[MOD] X:R Conquer mod v0.19s Updated 29/09/2015

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escondido
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Post by escondido »

hello. think have a smal problema...maby is not your mod but... i have instaled freelancer mod and the engine fix for titurel...when i assigne the mining ship to the urv station for mining ore, in this case the ship go far way colect the resurce insted of colect in the same sistem of the station is plenty ore int here :?
Rubini
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Post by Rubini »

escondido wrote:hello. think have a smal problema...maby is not your mod but... i have instaled freelancer mod and the engine fix for titurel...when i assigne the mining ship to the urv station for mining ore, in this case the ship go far way colect the resurce insted of colect in the same sistem of the station is plenty ore int here :?
Probably this is a vanilla or other mod issue. It´s not related to this mod as it not mess with jobs.xml neither trade ships. And thanks to try it out! :wink:
StumblingDrunk
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Post by StumblingDrunk »

I am so excited waiting for a version of this which works with WWX. Xrebirth needs this and it will be a great reason to start playing again. Good job your mod sounds great fun!
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Informer
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Post by Informer »

Just started to play XR again. I did install your mod, and I am still in the early stages of my game, it runs great. I wanted to play WWX also, (still on my list), so if you guys could get them working together would be awesome.

But thanks for this great work. :)
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)
Rubini
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Post by Rubini »

Hi mates,

Finished today the new version v015.
So, guys that want to play with this mod I suggested to wait more one or two days until release.
Version 0.15, among new features have a much more polished code.
The last addition is a small feature similar to "Automated Emergency Jump mod", but only for trade capships (xl and l) - war ships will always engage . Trade ships can jump in a secure distance from attackers/invasion forces preventively and also if they are attacked. A routine prevents any critical moment break: docked/parked/docking in/attack commands. It works for any ship owner including player trade ships. You can see, sometimes, ships trying to start the jumpdrive in panic but failing. It adds a lot to in zone battlefield.
Rei Ayanami
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Post by Rei Ayanami »

HI Rubini, i've been reading through the whole topic since i'm extremely interested in your mod and while i didn't try it yet i want to leave some comments and suggestions:

1) Thank for you making this mod, it has huge potential :)
I'll definitely try it out when you release the 0.15 version.

2) I have some concern about this point in particular:
Exactly this aspect - the strategy - is what i want to improve on next releases. The size and frequency of the Invasion\retake forces will be related to the faction state. The more you conquer, more weak will be the afected faction.
If i understand that correctly then the game could theoretically end at some point when one faction conquers all opposing forces. Personally i think that is not a good thing because if the strong get stronger and the weak get weaker there will be a point where it's like "Great, the HoA have conquered the entire galaxy.... *sigh* .... boooring, nothing happens anymore".

I think, to protect the game from ending and factions disappearing, each of the conquering factions should have one home zone (probably those with a shipyard) that can not be conquered and where the stations can be destroyed, but be removed and strongholds can not be built there (for example Xenon : Cryptic Heart, Canterans: Darn Hot Air, PMC : Shady Vault, etc).
If you want to do that and make it WWX compatible/make sense with WWX mechanics you could make the home zone of each faction the same home zone WWX has for its ship spawns. All the other zones could still be conquerable.

But that's just my opinion, if you want to make it possible in your mod to completely destroy and "remove" factions and make it possible for the game to "end" then do it.

3)
1.By vanilla game limitation, until now, AI Destroyed stations will only be recovered in a save reload cycle. I could not found a way to recover an AI destroyed station in game session until now.
I don't know how your "destroying stations" work and right now i don't have any idea how X:R scripting works, but you could take a look at the "Build station Mission" mod in steamworks and change your mod so instead of rebuilding the stations the NPCs would build a Construction Vessel which buys the ressources for the station and builds/rebuilds the station the "natural way". Could that maybe work? It would also be good for the economy, more wares needed for reconstructing stations. :P
DaveDee
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Post by DaveDee »

Yo, bro.

here is some weird situation....
Not good. Not good at all!

Big Empty was attacked by HoA several hours ago, successfully destroing that big Plutarch Whatever station. There was 3 arawns, one was destroed. Now there are 8 Sucellus, 12 Arawns.....

Also, how the PMC was able to build outpost here?


Btw, may you provide some way to safely remove mod? I got alreagy about 30 outposts in OLs empty spaces, so i strongly need to remove them somehow.
Rubini
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Post by Rubini »

Hi DaveDee,

Thanks again to try it out and and by the feedback.

As you must know, at first, this is a WIP and its is here for dowload exactly to we have feedback, then the mod can go ahead fixing and adding things as it must be.
This mod is too ambitious and only with deep gameplay as you did, what means hours of gameplay, we can taste it and see its goodies and flaws.

All the suggestions@feedback that you commented about are already fixed/adjusted/added on v0.15.

Specificaly, on the matter, Strongholds(outposts) creation was adjusted, the size and frequency of the invasion forces too. Xenons were tunned down.

To remove the mod just uninstall it from X:R extensions folder and you are good to go. All ships and outposts that were created by the mod will stay until be destroyed. No new mod's ships&stations will be created after remove it. If you have the time and wish, please try in a side test game the new v015 to see the fixes and differences from this old version. :wink:
Ahoy!
PS: I saw your PM about the Build Stations Mission mod, thanks by the suggestion. When Conquer_mod is finished and tested and if it proves to be fun then we can think in add this feature. It is in the todo list.
Last edited by Rubini on Sun, 17. May 15, 04:19, edited 1 time in total.
Rubini
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Post by Rubini »

Rei Ayanami wrote:HI Rubini, i've been reading through the whole topic since i'm extremely interested in your mod and while i didn't try it yet i want to leave some comments and suggestions:

1) Thank for you making this mod, it has huge potential :)
I'll definitely try it out when you release the 0.15 version.

2) I have some concern about this point in particular:
Exactly this aspect - the strategy - is what i want to improve on next releases. The size and frequency of the Invasion\retake forces will be related to the faction state. The more you conquer, more weak will be the afected faction.
If i understand that correctly then the game could theoretically end at some point when one faction conquers all opposing forces. Personally i think that is not a good thing because if the strong get stronger and the weak get weaker there will be a point where it's like "Great, the HoA have conquered the entire galaxy.... *sigh* .... boooring, nothing happens anymore".

I think, to protect the game from ending and factions disappearing, each of the conquering factions should have one home zone (probably those with a shipyard) that can not be conquered and where the stations can be destroyed, but be removed and strongholds can not be built there (for example Xenon : Cryptic Heart, Canterans: Darn Hot Air, PMC : Shady Vault, etc).
If you want to do that and make it WWX compatible/make sense with WWX mechanics you could make the home zone of each faction the same home zone WWX has for its ship spawns. All the other zones could still be conquerable.

But that's just my opinion, if you want to make it possible in your mod to completely destroy and "remove" factions and make it possible for the game to "end" then do it.

3)
1.By vanilla game limitation, until now, AI Destroyed stations will only be recovered in a save reload cycle. I could not found a way to recover an AI destroyed station in game session until now.
I don't know how your "destroying stations" work and right now i don't have any idea how X:R scripting works, but you could take a look at the "Build station Mission" mod in steamworks and change your mod so instead of rebuilding the stations the NPCs would build a Construction Vessel which buys the ressources for the station and builds/rebuilds the station the "natural way". Could that maybe work? It would also be good for the economy, more wares needed for reconstructing stations. :P
Hi mate, thanks by the interest in this mod.
Will try to reply both of yours questions: The "conquer game" side of the mod isn´t a closed point because as i already said in another post, to we really taste and see the goodies and flaws of this mod we need hours of gameplay. Note that the upcoming v0.15 is, at first , a short version where the main war is only between a Player&Canteran versus PMC&Pirates allegiance, and Xenons, which will attack all factions. Then PMC and Pirates can really be eliminated without any problem for the game. You can use the Build Stations mod to build new stations for HOA or Canteran, as you like, to replace that the PMC lose. My idea is that with this more concise and contained version the mod will work better. We can then have really a Build Empire&Conquer game "running" at same time and will be more fun. Also its a better way to test its funtionalities.
Later if all going well we can then spread it to all factions and add new features.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

This is coming along most excellently :thumb_up: :) :thumb_up:
DaveDee
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Post by DaveDee »

Got it. Do not think that I don't understand the value of the testing.

Anyway, how about creating special uninstall scenario, which will mark every mod related ship or station for deletion?
That would be usefull anyway for released version of mod.
escondido
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Post by escondido »

i have a question: every time i start the game your mod starts . is this normal ??
cheers ;-)
DaveDee
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Post by DaveDee »

Yes. But maybe Rubini should turn it off after release.
escondido
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Post by escondido »

thanks ;-)
Rubini
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Post by Rubini »

escondido wrote:i have a question: every time i start the game your mod starts . is this normal ??
cheers ;-)
Yes, its normal, just a reminder&check that the mod is running correctly.
Rubini
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Post by Rubini »

First post updated, new improved version on the way.
Rubini
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Post by Rubini »

First post link updated for v0.15s!
DaveDee
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Post by DaveDee »

Excellent

I think it's necessary to start new game and not try to continue pre 0.15 one?
Sad to lose my empire, but amount of legacy bugs is already unbearable.


btw, Recycle Stations and EJD working fine. It's really fun to see how pirates are attacking stations like ravens, flying away then there is to dangerous.
Rubini
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Post by Rubini »

Hi DaveDee,

Yes, is better to start a new game, because too much changes and also new rules. A previous save game that never was used conquer mod and start over a standard relations player&canteran with PMC as enemy will run ok too.

Hummm ... what is EJD?
DaveDee
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Post by DaveDee »

Oops, mistake.

AEJ, ofcoarse. For some reason, I shortened "Emergency Jump Drive"

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