
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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Hi mates,Ajpav13 wrote:@solloxr
I have your answer! (I think)
According to CWIR's OutpostCV.xml, to build an Outpost the following Conditions Apply (the code being summed up by the quoted comment):
Obviously, BR & Rubini did not want the player to build an outpost in lets say: Gushing Spring or Darned Hot Air and thus 'steal' ownership from a friendly faction. That makes sense.<!-- conditions: unique owner of military l or xl in a zone, no enemy stations or stronghold present, zone ownership must be enemy, own or null -->
However, with the Hiigaran Crossroads mod, Hithlim Ice Fields starts with the ownership of the zone set to the "Argon Government", same with: Kadiir Nebula (Aquarius Corp), Manaan Culture (Beryll), & Soban Conquest (Aquarius Corp) - just to name a few.
In your picture example, Hithlim Ice Fields is currently owned by Ren Otani - because you own the station that is pictured there in green on the map; but the zone starts the game being owned by the Argon Government and the Argon Government is not the player's enemy (nor does the zone start un-owned i.e. "null"), thus, the zone itself does not meet the conditions to build an Outpost CV.
I know BR has stated that in future versions, we may be able to buy/sell zone ownership back-and-forth.
Edit: 9/17/2015 07:06 am GMT
So, the proper question that needs to be answered is: "Does a zone's initial ownership factor into CWIR's determination of building a Outpost CV?"
Ex: Canterra owns Gushing Spring, if the Reivers take it: they build an Outpost and transfers ownership to the Reivers (they being an enemy of Canterra, thus fulfilling the pre-reqs); but if the Player (presuming is not an enemy of Canterra) takes Gushing Spring from the Reivers, can he/she then build an Outpost CV within that zone?
In the CWIR code we have one more limitation to build Outposts. So, the statement above is better wrote as this:
In other word, if you already have a station on a zone the code will not allow you to build an OP there. The idea is that outposts are really only a way to quickly build a small stronghold to conquer a zone. If you already have stations on an area not really need the outpost because it is much less strong than any station. If you really want to add the outpost as "one more" defence on a zone, a better idea can be to build the outpost before build any other station.<!-- conditions: unique owner of military l or xl in a zone, no enemy stations or pretender OPCV owner stations, neither any stronghold present, zone ownership must be enemy, own or null -->
Is possible to change this behaviour if we have feedback about it, but take in mind that we tried to maintain the same rules for player and NPC. If we change this for player we will change also for NPC.
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I sincerely hope that these two mods come into line.
Conquest and War in Rebirth! and Gaian Star system..beautiful scenery ... OMG
https://www.youtube.com/watch?v=R04lN1SXJLY
Conquest and War in Rebirth! and Gaian Star system..beautiful scenery ... OMG
https://www.youtube.com/watch?v=R04lN1SXJLY
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Hey DaveDee!DaveDee wrote:Xenons have very limited amount of parts, but they're also using standart 'logistic' modules for some reason.
Here i was using only pure-xenon ones. Still need to add more turrets, its very painfull to place them right...
Next station will be xenon related too, i have an awesome idea about it.
A special xenon design outpost is on our todo list for next update. But I will very happy in use your work if you give us permission to use it. Can you send the code to us when you are done with it? Its very good!

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In case you didn't know, i had already small chat with BlackRain. Actually i'm making new stations for you =)Rubini wrote:Hey DaveDee!DaveDee wrote:Xenons have very limited amount of parts, but they're also using standart 'logistic' modules for some reason.
Here i was using only pure-xenon ones. Still need to add more turrets, its very painfull to place them right...
Next station will be xenon related too, i have an awesome idea about it.
A special xenon design outpost is on our todo list for next update. But I will very happy in use your work if you give us permission to use it. Can you send the code to us when you are done with it? Its very good!
Maybe i will release them as a separate mod, but they are designed for CWIR.
I think BR is too busy atm, right?
Last edited by DaveDee on Sat, 19. Sep 15, 22:30, edited 1 time in total.
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cause overwatch is very powerfull and may be used as a citadel for more important zones.Marvin Martian wrote:why do not simply use the PMC Overwatch as outpost?
if you want, i can give you the changes to add a Radar, Admindock and URV-Launchers
I have already done buildable version with buildtree, fair price, drone bays and docks. Without radar, but dont think it need it.
BlackRain has my version already.
Also i'm planing to make Xenon citadel, have some weird ideas...
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The script can be very slow. Sometimes it even takes my architects up to 15 minutes to buy those last few e-cells. Still faster than manually getting them wares when you're building several stations at once.kaalund wrote:can anybody tell me why the auto build trade thingi work on some stations and dont on others? even if i have 100 mil on the account

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Shouldn't matter, the script doesn't check for the architect's trade settings as far as I'm aware.kaalund wrote:can it be that i shoudt only set it to. i take care of it . so there is no trade offers comming in ?
I always tell them to let me take care of it, but that causes my station traders to deliver wares to them haha. But the architect doesn't seem to care if she gets wares from my trade ships, because the script ALWAYS buys the full amount of resources even if the architect was given enough by one of my traders.
For example: architect needs 150 energy cells. A trade ship gives her 75. But the script buys 150 later anyway, so the architect now has 225 energy cells when she only needed 150. This is not a problem though since the extra energy cells will be used for building the next module. Either this is an oversight or it's intentional to make 110% sure the script always buys the needed amount of resources so building never stops. What I'm saying is that the script seems pretty foolproof, making sure nothing can go wrong.
Just make sure the architect always has the recommended budget, and then add at least another 5 million. So 2.5 million + 5 million = 7.5 million if the recommended budget is 2.5 million. I always add more though to make sure the script never stops.
What game version are you on? And are you playing on Windows?
EDIT: Ok, skimmed through the script file. According to the comments, the skills of the architect will determine how long it takes for her to trade.
Think the script takes all 3 major skills (engineering, management, navigation) of the architect and then calculates an average skill value, which determines how fast and efficient the script trades. If your architect only has 1 or 0 stars in her major skills, the script will be very slow compared to if your architect had 5 stars in everything. Someone correct me if I'm wrong.
The file in question: cwir/md/buildmodule_catcher.xml
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Hi mates,Mackan wrote:Shouldn't matter, the script doesn't check for the architect's trade settings as far as I'm aware.kaalund wrote:can it be that i shoudt only set it to. i take care of it . so there is no trade offers comming in ?
I always tell them to let me take care of it, but that causes my station traders to deliver wares to them haha. But the architect doesn't seem to care if she gets wares from my trade ships, because the script ALWAYS buys the full amount of resources even if the architect was given enough by one of my traders.
For example: architect needs 150 energy cells. A trade ship gives her 75. But the script buys 150 later anyway, so the architect now has 225 energy cells when she only needed 150. This is not a problem though since the extra energy cells will be used for building the next module. Either this is an oversight or it's intentional to make 110% sure the script always buys the needed amount of resources so building never stops. What I'm saying is that the script seems pretty foolproof, making sure nothing can go wrong.
Just make sure the architect always has the recommended budget, and then add at least another 5 million. So 2.5 million + 5 million = 7.5 million if the recommended budget is 2.5 million. I always add more though to make sure the script never stops.
What game version are you on? And are you playing on Windows?
EDIT: Ok, skimmed through the script file. According to the comments, the skills of the architect will determine how long it takes for her to trade.
Think the script takes all 3 major skills (engineering, management, navigation) of the architect and then calculates an average skill value, which determines how fast and efficient the script trades. If your architect only has 1 or 0 stars in her major skills, the script will be very slow compared to if your architect had 5 stars in everything. Someone correct me if I'm wrong.
The file in question: cwir/md/buildmodule_catcher.xml
Yes, the Automated CV (or auto builder) have inside a trade simulator routine that makes the CV architect buy the wares slowly and in parts. Its attached to architec skills, so lesser the skills, major the time to buy all necessary wares. This trade simulator is also integrated with vanilla trade. This means that both works all the time, trade simulator and vanilaa trade. So you can see sometimes that even with the auto builder working, the architect can buy wares using vanilla way if yet needed and disposable. In the end sometimes you end with a bit more wares than the exact necessary number, but jthis is not that much and only eventually.
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Started a new game as my current had FPS rates under 30. I eventually got the OPCV script to work but it seems to only be in select zones.
Anyways my question today is: Are only certain stations destructible or are all of them?
I find myself destroying every single module on a station until its a giant heap of scrap but it still has some hull left that I can't reach. Sometimes they will actually blow up but the majority of the time they don't. Ideas?
Also is this mod responsible for NPC traders being galaxy wide?
Anyways my question today is: Are only certain stations destructible or are all of them?
I find myself destroying every single module on a station until its a giant heap of scrap but it still has some hull left that I can't reach. Sometimes they will actually blow up but the majority of the time they don't. Ideas?
Also is this mod responsible for NPC traders being galaxy wide?
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The OPCV script works in every zone, it should not matter. Not sure what the issue is in your game.solloxr wrote:Started a new game as my current had FPS rates under 30. I eventually got the OPCV script to work but it seems to only be in select zones.
Anyways my question today is: Are only certain stations destructible or are all of them?
I find myself destroying every single module on a station until its a giant heap of scrap but it still has some hull left that I can't reach. Sometimes they will actually blow up but the majority of the time they don't. Ideas?
Also is this mod responsible for NPC traders being galaxy wide?
All stations should be destructible, let me know if any aren't or if some are too difficult. All sub modules must be destroyed in order for the station to be destroyed. It isn't about the HP of the station, but the destruction of all sub modules. I have noticed, though, that sometimes sub modules don't show up on the map but are there.
This mod adds NPC traders that trade galaxy wide.
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OK I have trouble killing Construction Shops in particular the one located in Forge welded mail and frozen circuit. Also the ship tech fab in forge welded mail energy arrays in aupcious excavation.BlackRain wrote:The OPCV script works in every zone, it should not matter. Not sure what the issue is in your game.solloxr wrote:Started a new game as my current had FPS rates under 30. I eventually got the OPCV script to work but it seems to only be in select zones.
Anyways my question today is: Are only certain stations destructible or are all of them?
I find myself destroying every single module on a station until its a giant heap of scrap but it still has some hull left that I can't reach. Sometimes they will actually blow up but the majority of the time they don't. Ideas?
Also is this mod responsible for NPC traders being galaxy wide?
All stations should be destructible, let me know if any aren't or if some are too difficult. All sub modules must be destroyed in order for the station to be destroyed. It isn't about the HP of the station, but the destruction of all sub modules. I have noticed, though, that sometimes sub modules don't show up on the map but are there.
This mod adds NPC traders that trade galaxy wide.