You could probably do it, but the likelihood of seeing it is nil. Anyone who has tried so far to make a fully real economy has given up.Spacefuelcomplex wrote:I see, well.. we all want a dynamic world where factions build stations and ships on a fair economic trade and go to war to eachother and the player.Baconnaise wrote:They don't at the moment as per Blackrain's latest post but there are workarounds. You can via the tempzonestationbuilder or via the mod since it has autobuilder build stations and transfer ownership to that faction. I've for example threw up an h2o additives factory in devries and foodstuffs supply and gave it to them. You can build out the whole chain if you want (argnu/valley/spice etc). Complete with ships assigned of course. You can even do this in zones where you're the owner and should technically get the tax revenue from too.Spacefuelcomplex wrote:Also can you tell me if Cantera will build new economic stations (like a ship tech fab) in their owned zones? I have noticed only outposts spawning in some zones.
The best way of course is to watch Canterans burn and make everything owned by Reivers since pirate shipyards are the bestest ;p.
With the current mods we are getting there, but I believe there are some hardcoded scripts that cannot be changed or am I wrong there? Can you completely rewrite the game scripts with xml?
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Aye. I've been with the game since launch and have witnessed many modders take a stab at the economy and they always crash and burn. I appreciate the ones that are still around though as I come back to play the game from time to time. Game is sort of like a buggier version of Sins of a Solar Empire. I play both games for the mods.BlackRain wrote:You could probably do it, but the likelihood of seeing it is nil. Anyone who has tried so far to make a fully real economy has given up.Spacefuelcomplex wrote:I see, well.. we all want a dynamic world where factions build stations and ships on a fair economic trade and go to war to eachother and the player.
With the current mods we are getting there, but I believe there are some hardcoded scripts that cannot be changed or am I wrong there? Can you completely rewrite the game scripts with xml?
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Deleting that line didn't help, however think I may have found the source of the problem.BlackRain wrote:Not really sure why this is happening. Shouldn't be, unless thisGCU Grey Area wrote:Just noticed in my new HV game that every station appears as if it has already been scanned to 100% info.
<set_faction_known faction="faction.hereticvanguards" known="true"/>
makes that happen, so just go into Setup_Gamestarts_CWIR.xml in the mod folder, look for that line and delete it. Let me know if that fixes it.
Changing faction rep with HV (from 30 to 0) in the 2 lines below the 'known factions' block of text got rid of the problem. Maybe one of the perks of attaining max rep with a faction is full knowledge of all stations they own?
Prefer starting the game with neutral HV rep anyway. Kill on sight rep with government factions is fair enough (player is a known associate of HV), however as far as HV is concerned player is untested & hasn't done anything for them yet, so shouldn't have the benefits of max faction rep (favourable trade modifiers, etc) right from the start.
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This display rank is internally described as "own" and all factions only have this value to themselves iirc (or maybe even only the player-player rank) - quite interesting side-effect of thisGCU Grey Area wrote: Changing faction rep with HV (from 30 to 0) in the 2 lines below the 'known factions' block of text got rid of the problem. Maybe one of the perks of attaining max rep with a faction is full knowledge of all stations they own?

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

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I have a station that needs ore's. I have let it trade with other factions and noticed later that a RoC miner came and sold me some ores. Which xml script files makes it do that?
Does your mod also have influence on this trading aspect? As in, the more trades in economy, the stronger fleets for each faction.
Does your mod also have influence on this trading aspect? As in, the more trades in economy, the stronger fleets for each faction.
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I'm not sure if the vanilla game has NPC free miners or not but this mod turns NPC mining ships built at shipyards into free miners:Spacefuelcomplex wrote:I have a station that needs ore's. I have let it trade with other factions and noticed later that a RoC miner came and sold me some ores. Which xml script files makes it do that?
Does your mod also have influence on this trading aspect? As in, the more trades in economy, the stronger fleets for each faction.
BlackRain wrote:Ships built at shipyards now do proper jobs and will have the right drones on them (all combat ships will have fighter drones and construction drones from the shipyard, etc.) Traders will trade, miners will mine.
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As BR stated earlier - the jobs script contains "galaxy traders" - its most likely due to that (Located in CWIR/libraries/jobs.xml). Open up jobs and search for this: <!-- Republic of Cantera Trade Ships --> under that you will see all the "jobs" associated with different classes of ships for the RoC.Spacefuelcomplex wrote:I have a station that needs ore's. I have let it trade with other factions and noticed later that a RoC miner came and sold me some ores. Which xml script files makes it do that?
Does your mod also have influence on this trading aspect? As in, the more trades in economy, the stronger fleets for each faction.
If I remember correctly, in vanilla, the game simply spawns ships and has them move.die. BR completely rewrote the jobs.xml file so that each ship serves a purpose.
That's one of the great things about this Mod: BR adds TONS of comments so that even a noob like me can become incredibly proficient by seeing how he does it.



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Yes, it would make them much stronger. Selling a few ships might not make a huge difference but that many will certainly help them. It all depends. 1 or 2 ships at a time isn't much against a fleet. If several happened to fight together, it would be as if they were a fleet.Spacefuelcomplex wrote:Thanks for pointing that out. This is great.
Would it be possible to make an allied faction stronger by selling them like 50 armed/fitted taranisses? Will they use them to retake lost sectors?
I have sold some K's to RoC but they are stil being buttkicked by the Reivers in most sectors.
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BlackRain, what have you done? 
http://s27.postimg.org/vaqpdygrl/XRebir ... _06_63.jpg
Or maybe it's not related to your mod, but it's happening ooz.

http://s27.postimg.org/vaqpdygrl/XRebir ... _06_63.jpg
Or maybe it's not related to your mod, but it's happening ooz.
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Not sure what is going on there? I'll have to check the files when I have timeSpacefuelcomplex wrote:BlackRain, what have you done?
http://s27.postimg.org/vaqpdygrl/XRebir ... _06_63.jpg
Or maybe it's not related to your mod, but it's happening ooz.
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A lot of miner ships spawned after I sold some resources to the shipyard there. Not sure what happened with all those ships but it could eat up resources if this happens a lot. Is every miner ship a job process?BlackRain wrote:Not sure what is going on there? I'll have to check the files when I have timeSpacefuelcomplex wrote:BlackRain, what have you done?
http://s27.postimg.org/vaqpdygrl/XRebir ... _06_63.jpg
Or maybe it's not related to your mod, but it's happening ooz.
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They most likely didn't spawn. Miners don't spawn because you bring resources. They might get built at a small shipyard, but then they should eventually all die. That has nothing to do with the modSpacefuelcomplex wrote:A lot of miner ships spawned after I sold some resources to the shipyard there. Not sure what happened with all those ships but it could eat up resources if this happens a lot. Is every miner ship a job process?BlackRain wrote:Not sure what is going on there? I'll have to check the files when I have timeSpacefuelcomplex wrote:BlackRain, what have you done?
http://s27.postimg.org/vaqpdygrl/XRebir ... _06_63.jpg
Or maybe it's not related to your mod, but it's happening ooz.
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Since 3.61 and the latest update Reviers are named ??? Unknown faction. I've also had an issue of the game randomly coming to a dead halt (complete system lock up) with 3.61 not sure if it's caused by this mod but have done a reinstall with just this mod going and its happening.
I'm also having an issue where ships are not auto refueling even though in patch notes it says they fixed this issue. (Never had a prob with refueling before this "fix".)
Ideas anyone?
I'm also having an issue where ships are not auto refueling even though in patch notes it says they fixed this issue. (Never had a prob with refueling before this "fix".)
Ideas anyone?
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I've never seen that many medium miners and traders in one place before. In vanilla, would they have been running move.dot (or similar of there's a non-jump ship alternative) and with this mod, they are now trying to do free mining and trading instead?BlackRain wrote: They might get built at a small shipyard, but then they should eventually all die. That has nothing to do with the mod
If a recent issue, it may be related to a Steam issue. Please see the following thread for details and a possible work-around:solloxr wrote:Since 3.61 and the latest update Reviers are named ??? Unknown faction. I've also had an issue of the game randomly coming to a dead halt (complete system lock up) with 3.61 not sure if it's caused by this mod but have done a reinstall with just this mod going and its happening.
http://forum.egosoft.com/viewtopic.php? ... 44#4557244
I've not noticed any problems with auto-refuelling in vanilla 3.61. I noticed you mentioned this in the MICT thread too - what are all the mods you're using? Maybe one is out-of-date or conflicting with another.solloxr wrote: I'm also having an issue where ships are not auto refueling even though in patch notes it says they fixed this issue. (Never had a prob with refueling before this "fix".)
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solloxr wrote: I'm also having an issue where ships are not auto refueling even though in patch notes it says they fixed this issue. (Never had a prob with refueling before this "fix".)
Could be my navigation scripts - they may do many things better than the vanilla ones but this is a function they currently don't have (solved this in a different way - but only for ships managed by my manager)
But will fix soon - a place where I can put this function without interfering with the planned function of my navigation scripts just popped into my mind (don't want to put this function directly there - only a signal to the superior so he can decide what should be done)
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
