There shouldn't be any difficulty in destroying those stations. You need to destroy all the sub modules.solloxr wrote: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.
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 70
- Joined: Fri, 30. Aug 13, 22:13
-
- Posts: 30
- Joined: Wed, 16. Jun 10, 08:45
when i was destoryin some of the reiver stations.. even when u destory all hardpoints there is still hull of the "rest(not scannable hard points)" of the building thats needs to be destoryed when thats done the building goes boom boom. if u have some cap ships set to patrole that system they will find the rest of the hull and destory it when they get the right angel on it
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
Talk to your ship dealer and "buy" them, but you aren't really buying them. They will come out of the station. You can then talk to the ship dealer and "sell" them for a 50% profit.Arkangel1981 wrote:I HAVE A SMALL CRAFT SHIPYARD (CIV SHIP DOCKYARD ), AND NOW HAS SHIPS IN STOCK, HOW TO SELL THE SHIPS?
-
- Posts: 30
- Joined: Sat, 5. Sep 15, 01:28
anyone having an issue with literally 1000s of interceptor or other drones just sitting in space in zones?
Had to go cheat mode with a super wep to clear all the filth everywhere to get the frames back in order.
http://imgur.com/HulV0fm
http://imgur.com/H8Od4hY
http://imgur.com/p6FTHEj
Had to go cheat mode with a super wep to clear all the filth everywhere to get the frames back in order.
http://imgur.com/HulV0fm
http://imgur.com/H8Od4hY
http://imgur.com/p6FTHEj
Last edited by solloxr on Thu, 24. Sep 15, 08:17, edited 1 time in total.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Cross-shaped arrays of abandoned drones are classically a sign of using an old, bugged mod called CADAIO, which forced drone use OOZ but didn't manage to get them to redock.solloxr wrote:anyone having an issue with literally 1000s of interceptor or other drones just sitting in space in zones?
Had to go cheat mode with a super wep to clear all the filth everywhere to get the frames back in order.
http://imgur.com/HulV0fm
http://imgur.com/H8Od4hY
http://steamcommunity.com/profiles/7656 ... appid=2870
Is that a mod you use or have used in the past?
-
- Posts: 30
- Joined: Sat, 5. Sep 15, 01:28
Yes I have captain ai overhaul. Only cause it breaks my sa ve to take it off. So startinga new game without it will fix this issue?Sparky Sparkycorp wrote:Cross-shaped arrays of abandoned drones are classically a sign of using an old, bugged mod called CADAIO, which forced drone use OOZ but didn't manage to get them to redock.solloxr wrote:anyone having an issue with literally 1000s of interceptor or other drones just sitting in space in zones?
Had to go cheat mode with a super wep to clear all the filth everywhere to get the frames back in order.
http://imgur.com/HulV0fm
http://imgur.com/H8Od4hY
http://steamcommunity.com/profiles/7656 ... appid=2870
Is that a mod you use or have used in the past?
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Just to ensure there's no ambiguity, the mod I linked above was later replaced by a different author who made a similar mod without drone issues. That was called Captain AI Overhaul (no Defense Officer in title)*. If you're using the mod with DO in title linked, yep, a new game will save the issue 
*Edit: Although that newer mod is also seems to be out of date and bugged now. The MICT and MOCT mods by w.evans are worth onsidering instead if looking to use a combat AI mod. Incidentally, I think this war mod incorporates a small part of CAIO so worth checking first post in case what you want is covered already.

*Edit: Although that newer mod is also seems to be out of date and bugged now. The MICT and MOCT mods by w.evans are worth onsidering instead if looking to use a combat AI mod. Incidentally, I think this war mod incorporates a small part of CAIO so worth checking first post in case what you want is covered already.
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
We will be releasing 0.9d soon. This will fix the following:
1) Galaxy Range will now work with miners assigned to stations
2) There shouldn't be any more issues with enemy security forces spawning from stations (I hope)
3) Russian translation and language support (thanks to Davedee)
4) some other minor fixes and such.
I need to know if there are any more bugs or issues so that I can look into them in the next couple of days since I have time, otherwise it will have to wait for a while.
Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.
1) Galaxy Range will now work with miners assigned to stations
2) There shouldn't be any more issues with enemy security forces spawning from stations (I hope)
3) Russian translation and language support (thanks to Davedee)
4) some other minor fixes and such.
I need to know if there are any more bugs or issues so that I can look into them in the next couple of days since I have time, otherwise it will have to wait for a while.
Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.
-
- Posts: 11181
- Joined: Thu, 27. Feb 03, 22:28
The biggest issues for me currently are the HUGE traffic jams at Jump Gates. I've just taken Auspicious Excavation in Albion, while I sit in the Zone trade ships totally jam the gate. I often see, after 30 minutes sat in the zone, 5-6 or even more ships stuck, clipping through each other and the gate.
If I leave the Zone (flying through the gate) they begin to come through, but then over-lap each other prior to jumping away.
This has two effects:
1) The gate is effectively 100% blocked from this direction while the player stays in Zone once the jam occurs. It only gets worse with time, the AI seems incapable of righting things its self.
2) Chaos caused if just one of those interlocked ships is an enemy, an attack will invariably hit more than one other ship.
I understand Unitrader has been working on something that'd help with these log-jams, basically fixing the broken vanilla gate traversal logic. If, once ready, this could be integrated into CWIR it may solve the issue once and for all.
Note: game has been doing this for ages, but the extra traffic from trade ships and invasion fleets, along with me camping out in the Zone currently, makes it far far more problematic.
So, not a bug with CWIR as such, but certainly something CWIR highlights as an issue that needs improving.
Scoob.
If I leave the Zone (flying through the gate) they begin to come through, but then over-lap each other prior to jumping away.
This has two effects:
1) The gate is effectively 100% blocked from this direction while the player stays in Zone once the jam occurs. It only gets worse with time, the AI seems incapable of righting things its self.
2) Chaos caused if just one of those interlocked ships is an enemy, an attack will invariably hit more than one other ship.
I understand Unitrader has been working on something that'd help with these log-jams, basically fixing the broken vanilla gate traversal logic. If, once ready, this could be integrated into CWIR it may solve the issue once and for all.
Note: game has been doing this for ages, but the extra traffic from trade ships and invasion fleets, along with me camping out in the Zone currently, makes it far far more problematic.
So, not a bug with CWIR as such, but certainly something CWIR highlights as an issue that needs improving.
Scoob.
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
Its been ready for some weeks now, its just a small part of another Project which is far bigger. But i also have a Standalone Version (click "View Raw") which replaces the Vanilla Movement Script Logic instead of being only used by my Script (Vanilla Logic is also done at the end of movement in case someting went wrong in my Scripts or the Standalone Version is removed, in which case everyone will complain in the Log and continue with Vanilla Logic)Scoob wrote:I understand Unitrader has been working on something that'd help with these log-jams, basically fixing the broken vanilla gate traversal logic. If, once ready, this could be integrated into CWIR it may solve the issue once and for all.
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
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

-
- Posts: 30
- Joined: Sat, 5. Sep 15, 01:28
BlackRain wrote:We will be releasing 0.9d soon. This will fix the following:
1) Galaxy Range will now work with miners assigned to stations
2) There shouldn't be any more issues with enemy security forces spawning from stations (I hope)
3) Russian translation and language support (thanks to Davedee)
4) some other minor fixes and such.
I need to know if there are any more bugs or issues so that I can look into them in the next couple of days since I have time, otherwise it will have to wait for a while.
Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.
YES YES to less ships mainly fighters. Some systems have so many caps and fighters that FPS grinds down to under 5. Mainly in Maelstrom.
I think the less ships that spawn quicker would be a good approach as you mentioned.
-
- Posts: 11181
- Joined: Thu, 27. Feb 03, 22:28
Cool, not really had much chance to play of late, so a little out of touch. Will download the stand-alone version and hopefully I'll have chance to play soon.UniTrader wrote:Its been ready for some weeks now, its just a small part of another Project which is far bigger. But i also have a Standalone Version (click "View Raw") which replaces the Vanilla Movement Script Logic instead of being only used by my Script (Vanilla Logic is also done at the end of movement in case someting went wrong in my Scripts or the Standalone Version is removed, in which case everyone will complain in the Log and continue with Vanilla Logic)
Edit: Lol, I've obviously been really distracted of late, as I'd already downloaded said file dated 30th August, but never actually applied it to my game.

Scoob.
-
- Posts: 106
- Joined: Mon, 17. Aug 15, 18:17
The mod is running moderate on average systems, so it's not the amount of ships mainly.solloxr wrote:BlackRain wrote:We will be releasing 0.9d soon. This will fix the following:
1) Galaxy Range will now work with miners assigned to stations
2) There shouldn't be any more issues with enemy security forces spawning from stations (I hope)
3) Russian translation and language support (thanks to Davedee)
4) some other minor fixes and such.
I need to know if there are any more bugs or issues so that I can look into them in the next couple of days since I have time, otherwise it will have to wait for a while.
Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.
YES YES to less ships mainly fighters. Some systems have so many caps and fighters that FPS grinds down to under 5. Mainly in Maelstrom.
I think the less ships that spawn quicker would be a good approach as you mentioned.
I'd reduce the amount of cap ships to one per fleet, escorted by 1-3 cruiser and raise the amount of guards like fighters among cruisers a lot. Fighters should spawn in reinforcement waves until the cap ship/cruisers are destroyed, at this point it's last man standing. The strenght of a fleet is defined by the amount of fighters per cruiser, since they will spawn until the cap/cruiser is gone. This way battles are much harder to rate, at the same time it's not a space overfilled with tons of cap ships.
So a reinforcement script for active fleet battles is better, than just to put all ships at once.
For smaller conflicts apart fleet battles many variations for patrols and ambush commandos with high spawn rates should make the galaxy more lively. Patrols, rat packs, ambushes should be more annoying to fight as they can spawn randomly and get reinforcement waves too (small numbers with very fast spawn rates), to keep a small battle alive.
I know it's hard to manage but just to put a big fleet into a zone is far away from surprising the player. If you get the galaxy to become a surprising place with unseen events and danger it will be more of a demand for the player.
All in all my suggestion is to add attack waves to battles to reduce the meeting of too much ships at once but to keep a battle alive long enough.
Greetings
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
still please re-dwnload - fixed some issues i came across in the meantimeScoob wrote:Edit: Lol, I've obviously been really distracted of late, as I'd already downloaded said file dated 30th August, but never actually applied it to my game.
Scoob.

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
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

-
- Posts: 9
- Joined: Thu, 28. Nov 13, 23:51
-
- Posts: 82
- Joined: Wed, 26. Dec 07, 08:05
I've been trying out this mod for about a week or so. Starting with version 0.9C of the mod on a post plot/campaign game. Thanks very much for the time spent working on this. I feel like it's a fairly good game-play extension as now there's actually something out there worth fighting. First thing I'd like to ask is could you please at some point edit the first post to state specifically if this mod can or cannot be safely installed on a fully finished campaign game? I think I read somewhere in this thread that it is fine but not 100% on it. Cheers.BlackRain wrote:I need to know if there are any more bugs or issues so that I can look into them in the next couple of days since I have time, otherwise it will have to wait for a while.
I definitely like the extra fleets the game adds to the game and the possibilities in certain areas of the game for multi faction battles. My main issue at present is the very slow OOZ damage done to stations. I've had an abandoned albion H20 factory under attack from a few PMC ships (a taranis with a couple small suls plus the odd single frigate/cruiser) for several hours now and while it has been taking very slow and steady damage it's only down to 94% hull. I've also seen basically all the reivers in Devries are at Barren Heart/Heartache Mist attacking a Roc Habitation. They've been attacking it for probably the same amount of time aswell. When I entered IZ they did about 10% Hull damage to the thing within a couple of minutes. I do use W.Evans Combat Tweaks from the steam workshop which I highly suspect may be a factor as part of the tweaks it does reduces the OOZ damage output by a large factor apparently. If that is the cause please disregard of course

Here's a few other minor things I noticed. I recently sold a fighter and one of the newer Reiver frigates to a small ship dealer at the (plot built?) ROC BTO station in Extinct Torch. Maybe because it's a plot built station or because it was to a small ship dealer rather than an XL/L dealer, the sold ships have been given no command and are just stationary rather than doing any patrols. Also at one point I sold one of the new Reiver frigates based on the (I think) sahanar hull (the one with the Plasma Jets on the bottom front of its hull) and it was given the command to mine. I checked and I seem to recall it not having any mining drones and it is more suited as a combat ship I think so it probably should of been given the Patrol command. Another thing I noticed which is technically not a bug is that it's possible to take off the good crew of a ship you're selling and then sell it and the ship won't get a replacement crew. I have a ship patrolling somewhere that doesn't have a defense officer on it =P.
I don't think I can give very good feedback regarding balance so far because of the slow OOZ combat damage done to stations in my game and (probably) because it's a post-plot game. So far other than fighters I've not seen any PMC ships in Devries after a few hours of running the mod. I was hoping for a bit more presence from them. I'm actually finding it reasonably peaceful over in Devries so far and would love it if a few fleets from PMC would come over to playBlackRain wrote:Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.

Regarding performance I'm using an I5 750 at only 3GHZ or so on all 4 cores and the primary times I get lowered FPS from this mod is when in sector during a battle (of course). So basically after installing this mod I have not observed a significant impact on FPS when outside of combat which is nice. I don't doubt a slowdown is actually there due to the very substantial amount of extra ships it adds but I haven't felt it in any case.
-
- Posts: 27
- Joined: Sun, 12. Oct 14, 01:57
-
- Posts: 285
- Joined: Sat, 18. Oct 14, 13:10
-
- Posts: 11181
- Joined: Thu, 27. Feb 03, 22:28
The the has to be shown as owned by the player in the Sector map in order to get Tax payment. As DaveDee says, previously Empty Zones occupied by the player never show player ownership, even after renaming.
However, I captured a Zone from PMC containing several neutral stations and I now get a LOT of tax income from these
Scoob.
However, I captured a Zone from PMC containing several neutral stations and I now get a LOT of tax income from these

Scoob.