What do you mean spawning from the neutral shipyard? I have a work around for the badlands colony until I can figure out how to destroy it heh.kaalund wrote:anyway to stop PMC from spawning from the neutral shipyard even when PMC only have the Badlands colony left?
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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I will update the mod shortly. Basically if it can't be destroyed then I can add an exception to the faction strength for this station. It won't count towards the faction strength of PMC and so if that is all they have left then they are effectively dead. The station will still be there but they won't spawn any more ships.okabig wrote:What is this work around?BlackRain wrote: I have a work around for the badlands colony until I can figure out how to destroy it heh.
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New Version up!
Let me know if PMC will now die properly. It will take time for this to happen, though, so don't expect they will lose all ships and such immediately. Job suppression script is checked every like hour and a half, so they may still spawn ships until job suppression turns them off (also ships need to be destroyed or at the end of their job life but eventually all should be gone)
Let me know if PMC will now die properly. It will take time for this to happen, though, so don't expect they will lose all ships and such immediately. Job suppression script is checked every like hour and a half, so they may still spawn ships until job suppression turns them off (also ships need to be destroyed or at the end of their job life but eventually all should be gone)
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Quick questions: What's the purpose of outposts? Are they only purely defensive stations, or do they have other roles? (Owning zones, collecting taxes, idk...)
If they don't have other purposes than defense, can we have more than one in a single zone? If so, how many? Do they build at some outpost-specific locations, or do they use a standard station building location?
Can we build them in new zones? (In case we decide to build in empty space)
Thanks a bunch to BlackRain and Rubini! I really enjoy the mod so far. It gives a way more complete feeling to the game.
If they don't have other purposes than defense, can we have more than one in a single zone? If so, how many? Do they build at some outpost-specific locations, or do they use a standard station building location?
Can we build them in new zones? (In case we decide to build in empty space)
Thanks a bunch to BlackRain and Rubini! I really enjoy the mod so far. It gives a way more complete feeling to the game.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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They're the most cost effective way to take over a Zone pretty much. Plus deployment and construction are both speeds and automatic once ordered. You could build a station of your own if you wish, but an Outpost is much more convenient.Ezarkal wrote:Quick questions: What's the purpose of outposts? Are they only purely defensive stations, or do they have other roles? (Owning zones, collecting taxes, idk...)
If they don't have other purposes than defense, can we have more than one in a single zone? If so, how many? Do they build at some outpost-specific locations, or do they use a standard station building location?
Can we build them in new zones? (In case we decide to build in empty space)
Thanks a bunch to BlackRain and Rubini! I really enjoy the mod so far. It gives a way more complete feeling to the game.
Personally, I usually order an Outpost be built, unless I'm actively wanting to build in the Zone - say a station to take advantage of local resources.
Scoob.
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They'll use up a vanilla build location in a zone. I haven't messed them in free space yet so no clue there. They seem to be only defense and zone ownership. Taxes are a perk of zone ownership AFAIK. I find the tax part sort of useless since NPC factions won't be building stations in zones unless scripted to do so like in plot. If I the player am building in the zone then it seems moot to build an outpost as it wastes a slot in that case. No clue what happens if all build spots are taken but previously if any station is under construction it will sometimes try to build in the same location. Might not be an issue in the current version.Ezarkal wrote:Quick questions: What's the purpose of outposts? Are they only purely defensive stations, or do they have other roles? (Owning zones, collecting taxes, idk...)
If they don't have other purposes than defense, can we have more than one in a single zone? If so, how many? Do they build at some outpost-specific locations, or do they use a standard station building location?
Can we build them in new zones? (In case we decide to build in empty space)
Thanks a bunch to BlackRain and Rubini! I really enjoy the mod so far. It gives a way more complete feeling to the game.
Hope that helps.
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BlackRain, the reason for building a factory and giving it to an NPC faction is not intuitively obvious to me. Could you elaborate? Why not build the factory for yourself and reap the profits?BlackRain wrote:There's a mod for npc station construction (build a station for an NpC faction). Why not use that and build a station for an npc faction in a zone you own?
Regards,
Thu
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its two kind mission
1 - you build x station in around sector , some ask to build in System
you build station you manager station and get bit bonus
Supply Reassure & Forget Other Name
2 - NPC ask to you delivery mats (he pay for it) and building station
NPC control station , and you only get paid after delivery at last 3 type mats
Construction Materials Need - Usual this mission put one CV to start construction in Sector
Support New Settlement - Put one CV in System
I believe mission above its not vanila , and need build station mod
1 - you build x station in around sector , some ask to build in System
you build station you manager station and get bit bonus
Supply Reassure & Forget Other Name
2 - NPC ask to you delivery mats (he pay for it) and building station
NPC control station , and you only get paid after delivery at last 3 type mats
Construction Materials Need - Usual this mission put one CV to start construction in Sector
Support New Settlement - Put one CV in System
I believe mission above its not vanila , and need build station mod
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It does come from a mod.vadiolive wrote:I believe mission above its not vanila , and need build station mod
I'm using this when I don't want to have to manage stations that I don't need, or that produces wares that nobody buys, like stations producing wheat in DeVries.
Seriously, these people must love their bread even more than french bakers.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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Well, there are a few benefits to consider. First, you are building a station that could help the overall economy and you do not have to spend a ton of your money to do it. Also, you get to reap the benefits of supply the CV with resources to build the station at top price for a quicker return then establishing your own station and getting it running. Third, if it is built in a zone you control, the station will pay you a tax which can be substantial depending on the type of station and amount of stations.Thufar wrote:BlackRain, the reason for building a factory and giving it to an NPC faction is not intuitively obvious to me. Could you elaborate? Why not build the factory for yourself and reap the profits?BlackRain wrote:There's a mod for npc station construction (build a station for an NpC faction). Why not use that and build a station for an npc faction in a zone you own?
Regards,
Thu
In summary, building your own station may give you more in the long term but will cost a significant amount of time and money. Building a station for an NpC faction costs very little in time and money but offers good short term income with a chance of long term residual income.
Building your own station in a zone you own will also give you this tax income as well.
This represents a different way to make money. More choices are good depending on your situation and assets/wealth, it may be beneficial as an income source.
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I just realized there "might" be an error with stations being destroyed OOZ. Has anyone been getting reports of stations being destroyed when you are not in the zone? Or anyone noticing stations are not being destroyed when you are OOZ? I know I saw a couple of reports of this. I think I may see a mistake made and I am going to test.
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havent got to it after the newest version but it before... no matter how big the PMC fleet got( guess its means all) there is no station damage to outposts.. yes weapons points did get destoryed and the HP got to 95% but never under.. after a houer i got into the system and the building got killed in min.
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also never been able to set a outpost in The Big Empty and Epsilon Lowlands(so never been able to whipe that pirat faction) .. a little thought.. what about the badlands colony thingi.. its it possible to make so that the person who its current faction owner of the "dormant bear" its the owner of the station.. and make so the u can (in this case) make a outpost in that zone even there still is the station.. then the problem woudt be solved whit the indstructable station 

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Nope, don't think that is why, I think it was something else (error I made). I just successfully blew it up OOZ without any crash. (either that or it is because it was in windowed mode)Sparky Sparkycorp wrote:I'm not sure if the NOC is persistent or whether it could even cause a crash but in the plot, a unique NPC dialogue happens there.
IN zone it is a little more difficult to blow up, this is why.
There are three parts which need to be blown up.
You have the Main base part (not the asteroid). This is easy to blow up as all your ships will target it.
The silos are a little trickier as your ships wont always target it (you can blow it up yourself)
Then there is the one part you wouldn't suspect needs to be blown up, but it does. It is the landing pad with the repair icon hovering over it. Needs to be blown up too and your ships probably wont target it so you need to do it yourself.
OOZ, though, station gets blown up just fine. Now that I have fixed this I can upload another mini version.