[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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solloxr
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Post by solloxr »

UniTrader wrote:
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)
Ya I just tested with the mod off and refuel works properly.

My universe had no traffic flying about and I could never figure out why until I started seeing the NPC freighters with no fuel cells and not attempting to ever refuel, same for my own.
kaalund
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Post by kaalund »

do anybody else have the problem when i attack whit my 10 Xenon L on sations (in this case PMC stations) the framerate drops to amlost unplayable but when they stop to shoot it gets better again.. if i try to save in the battel and quit the game and load it again it will go smooth in like 3-4 min then the frame goes down again as long they are fyring...
BlackRain
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Post by BlackRain »

kaalund wrote:do anybody else have the problem when i attack whit my 10 Xenon L on sations (in this case PMC stations) the framerate drops to amlost unplayable but when they stop to shoot it gets better again.. if i try to save in the battel and quit the game and load it again it will go smooth in like 3-4 min then the frame goes down again as long they are fyring...
10 Xenon L's pack a lot of firepower (turrets and bullets) so this could very well slow down your pc (plus station is firing too)
Ajpav13
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Post by Ajpav13 »

Yeah, has to be your pc; I have an over 100-ship fleet and have slightly slowed frame-rates; but not large stalls - I also have a fairly powerful pc. As with any game, the more action that happens on screen, the more your frame-rate will be taxed; its usually attributed to your pc settings.

That said; there are ways around it - but that would be more of a core-game design issue, not necessarily any mod that alters the game.
BlackRain
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Post by BlackRain »

I still need feedback on station destruction, factions and the various wars and such. I haven't been getting any feedback and I really need it in order to progress further (until I can implement the Xenon the way I want). I haven't been able to talk with Rubini in a while since we have both been quite busy. In the meantime, I can tweak things every now and then for performance/balance. Need feedback for this, though.
escondido
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Post by escondido »

i have the same problem with the guns from split wen they figth..may lower the amount of shots of their weapons and increase the damage-
i know that my pc specs " the cpu " is not I7 but it runs well on the standart game --
thanks
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Baconnaise
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Post by Baconnaise »

No problems on two rigs i5 2500k 7950 and i5 4690k 290x. Both are 16GB ram ssd boot games installed on mechanical. What does cause some stutter in my case is Gemstone Manufacturer when PMC invades in the beginning on free play starts. I think part of the problem is all the missiles flying around from balors etc. It's a jump beacon zone so it's naturally busy on top of that.

I've had fleets of Split Chasers all available the Split had actually and they've ran fine in my case in battles.
Aminar
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Post by Aminar »

Hello. Im new to this game but i played a lot x3.
After almost 3 days of playing with this mode i got something to say about it.

I was playing few days with war world x before starting new game with this mod and which i love more now.

So it was free play on hard difficultly and my mission was destroy PMC and help HOA сonquer all Albion.
My first step was building OL shipyard in Gemstone Manufacture. 1) There always was many hoa ships. 2) I want some fulmekrons. They look awesome.
And i had some mixed feelings about shipyard.
1) Its cheap. How much u need? 15kk for XL? Its really cheap compare to other stations.
2) All i needed its just resources for my first fulmekron. So i manually bought them for 45kk. Its was easy cuz most of time i needed only 2-5kk. But after that i got really big problem. At least 60kk to start building it. Ok button was inactive. Why? I got everything u need stupid shipyard. So i spend a lot of time for doing missions. After that i got another problem. 90kk for building full ship. With turrets and some drones ( which i dont use. Except construction). So its nice that u dont need spent money for build ship and u still need then to start. My problem was solved with building just ship and then modify it with all turrets and drones.
3) Why u can sell ship to ur shipyard and got more money? Its so op. I could sell my first fulmikron for..idk. 110kk? And then buy more resources and build 2.
And after that i have no reasons to sell ships to npc shipyard for less money. Even if i help them. I dont think 1 ship can do much.

After i got 2 fulmekrons and started war with PMC. And first target was station in The Big Empty.
Sometimes i saw that some Arawns was flying there and nothing happened. I guess they all died there. Station was there with ~90% heath. Sometimes more.

And i wish we got some kind of notification about incoming invasion from friendly faction. So u have time to prepare or at least join and help them.

Its was lucky day cuz 2 Arawns went to big empty. So i joined them with my 2 fulmekrons. Me and my "army" arrived just after arawns. But its was too late.
First arawn already somehow died and second one was on ~50% health.
After i enter zone he started to regenerate shields and hull. Station still was on ~90%
And after 30 min we destroyed station. All the time arawn was full and it was easy victory. And i guess station disappeared at ~18%.

After that another arawn came and they still there.

Problem is that PMC trying fight but they sending fleet first in Gemstone where all fighters dying and big ships losing shield. And after that they fly to big empty where 2 arawns waiting for them. And 1 Taranis with few escort cant do nothing. 0. Zero. And every time same thing. They jump. They lose small fighters/ships and die in Big empty.

Sometimes i saw some small forces in Concealed Hideout and Exhaustless mines. But all they did its just some damage to all stations. And stations still almost full hp.

In this point i cant understand how HOA can survive if they got only few stations. And why PMC got only Taranis.
And in Far Out half of stations AES. Who just chill there and only what they do its trade with PMC and not helping in war.
Most annoying thing about them. that they scream about stop killing PMC in there zones. And then sent 1 fighter to stop Skunk.

So from where Hoa gets all arawns?
And why PMC which has some much more zones under control got only 1 invading Taranis?

Id like to ask about Phoenix. Its most easy target to capture. Few turrets cant do nothing and u can sell it for 45kk+
Right now its more profitable that building stations or do missions.

Lets move to Cantera. They just chill in DeVries. They build one outpost in Twilight Sentinel and idk what they doing there. Few times i was in Persistent Darkening and they just killing there Way station. Its was already 3 time when they destroyed it but after some time its appears there again. And last time they destroyed it with 88% of heath.
Sometimes they fight with PMC but its 10 seconds long fight. PMC cant do nothing. They just move through gates and die.

Xenons. Its really disappointing right now what they do. Coz they do nothing. Some random K and sometimes I moving around galaxy. Looking for some fun. Or space weed. Idk.
In my game they got 1 outpost in DeVries and never say any ships there. How they get there?! I guess after that they trying to fly there but they need jump it every OL sector and fly to gates. But its hard mission when there is so much fulmekrons with olmekrons. With every jump K lose something. Shields/weapons.
Right now Xenon more small useless race. They cant invade. Cant fight. Or do something. They need more ships. Some modifications of K. I is just best ship ever. And look awesome.

OL its big save zone. Right now i got few stations there and its doing pretty well.

Before writing that story i was in Alpha Quadrant watching fight between 6 fulmekrons with over 9000 olmekrons vs HV? am i right?
It was biggest and most bloody massacre i ever seen. It was sooo amazing. 30+ ships fighting. Everywhere was blues and red dots. Explosions and one stations which refuse to die. Its had 94% hp and after battle still has 64%.
HV did 0 dmg before i arrived in that zone. They got 6 ships with escort. So problem is, that no one cant kill station if player not in that zone. From my understanding. idk if i sent my fleet to help could it destroy station if im not there.

After that arrived few K with 1 turret. I guess they lost everything while trying to fly somewhere.

idk how long u need to play for more zones captured or war moved from that dead point. But i hope it can be more faster. Its not fun when u need weeks for that. I mean after day or less or more u got already stations and fleet and can kill everyone with that. Slowly but u can do it. More dynamic universe. I hope someday we ll see it. With this mod.
Where HOA cant survive without players help. Split faction is sacrificing their lives to stop Xenon invasion. Its more logical right now from galaxy view.

And biggest disappointment In my game was when i killed station in Dwarfish Tinderbox and after sometime its appeared again. Then i killed 2 stations in that zone. And i guess after i left that zone they appeared again. idk. I flew there maybe hour later and same 2 stations was there again. Right now no reason to destroy them. Idk if i can capture that zone or what happens if i do that.

And stations gone at ~18%.

And about autobuilder. Its nice. Its help a lot. I have just one question about it. I guess its just buying resources from nowhere? so u can abuse it for Fusion Reactors. I was thinking about maybe he just taking everything from ships/stations who got them. Like time saver. But if its creating resources from space.
And its so annoying when its start to updating money. Why he doing this? I dont care about that. Just take my money and build stations.
I was upgrading my 3 stations and it was 10 min spam about someone bought something and i lost money and i gain money.

Few words about economy. Its weird. When u start game u can buy everything u need. But after some time they stop producing Fusion Reactors/ Podkletnov Generators and etc
Right now i have problems with constructions drones. Only Teladi selling them.
I hope in next versions of this mod, npc can build stations. I think its big step for making more live universe. And if they need resources for building, player can help them with that.
Im happy to help my ally faction to build stations and be more big and powerful.

But overall its fun to play this mod.

btw i was using few mods like Mission Computer/MICT/MOCT and few more. And i hope maybe someday its could be included here.
Recommended mods or something like that. So u can find everything in one place. Like it was in X3 rebalance mod.

Sorry for this big wall of text. And my bad english.
BlackRain
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Post by BlackRain »

Aminar wrote:Hello. Im new to this game but i played a lot x3.
After almost 3 days of playing with this mode i got something to say about it.

I was playing few days with war world x before starting new game with this mod and which i love more now.

.........
Oh boy, okay, I will try to respond to this.
1)First, the price of building a shipyard is cheaper than other stations, but maintaining a shipyard is exorbitantly expensive.

2) Not sure what you are complaining about here.

3) Selling to your own shipyard is not OP. You are getting the same price that the NPC shipyards would make on their ships for the most part. Also, if you don't like it, then don't sell to your own shipyard, problem solved. Also, it is very beneficial to sell ships to factions you support because they will use those ships for whatever their role is. Military ships to defend and attack, etc.

4)As for the HOA and PMC war. PMC do not just have one Taranis. They have many Taranis ships throughout their territories. They will invade with a certain amount of ships and they are also trying to take Devries. What happens depends on circumstances and there is no one way that things go. In your game, maybe PMC is just not getting their way, but in other games HOA may be getting killed. It all depends and can't not be determined. That is the whole point of the mod, stuff is going down and it varies from game to game. Nothing is guaranteed. Also, PMC have to jump into gemstone manufactory, yes, which is heavily defended. This is called strategy and unfortunately, PMC have no choice but to jump into the sector to invade it. This gives HOA a chance to fight off PMC if they can, which is intended.

The Arawn is an HOA vessel and the Taranis is a PMC vessel, this was determined by vanilla (egosoft). Did you play the plot? HOA already had a fleet, also, they ally up with the Canterans. They have their own shipyard and they are technically getting support from the corporations/gov in Omicron Lyrae too (Jonferson CEO mentions wanting to help them in the plot, etc.) Overall, they have much less ships then PMC but PMC needs to defend large amounts of territory and also direct a war on two fronts which makes it difficult for them.

5)The Phoenix has nothing to do with this mod. I have not altered the Teladi DLC in any way, including ships, stations, etc.

6) What do you mean ROC just chills in Devries? This makes no sense. They are NOT SUPPOSED to invade Albion. This is intended. They only try to take over all of Devries. You don't know what they are doing in Twilight Sentinel? This is a silly statement. They are obviously defending the gate so that PMC can't come through, and they seem to be doing a good job of it in your game since you said PMC have not been able to invade. In my previous game, PMC had successfully invaded and ROC was having a hard time holding them back. Again, this is not something predetermined. Also, if you are expecting quick results then that is a mistake. It is meant to be a long process simulating a much more realistic fight in some cases.

7) As already mentioned before, Xenon are a WIP, they are not done. Version 1.0 will touch the Xenon, but do not expect massive fleets of Xenon rampaging through the galaxy. This would ruin the game.

8) OL is meant to be a safer place, so this is intended. Not sure what you saw in Alpha Quadrant, there is no way that there were 9000 Olmekrons. Please give accurate feedback so I can address issues.

9) It is not necessary for the player to be in a zone for a station to be destroyed. Stations can be destroyed just fine if you are not in the zone. There are a lot of variables which might be in play here. Are you using MICT and the OOZ changes? Any other mods affecting OOZ in any way? Etc.

10) There is a huge balancing act when creating a mod like this. First, it can't be catered to every single individual player. You may want things to go faster, but others want things to go slower. Also, there are technical limitations. This mod already adds thousands of ships over vanilla. All factions need to be balanced for each other, if one factions gets more ships, another faction needs more ships to balance otherwise they would get destroyed. Having a faction get wiped out before the player is even able to really help is not a good policy. HOA need to be able to put up a good fight with PMC without actually winning (unless player gets involved), etc.

If you want PMC to crush HOA, then help them do so, or help HOA take over PMC.

11) Stations are respawned if a faction retains ownership of the zone, or takes back ownership of a zone. This has always been the case. A zone must be captured by another faction to stop stations being respawned. Factions which are not enemies could still have stations respawned, though, in case of corporations. Station destruction is a complicated task, I do not think you understand the difficulties in it and the work arounds that had to be done. Some stations can't be destroyed unless we use work arounds. Stations gone at 18% is one of those work arounds, actually it might need to be higher because for some stations it is impossible to get them below 25% maybe. Also, it makes sense either way, just because a station has 18% hull left doesn't mean it is structurally sound and able to keep from self destruction or falling apart. If you destroy 50% of a building, it will probably still fall down.

12) Autobuilder is meant to be a help for when resources can't be found. Resources are spawned into the CV at intervals to simulate trading. You are not "abusing" it for fusion reactors. You are paying full cost for the goods that you get. This doesn't stop trading from happening, the CV will still order goods if it can. If you do not like this, don't use the feature. The messages can be tweaked somewhat so that it is less.

13) As for the economy, you have the same problem in vanilla, nothing new there. Balancing the economy is a difficult task, this is why actual station construction is a difficult task. How will these stations be built when there are not enough resources in the galaxy to even meet the current demand of shipyards and player stations?
okabig
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Post by okabig »

Hi awesome mod but I have noticed some very odd bugs that I hope I can get help with

1. for some reason stations outside of the zone I am in are invincible. (not sure why, I don't think I have any ooz mods installed that causes this)

2. I don't know if this was intentional but Plutarch cant be defeated because the Badlands Mining Colony can't be destroyed because it has a system embedded in with another. (I looked into my save file and found out its the places command array) Hopefully this can be fixed so Plutarch can actually be defeated if the player or anyone actually takes all their sectors. (solved partially I got found and removed the mod that added the communication array but now the base asteroid which seems to be a hidden system won't blowup)

Here is the list of mods I used just incase one or more of them are causing any of these problems.
No jump fuel player ship
repack construction vessel
automated emergency jump
build station mission
give us more cloths please (splitted version)
revealthingz
nonstop
playershipyards and enhancements (merged multimod)
proper ice belt and vapor streams(no nebula)
terratech's improved loot(bera)
fast production times 3x
ledda industrial construction shop
baely jump
redesigned ships
mk5 equipment on start (didnt use this start)
remotely call crew in space
STB2199_Money on New Gamestart
Show Skills
Sensible Miners
Scaldis Cargo Fix
Ledda Ship Tech Fab Fusion Reactors
More Crew
Mk5 available
Show Balance
Engineer 100%
Mission Computer Software Removal Tool
Mission Computer
ButterRanges
AutoLooter

I do hope you guise can help, most of these mods don't even sound like they change OOZ combat anyway. Also just because I am curious, does this mod OOZ combat require the player to have Teladi Outpost? I have played this for over 2 weeks so I have always been wondering whats up with invincible stations.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

okabig wrote:(solved partially I got found and removed the mod that added the communication array but now the base asteroid which seems to be a hidden system won't blowup)
What mod was that, please?
okabig wrote:playershipyards and enhancements (merged multimod)
Using that mod in conjunction with this Conquest and War in Rebirth mod may be causing some issues due to incompatibility. The author states the following on the Steam page:

"Do not use this Mod if you want BlackRains additional Ships and Small Shipyards."
"This Mod is NOT supposed to work with other Shipyard Mods."
"Included Core Parts of BlackRains Player Shipyards to Build Player owned Capital Shipyards, all credits to BlackRain!"


In terms of chronology, BlackRain has made or co-produced several mods containing player shipyards. Conquest and War in Rebirth is the most recent.
Last edited by Sparky Sparkycorp on Sun, 18. Oct 15, 22:17, edited 1 time in total.
okabig
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Post by okabig »

Believe it or not that was the mod that had the extra system in it. Sadly the colony is still immortal because the asteroid is part of the station is invincible.

I had 20 M1 Warships pounding that thing while I went to eat lunch and the station health never went below 94%. (It was at 94% when I left)
Aminar
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Post by Aminar »

Thank you for ur respond.
I wanna say that players shipyard is easy money maker. Just buy resources, build ship, sell it to ur own shipyard, do it again. Infinity profit.
I checked this. If i sell my fulmekron to my own shipyard its gives me 99kk even if it says 66kk. When i sold it to HOA shipyard - 70kk

Idk how PMC could invade someone with only 1 taranis and 2-3 escort ships when everyone got more strong ships.
In every zone i was they had 1 taranis with 3-4 escort ships and some fighters. From my understanding they should have more. 3 or even more.
Like everyone else.

Ill start new game and try to check it if something be different.

In Alpha Quadrant was 6 Fulmekrons with 3-4 Olmekrons each. So its like 25+ ships. From one side. Maybe even more.
And HV Destroyers with escort. So there was about 50-60 ships. Massive space battle.
Before OL force arrived HV tried to destroy station. I had probe there so i saw that station hp do not decrease. 20+ ships cant do dmg? But when i entered zone, station lost 30% in 5 min.
Like i said i use only few mods.

I respect ur great work. And i know how much time and work need to make such a promising mod.


I guess maybe i start new game
BlackRain
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Post by BlackRain »

okabig wrote:Believe it or not that was the mod that had the extra system in it. Sadly the colony is still immortal because the asteroid is part of the station is invincible.

I had 20 M1 Warships pounding that thing while I went to eat lunch and the station health never went below 94%. (It was at 94% when I left)
I am aware of this issue and am looking into it. Tell me about the OOZ issue because I know for a fact that stations do get destroyed OOZ but there might be something interfering.
okabig
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Post by okabig »

Well I am very curious about this issue as well. I can only conclude the cause must be one of the following
1. one of the mods I use
2. the slight possibility that there is a mod or 2 that I lack since when I first downloaded this mod (the 9.0 update) the ai never built outposts until I subscribed to the build station mission mod on steam
3. the even slighter possibility that when trying to update the mod from 9.0 to its most recent version 9.0d (by just deleted the old copy and replaced it with this one), could have the caused it, but the issue persisted before the mod ever updated so I seriously doubt it's the cause.
4. The Teladi Outpost DLC adds the missing parts that allow for stations to be destroyed in OOZ combat.
5. There is a setting in the game that allow OOZ combat that I don't have turned on. (seems very unlikely but hey I am just listing possible reasons no matter how ridiculous.)

Not to say the problem isn't something else. I am no expert at diagnosing the origin of issues, I am just guessing what could of caused it.

EDIT: Also can you tell me what mods you recommend I use for this mod? Since chances are having those mods will enable the destruction of OOZ stations for me seeing how adding the build station missions enabled the outpost feature.

Also I have a 6th possible reason why I may be having these issues.
6. The game may need to be reinstalled since I have added and removed so much stuff to it that chances are things could be messy. The issue though is its saved to my steam cloud so I don't know how to completely reinstall the game. (My last attempts always left me with my old data.)
Last edited by okabig on Mon, 19. Oct 15, 05:41, edited 3 times in total.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

BlackRain wrote: I am aware of this issue and am looking into it. Tell me about the OOZ issue because I know for a fact that stations do get destroyed OOZ but there might be something interfering.
w.evans and I were discussing today how in Rebirth IZ and OOZ are not the only possible gradations that scripts and/or scrip-choice could be using. For example, ships 200+ kms away OOZ but still in-sector can still be fully rendered and appear, at least visually, to be behaving like IZ ships.

It seems possible that we could have different results when thinking about an OOZ zone when it is in the same or a different sector to the Skunk. Perhaps when discussing IZ vs OOZ, we may need to be more specific, such as talking in terms of "IZ vs IS vs OOS" to be on the safe side.
Thufar
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Post by Thufar »

I installed this mod a couple weekends back and promptly ran into a problem. After looking at the OP, I didn't see this addressed. I had purchased a CV from OL and build a shipyard. After I built the first module, I did as I do with all my stations, I went there and installed my DO and Manager. I left to do other things as I continued to build my shipyard.

Once complete and stocked, I went to order the construction of some ships. I noticed that my L ship traders were able to build some additional (new) ships, two of them if I remember correctly. However, my XL ship dealer could only build the stock ships, but the NPC shipyard was able to build a couple "new" ships.

Did I do something wrong? Or does the player shipyard XL cradle not build the new ships by design? Or perhaps is this a bug (can't imagine I'd be the first to "discover" that)?

Regards,
Thu
BlackRain
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Post by BlackRain »

Thufar wrote:I installed this mod a couple weekends back and promptly ran into a problem. After looking at the OP, I didn't see this addressed. I had purchased a CV from OL and build a shipyard. After I built the first module, I did as I do with all my stations, I went there and installed my DO and Manager. I left to do other things as I continued to build my shipyard.

Once complete and stocked, I went to order the construction of some ships. I noticed that my L ship traders were able to build some additional (new) ships, two of them if I remember correctly. However, my XL ship dealer could only build the stock ships, but the NPC shipyard was able to build a couple "new" ships.

Did I do something wrong? Or does the player shipyard XL cradle not build the new ships by design? Or perhaps is this a bug (can't imagine I'd be the first to "discover" that)?

Regards,
Thu

What additional ships was your L ship trader able to build? Each shipyard is different and builds different ships. There are no additional ships with the OL shipyard unless I accidentally allowed them to build the two Heretic vanguard L size ships. The Heretic Vanguard station looks like the OL station but it is not the same.
Thufar
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Post by Thufar »

Oh, maybe I should have kept my mouth shut...

I'm sorry BlackRain, I ended up uninstalling... I have a lot of shoring up my defenses before I unleash your mod again. I've thirty something stations and hundreds of traders, which don't require much defense in a game without your mod.

I think my L dealer was able to build the Wraith and a missile frigate(?). The NPC shipyard in Eternal Dawn (?)(at work, don't recall immediately), was able to build those, and also the two XL ships, a battlecruiser and something else. Sorry, just don't remember. When looking at them in the encyclopedia, all were listed as Argon ships.

My shipyard was built from a CV I purchased out of Eternal Dawn.

I did venture into Malestrom and noticed the same kind of ships (HV) attacking the defense forces of the Argon there.

Regards,
Thu
kaalund
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Post by kaalund »

anyway to stop PMC from spawning from the neutral shipyard even when PMC only have the Badlands colony left?

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