[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 5625
- Joined: Sat, 10. Nov 12, 17:55
Hey Thanks for this mod - this idea was my dream-XR even before release..
If there is any way to help you in menial tasks you can 'outsource' easily let me know.
Otherwise version suggests its more or less finished..?
Is it fully playable now? Is there anything not so obvious that one has to watch out for?
Anyway keep it up, this is what XR should have been in the first place imo.
If there is any way to help you in menial tasks you can 'outsource' easily let me know.
Otherwise version suggests its more or less finished..?
Is it fully playable now? Is there anything not so obvious that one has to watch out for?
Anyway keep it up, this is what XR should have been in the first place imo.
-
- Posts: 11197
- Joined: Thu, 27. Feb 03, 22:28
I've been using 7zip for years, appears to work well with everything. Prior to that I had been using WinZip and WinRar, but 7zip has made those two obsolete in my eyes.Sparky Sparkycorp wrote:.rar objects are compressed archives containing files and/or folders. If you can't open it at the moment, you could download WinRAR and use that to obtain the extension/mod.
Scoob.
-
- Posts: 72
- Joined: Thu, 9. Jul 15, 02:42
Looking into this turned up a bigger issue: checks for Devoid Clime zones (Heretic Vanguard, Argon Gov't) all use the same zone number. They should be numbered 87-93, consecutively, but they're all zone 93.Derp wrote:
- Allied owner check in job_suppression.xml - I hadn't realized without looking at the code, but I appear to have inadvertently halted the HV invasion of Devoid Clime by taking Silent Void. THEY don't own the zone, I do, so they planted an enormous invasion force which is just sitting there.
That said, is there any way to manually trigger the job_suppression cue (or MD cues in general) in-game? The following code *seems* to be working, but it's hard to know for sure.
Code: Select all
<find_zone name="$Zone" space="player.galaxy" macro="macro.tzoneCluster_C_Sector08_Zone88_macro" />
<do_if value="$Zone.owner == $ThisFaction or $ThisFaction.hasrelation.friend.{$Zone.owner}">
<set_value name="$SILENT" exact="100" />
<set_value name="$SILENT1" exact="0" />
</do_if>
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
I am not really sure what you are saying in the first part of your post. The Job suppression script can check for different things depending on how I set it up. Right now, it is checking for zone ownership. Owning or losing certain zones will stop or start spawns. Some ships are controlled by faction strength too.Derp wrote:Looking into this turned up a bigger issue: checks for Devoid Clime zones (Heretic Vanguard, Argon Gov't) all use the same zone number. They should be numbered 87-93, consecutively, but they're all zone 93.Derp wrote:
- Allied owner check in job_suppression.xml - I hadn't realized without looking at the code, but I appear to have inadvertently halted the HV invasion of Devoid Clime by taking Silent Void. THEY don't own the zone, I do, so they planted an enormous invasion force which is just sitting there.
That said, is there any way to manually trigger the job_suppression cue (or MD cues in general) in-game? The following code *seems* to be working, but it's hard to know for sure.
But I think that should allow allied zones to count for invasion purposes.Code: Select all
<find_zone name="$Zone" space="player.galaxy" macro="macro.tzoneCluster_C_Sector08_Zone88_macro" /> <do_if value="$Zone.owner == $ThisFaction or $ThisFaction.hasrelation.friend.{$Zone.owner}"> <set_value name="$SILENT" exact="100" /> <set_value name="$SILENT1" exact="0" /> </do_if>
-
- Posts: 72
- Joined: Thu, 9. Jul 15, 02:42
Here's the current check for Keen Chant:
But Keen Chant is zone 87, not zone 93. All the Devoid Clime zones have the same problem except for Illusory, which actually is zone 93.
To reiterate from earlier, any chance you could toss the code up on github? Or I could do it myself, if you don't want the trouble. It makes it much easier to fix stuff like this: rather than find the bug, fix it for myself, tell you about it, then have you fix it, I could just fix it myself and submit a pull request.
Code: Select all
<do_if value="$ThisFactionZones.{$j}.macro == macro.tzoneCluster_C_Sector08_Zone93_macro">
<set_value name="$KEEN" exact="100" />
<set_value name="$KEEN1" exact="0" />
</do_if>
To reiterate from earlier, any chance you could toss the code up on github? Or I could do it myself, if you don't want the trouble. It makes it much easier to fix stuff like this: rather than find the bug, fix it for myself, tell you about it, then have you fix it, I could just fix it myself and submit a pull request.
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
Ill have to take a look, it may be that I did it on purpose for some reason or I just made a mistake. Sometimes I do things intentionally and since I do not have the time to really pay attention to it, it would not be efficient to put things up on GitHub, plus, the files I have may very well be different then the ones released. I have made some changes here and there which are not uploaded yet and I may be testing with, etc. If I had more time to monitor and edit, then I might do it.Derp wrote:Here's the current check for Keen Chant:But Keen Chant is zone 87, not zone 93. All the Devoid Clime zones have the same problem except for Illusory, which actually is zone 93.Code: Select all
<do_if value="$ThisFactionZones.{$j}.macro == macro.tzoneCluster_C_Sector08_Zone93_macro"> <set_value name="$KEEN" exact="100" /> <set_value name="$KEEN1" exact="0" /> </do_if>
To reiterate from earlier, any chance you could toss the code up on github? Or I could do it myself, if you don't want the trouble. It makes it much easier to fix stuff like this: rather than find the bug, fix it for myself, tell you about it, then have you fix it, I could just fix it myself and submit a pull request.
-
- Posts: 45
- Joined: Wed, 19. Feb 14, 18:33
I started a new game as the entrepreneur and I have run into two odd things in devries, 1st reivers are listed as an "unknown faction" is this normal? Also the reivers have a huge fleet in Heartache Mist but can't kill the habitation station there, it doesn't go below 77%. Is their a timer when that station can be killed by them and thus the sector taken over, or is it a bug?
I want them to kill it so they start expanding
Edit~~I am playing the newest version 0.9f, with no other mods.
I want them to kill it so they start expanding

Edit~~I am playing the newest version 0.9f, with no other mods.
Last edited by Vlyxnol on Tue, 8. Dec 15, 02:07, edited 2 times in total.
-
- Posts: 1610
- Joined: Wed, 22. Apr 15, 02:27
I had that same problem with the indestructible station, along with a few problems of mostly inactive computer factions. I poked around a little, and ended up re-installing the last version of the mod. Most problems have been solved. That station went boom in a matter of seconds, xenons have been unleashed on all, (or at least they are now able to pass through the blockade in maelstrom), and PMC, RoC and HoA are now pounding each other's face.Vlyxnol wrote:I started a new game as the entrepreneur and I have run into two odd things in devries, 1st reivers are listed as an "unknown faction" is this normal? Also the reivers have a huge fleet in Heartache Mist but can't kill the habitation station there, it doesn't go below 77%. Is their a timer when that station can be killed by them and thus the sector taken over, or is it a bug?
I want them to kill it so they start expanding
NPCs don't expand, though. Or I simply haven't noticed. They do build outposts, but not much more. Either that, or I haven't been paying enough attention, which is highly possible.
I'm working on a major assault on PMC, so I'll be able to confirm / infirm that last point soon.
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.
-
- Posts: 2774
- Joined: Tue, 29. Oct 13, 21:59
I'm poking at adding the plot cv built npc stations to my Devries Freelancer start. If I kill off the final errors I'll pass the code on to BR and Rubini for their thoughts on adding it, assuming they haven't already
Sadly I ahven't had the time on XR to fully explore this mod.

X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
-
- Posts: 45
- Joined: Wed, 19. Feb 14, 18:33
I tried to reinstall 0.9f and its still indestructible, and than tried to reinstall an older version to see if that worked(0.9e) and this also did nothing. I'm starting to think the fact that the reivers are an unknown faction to me is why this habitation station in heartache mist is indestructible. Is there any workaround for this, perhaps a save edit or console command to remove the station?I had that same problem with the indestructible station, along with a few problems of mostly inactive computer factions. I poked around a little, and ended up re-installing the last version of the mod. Most problems have been solved. That station went boom in a matter of seconds, xenons have been unleashed on all, (or at least they are now able to pass through the blockade in maelstrom), and PMC, RoC and HoA are now pounding each other's face.
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 72
- Joined: Thu, 9. Jul 15, 02:42
I've seen indestructible stations for a number of reasons.
Try going to the zone. OOZ ships sometimes stop dealing damage, then when you pop in bullets start flying all over and it blows in seconds.
Or, install MICT. Ships can sometimes be very picky about the angle at which they'll bother firing (I guess it's an occlusion thing?). MICT lets them teleport around until they find something that works for them.
Or, kill it yourself. Zoltek reactors (for instance) still take quite a while to blow up under NPC barrage, but a few hundred impact hammer shots will speed the job up appreciably. RoC might not like you as much though.
Or, wait. I had about a dozen ships firing at The Lost Colony for ages, slowly plinking it down to 84% where it held steady. Eventually whatever check the script was waiting on passed, because it suddenly disappeared at that hull value.
Try going to the zone. OOZ ships sometimes stop dealing damage, then when you pop in bullets start flying all over and it blows in seconds.
Or, install MICT. Ships can sometimes be very picky about the angle at which they'll bother firing (I guess it's an occlusion thing?). MICT lets them teleport around until they find something that works for them.
Or, kill it yourself. Zoltek reactors (for instance) still take quite a while to blow up under NPC barrage, but a few hundred impact hammer shots will speed the job up appreciably. RoC might not like you as much though.
Or, wait. I had about a dozen ships firing at The Lost Colony for ages, slowly plinking it down to 84% where it held steady. Eventually whatever check the script was waiting on passed, because it suddenly disappeared at that hull value.
-
- Posts: 45
- Joined: Wed, 19. Feb 14, 18:33
I tried Scanning Stations in Sanquine Agony and they still are "unknown faction" to me, I also used a police scanner on the station to no avail. I would scan their station in Fel Affliction but its been destroyed but they still own the sector.
I've tried attacking the station myself earlier but nothing happened I lost no reputation with RoC and the hull percent didn't move. I recently waited in Heartache mist for 15min and no change they still can't seem to destroy the station
Here are some Screenshots....
http://imgur.com/a/XzY3J
edit~~ Again I have no mods installed but Teladi DLC and CWIR. I started as Ambitious Entrepanuer
UPDATE!!! Ok i got them to kill the station but i'm not 100% sure what exactly did it lol.
I flew in very close to the station and kept flying inbetween it and eventually I got the audio message (its gunna blow) and sure enough they destroyed the station. I think it has to do with the fact that they were targeting 1 module of the station but two other modules weren't being attacked until they started shooting at me too. If that not it it has something to do with being very close to the station that triggered a script to run.
I've tried attacking the station myself earlier but nothing happened I lost no reputation with RoC and the hull percent didn't move. I recently waited in Heartache mist for 15min and no change they still can't seem to destroy the station
Here are some Screenshots....
http://imgur.com/a/XzY3J
edit~~ Again I have no mods installed but Teladi DLC and CWIR. I started as Ambitious Entrepanuer
UPDATE!!! Ok i got them to kill the station but i'm not 100% sure what exactly did it lol.
I flew in very close to the station and kept flying inbetween it and eventually I got the audio message (its gunna blow) and sure enough they destroyed the station. I think it has to do with the fact that they were targeting 1 module of the station but two other modules weren't being attacked until they started shooting at me too. If that not it it has something to do with being very close to the station that triggered a script to run.
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
Yeah. Back when I worked on maneouvering vs stations specifically, I remember a problem was that vanilla ships maneouver relative to the station as a whole, but took a while (or couldn't!) hit some modules because other station modules (or station module wrecks) were blocking the way. Improved that somewhat by having them maneouver relative to the actual module that they're targeting instead. Still doesn't work 100%, but worked a lot better.Derp wrote:Ships can sometimes be very picky about the angle at which they'll bother firing (I guess it's an occlusion thing?).
Small ships with the vanilla movement script should do it better, by the way, since they always maneouver relative to the specific surface element or module that they're targeting. Will take longer, though. Also, not sure if they'll try to target station modules at all.
-
- Posts: 45
- Joined: Wed, 19. Feb 14, 18:33
First I wanna say that Rain your mod is amazing, you bring life and a much needed end game to this universe that has so much potential. I hope egosoft takes note of your work and at the very least incorporates your work into their game as default and really they should compensate you for your time.
I would just like to give some user feedback on one small topic.
So i built an Albion shipyard from a captured PMC construction vessel, upon completing it I noticed you still have to pay the full base cost of the vessel in addition to providing the resources. This doesn't seem right, at first I was hoping the money would go to the manager and you could just take it back from him, but after a few ships being built I noticed this is not the case. Isn't the base price supposed to cover the shipyards cost of materials? Shouldn't there be at the very least a significant discount in this cost if not eliminated entirely?
I would just like to give some user feedback on one small topic.
So i built an Albion shipyard from a captured PMC construction vessel, upon completing it I noticed you still have to pay the full base cost of the vessel in addition to providing the resources. This doesn't seem right, at first I was hoping the money would go to the manager and you could just take it back from him, but after a few ships being built I noticed this is not the case. Isn't the base price supposed to cover the shipyards cost of materials? Shouldn't there be at the very least a significant discount in this cost if not eliminated entirely?
-
- Posts: 486
- Joined: Thu, 22. Aug 13, 17:12
The money does not go to the manager because you don't pay your ship, even if you need to have the correct amount on your account and it shows a transaction.
BTW if you sell a ship to your capital ship dealer, you will get +50% of its real price. Here again you can't see the final amount, but if you look at your personal account you will see you have been credited +50%. For example arawn will show about 50M but you get +75M in your account.
BTW if you sell a ship to your capital ship dealer, you will get +50% of its real price. Here again you can't see the final amount, but if you look at your personal account you will see you have been credited +50%. For example arawn will show about 50M but you get +75M in your account.
-
- Posts: 86
- Joined: Sat, 21. Dec 13, 20:03
-
- Posts: 45
- Joined: Wed, 19. Feb 14, 18:33
I'd argue 0 experience is required to play this mod. It will add war within the x-rebirth universe which you can take part in and be a conqueror yourself or sit back and watch it happen.Shomey wrote:This mod seems really nice. How much experience is required to play this. Atleast the plot of the vanilla version?
-
- Posts: 1610
- Joined: Wed, 22. Apr 15, 02:27
I agree with that, but on the other hand the plot line will at least give a basic understanding of the game's mechanics to a player who's new to the X universe.Vlyxnol wrote:I'd argue 0 experience is required to play this mod. It will add war within the x-rebirth universe which you can take part in and be a conqueror yourself or sit back and watch it happen.Shomey wrote:This mod seems really nice. How much experience is required to play this. Atleast the plot of the vanilla version?
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.
-
- Posts: 350
- Joined: Mon, 31. Mar 08, 13:50
Not sure whether this is a mod issue or a vanilla issue.
My Station Miner ships will not collect ions. Hydrogen and Plasma fine, but not ions.
They will collect ions if manually ordered thru the ships commands but when commanded by the stations manager they ignore the station running out of ions. Even when fully stocked with Hydrogen and Plasma, they just fill up the ships hold with H & P and ignore ions!!!
Any idea why?
Station managers and ship captains are well trained.
Great mod BTW.
My Station Miner ships will not collect ions. Hydrogen and Plasma fine, but not ions.
They will collect ions if manually ordered thru the ships commands but when commanded by the stations manager they ignore the station running out of ions. Even when fully stocked with Hydrogen and Plasma, they just fill up the ships hold with H & P and ignore ions!!!
Any idea why?
Station managers and ship captains are well trained.
Great mod BTW.