16gb ddr3 ram
Geforce gtx 670
windows 10
SSD x 1, Hd x 1

So, mine is better than what you have but not a massive difference. It is probably the CPU that is making all the difference. An I5 just isn't enough I guess.
escondido
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Post by escondido »

a closer look I noticed; at the time was in a system governed by the split "so they went into battle with the xenon firing massive weapons" blue tone "the pc has become very slow. I made an attempt where uninstalled virtually all mods leaving only the most basic, but the problem subsists.
but I believe it is the cpu..maby
BlackRain
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Post by BlackRain »

escondido wrote:a closer look I noticed; at the time was in a system governed by the split "so they went into battle with the xenon firing massive weapons" blue tone "the pc has become very slow. I made an attempt where uninstalled virtually all mods leaving only the most basic, but the problem subsists.
but I believe it is the cpu..maby
The split Rage turrets are quite laggy.
JDD79
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Post by JDD79 »

Intel Core i7-3930K @ 3.20GHz
Description: Socket: LGA2011, Clockspeed: 3.2 GHz, Turbo Speed: 3.8 GHz, No of Cores: 6 (2 logical cores per physical), Max TDP: 130 W

Average CPU Mark
12090

--------------

Intel Core i5-3570 @ 3.40GHz
Description: Socket: LGA1155, Clockspeed: 3.4 GHz, Turbo Speed: 3.8 GHz, No of Cores: 4, Max TDP: 77 W

Average CPU Mark
6985


X-R is a core whore, so the i7 is serving at it's best, not to mention it's light years better in terms of multi-threading.
Scoob
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Post by Scoob »

@ BR

I'll try dumping a tonne of cash into my SY to see if it buys more. It usually takes quite a while to spend the 90 million I usually give it, so not quite sure what happened there. No gonna worry about it.

I do generally simply dump my spare cash into the SY account, as it's my end-point for wares. I do have to go and take money from my other stations fairly regularly as there's a bug with Manger Cash ceilings NOT being observed when player assets buy player produce. Means I cannot rely on auto-transfer - unless station also sells to NPCs

Scoob.
solloxr
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Post by solloxr »

Marine Rebalance mod doesn't seem to work with this mod. Can anyone confirm or deny?

Edit: Went and disabled mod and found Marine Rebalance to work fine afterward. Not sure if it was discussed elsewhere in the thread.
Last edited by solloxr on Sun, 13. Sep 15, 22:33, edited 1 time in total.
Scoob
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Post by Scoob »

solloxr wrote:Marine Rebalance mod doesn't seem to work with this mod. Can anyone confirm or deny?

Edit: Went and disabled mod and found Marine Rebalance to work fine afterward. Not sure if it was discussed elsewhere in the thread.
Have been using Marine Rebalance since v0.3 of CWIR without issue, though I did notice that some ships don't have scan points, so the boarding pre-scan affectively aborts if you select it. Other than that, it's been fine.

Scoob.
solloxr
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Post by solloxr »

Strange I just tried capturing a ship and got none of the usual thing I was seeing before about attack strength and all that. It pretty much did the vanilla thing.

I'll give it another try.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Sparky Sparkycorp wrote:
BlackRain wrote:We are trying to fix the issue with law enforcement spawning from enemy factions. We have a few possible fixes but we need a save game where we can reliably test.

We need a save that is right before ROC rebuilds a station that got destroyed (this seems to be the only cases of this bug so far reported, when an ROC station in Devries is destroyed and then respawned)
I tried to help with this earlier but I didn't have enough resources to take out a RoC station that has mass traffic. I will try again this evening.
For test 2, I tried killing a plot-built, NPC water distillery in Fiendish Moloch. Things didn't go as expected as while in-zone, the main hull was stuck on 23% even after all extensions and the CV was destroyed. After I left the sector, the station appears to have been removed so not sure what happened then.

If you would like to test this out, the following vanilla save has the NPC station full constructed and the player owns several combat ships (plus a couple of Titurels).

http://forum.egosoft.com/viewtopic.php?t=381816

During my test I was running CWIR 0.9c plus the following:

Capital Ship Bridge
Combined Docks
Engineer Drone Fix
Galaxy Station Range
Miscellaneous IZ Combat Tweaks (v0.46.1 + Sup4 + Sup5)
Miscellaneous OOZ Combat Tweaks (v0.26.1 + Sup2 + Sup4)
Multi Assignment
Show Me Your Faction, Please!
Show Skills
Side Bar Extender
Slight More Useful PLot Station
Station Announcements
Station Engineers
Last edited by Sparky Sparkycorp on Mon, 14. Sep 15, 00:50, edited 2 times in total.
solloxr
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Post by solloxr »

Scoob wrote:
solloxr wrote:Marine Rebalance mod doesn't seem to work with this mod. Can anyone confirm or deny?

Edit: Went and disabled mod and found Marine Rebalance to work fine afterward. Not sure if it was discussed elsewhere in the thread.
Have been using Marine Rebalance since v0.3 of CWIR without issue, though I did notice that some ships don't have scan points, so the boarding pre-scan affectively aborts if you select it. Other than that, it's been fine.

Scoob.
Just tried it again. It is completely vanilla boarding process once they land. No turn by turn statistics or even escape attempts on failed missions. Went back and did it without CWIR and it performed as I expected.

Edit: Actually the item entrys are showing up in the logbook instead of displaying during the fight hmm.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

BlackRain wrote:We are trying to fix the issue with law enforcement spawning from enemy factions. We have a few possible fixes but we need a save game where we can reliably test.

We need a save that is right before ROC rebuilds a station that got destroyed (this seems to be the only cases of this bug so far reported, when an ROC station in Devries is destroyed and then respawned)
Test 3 (2 is above): In the following modded save, a RoC Wheat Plantation has just gone boom.

I don't know how long it takes for a potential rebuild to start but I guess you guys do. I hope it helps.

https://drive.google.com/file/d/0ByP1Gu ... sp=sharing

I tried to make the save when the hull was ~20% but it seems to have lost all of that very quickly. There are 2 other poorly-defended Wheat Plantations in the same zone in case you need to see logs generated while a station is destroyed.

Mod list is the same as written in my last post.
solloxr
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Post by solloxr »

Bug with CVs trying to trade with stations. Seeing as how they can't it locks up the dock and makes you have to destroy it.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

solloxr wrote:Bug with CVs trying to trade with stations. Seeing as how they can't it locks up the dock and makes you have to destroy it.
A few questions to try and help:
Who owns the CVs?
Are they CWIR's special CVs?
Are you using any other mods?
BlackRain
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Post by BlackRain »

solloxr wrote:Bug with CVs trying to trade with stations. Seeing as how they can't it locks up the dock and makes you have to destroy it.

This isn't a bug. CV's built at a shipyard, instead of move.die, will go and trade for their faction. They can trade just fine OOZ but they can't IZ. Just leave the zone and they should be able to trade. If they cant after you leave the zone for a while then let me know
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Post by BlackRain »

Sparky Sparkycorp wrote:
BlackRain wrote:We are trying to fix the issue with law enforcement spawning from enemy factions. We have a few possible fixes but we need a save game where we can reliably test.

We need a save that is right before ROC rebuilds a station that got destroyed (this seems to be the only cases of this bug so far reported, when an ROC station in Devries is destroyed and then respawned)
Test 3 (2 is above): In the following modded save, a RoC Wheat Plantation has just gone boom.

I don't know how long it takes for a potential rebuild to start but I guess you guys do. I hope it helps.

https://drive.google.com/file/d/0ByP1Gu ... sp=sharing

I tried to make the save when the hull was ~20% but it seems to have lost all of that very quickly. There are 2 other poorly-defended Wheat Plantations in the same zone in case you need to see logs generated while a station is destroyed.

Mod list is the same as written in my last post.

Did you ever notice strange security (police) ships spawning after destroyed and rebuilt? It might not happen with these particular stations.
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Post by Sparky Sparkycorp »

I ran out of time last night before rebuilding started.

Are there any conditions? I guess I should evacuate OOZ to avoid killing their CV. Is there a time period before it arrives?

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