[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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denison10
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Post by denison10 »

very sorry...
but you can fix it?
Mackan
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Post by Mackan »

BlackRain wrote:Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.
Can't really comment on ship quantity as I haven't involved myself much in the wars going on (busy setting up an infrastructure to churn out ships), but has the addition of faction flagships been discussed? Similar to M0-class ships of X3. Strong, unique and "anti-fun" dreadnoughts to keep the amount of XL capital ships down a bit without affecting the NPC war strength and still posing a challenge to the player's lack of inhibition for ship spam.

Dreadnoughts should probably be unavailable to the player though as to give the NPC factions a handicap against the biggest threat to peace in the entire game: the Albion Skunk. :P
solloxr
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Post by solloxr »

JDD79 wrote:
solloxr wrote:
BlackRain wrote:We will be releasing 0.9d soon. This will fix the following:

1) Galaxy Range will now work with miners assigned to stations
2) There shouldn't be any more issues with enemy security forces spawning from stations (I hope)
3) Russian translation and language support (thanks to Davedee)
4) some other minor fixes and such.



I need to know if there are any more bugs or issues so that I can look into them in the next couple of days since I have time, otherwise it will have to wait for a while.

Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.

YES YES to less ships mainly fighters. Some systems have so many caps and fighters that FPS grinds down to under 5. Mainly in Maelstrom.

I think the less ships that spawn quicker would be a good approach as you mentioned.
The mod is running moderate on average systems, so it's not the amount of ships mainly.


I'd reduce the amount of cap ships to one per fleet, escorted by 1-3 cruiser and raise the amount of guards like fighters among cruisers a lot. Fighters should spawn in reinforcement waves until the cap ship/cruisers are destroyed, at this point it's last man standing. The strenght of a fleet is defined by the amount of fighters per cruiser, since they will spawn until the cap/cruiser is gone. This way battles are much harder to rate, at the same time it's not a space overfilled with tons of cap ships.
So a reinforcement script for active fleet battles is better, than just to put all ships at once.

For smaller conflicts apart fleet battles many variations for patrols and ambush commandos with high spawn rates should make the galaxy more lively. Patrols, rat packs, ambushes should be more annoying to fight as they can spawn randomly and get reinforcement waves too (small numbers with very fast spawn rates), to keep a small battle alive.

I know it's hard to manage but just to put a big fleet into a zone is far away from surprising the player. If you get the galaxy to become a surprising place with unseen events and danger it will be more of a demand for the player.

All in all my suggestion is to add attack waves to battles to reduce the meeting of too much ships at once but to keep a battle alive long enough.

Greetings
Ya the mod runs fine for me now getting frames over 70+ most places consistently. What was killing my performance was a bugged mod spawning 1000s of URVs and leaving them sat in space in every zone.
BlackRain
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Post by BlackRain »

Do not sell Capital ships to a small ship dealer, it will not work properly. They need to be sold to a regular Xl/L dealer.

As far as OOZ damage is concerned, it should not be taking too long to destroy stations but the combat tweaks mod could be affecting this.

As far as the defense officer is concerned, yes, I think I mentioned somewhere that if you are selling ships to a faction, make sure to crew it.
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Post by BlackRain »

denison10 wrote:very sorry...
but you can fix it?
Fix what? Tax script works perfectly fine.
BlackRain
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Post by BlackRain »

Mackan wrote:
BlackRain wrote:Also, let's think about balance. There are currently a lot of ships in the game. Do we want less ships? Less ships that spawn quickly? Less ships but very large fleets? Just small tweaks to the amount of ships to help with performance? etc.
Can't really comment on ship quantity as I haven't involved myself much in the wars going on (busy setting up an infrastructure to churn out ships), but has the addition of faction flagships been discussed? Similar to M0-class ships of X3. Strong, unique and "anti-fun" dreadnoughts to keep the amount of XL capital ships down a bit without affecting the NPC war strength and still posing a challenge to the player's lack of inhibition for ship spam.

Dreadnoughts should probably be unavailable to the player though as to give the NPC factions a handicap against the biggest threat to peace in the entire game: the Albion Skunk. :P

I have thought about special version of capital ships for factions to act as fleet leaders and such. I do not have any ship models for a dreadnought class ship but I could fit existing ships with special configurations. I just don't have the time.
escondido
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Post by escondido »

I think it's a waste of time. after all the only thing that changed was the weapons CONFIGURATION keeping the original model .. I see no joke about it
denison10
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Post by denison10 »

BlackRain wrote:
denison10 wrote:very sorry...
but you can fix it?
Tax script works perfectly fine.
you are wrong...
DaveDee
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Post by DaveDee »

I think it's a waste of time. after all the only thing that changed was the weapons CONFIGURATION keeping the original model .. I see no joke about it
actually not, there are several ships with NEW hull, created from kit parts. Very nicely done, btw.

I'm trying to research limitations of egosoft model engine now, maybe i will come with some way to easy creation of completely new ship.
For now, it looks like rocket science.
Mackan
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Post by Mackan »

BlackRain wrote:I have thought about special version of capital ships for factions to act as fleet leaders and such. I do not have any ship models for a dreadnought class ship but I could fit existing ships with special configurations. I just don't have the time.
The super-freighter hull might be suitable as dreadnought class? That thing is bloody huge, but I guess faction variety would be an issue unless you shuffled around kit parts. But I understand it's more effort than it's worth with other areas requiring attention.

Still, I am weak to the concept of dreadnoughts. Many interesting things could be done with them, and faction dreadnoughts could be rewarded to the player as a prize for eliminating a faction. But again, I realise dreadnought mechanics for this mod is pretty low priority right now. :)
JDD79
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Post by JDD79 »

You should wake up and meet immersion as well as "realism".

It's about to find solutions for FPS drops, so to lower ship traffic for big fleets which meet in battles. To keep tense and danger of conflicts and battles is main goal here.

There are 4 ways,

1. total overhaul of outgoing-incoming damage for every single ship and station module (in this case lowering it a lot)
2. total overhaul of hulls and shilds for every single ship and station module
(in this case increasing it a lot)
3. smart reinforcement scripts to backup the strenght of a fleet
4. Just keep the current balance and people who moan should buy a phucking decent CPU hehe

Raise hands if there is anything else which is not breaking immersion.
BlackRain
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Post by BlackRain »

denison10 wrote:
BlackRain wrote:
denison10 wrote:very sorry...
but you can fix it?
Tax script works perfectly fine.
you are wrong...
I know for a fact it works perfectly fine. You obviously don't know how it works.
BlackRain
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Post by BlackRain »

JDD79 wrote:You should wake up and meet immersion as well as "realism".

It's about to find solutions for FPS drops, so to lower ship traffic for big fleets which meet in battles. To keep tense and danger of conflicts and battles is main goal here.

There are 4 ways,

1. total overhaul of outgoing-incoming damage for every single ship and station module (in this case lowering it a lot)
2. total overhaul of hulls and shilds for every single ship and station module
(in this case increasing it a lot)
3. smart reinforcement scripts to backup the strenght of a fleet
4. Just keep the current balance and people who moan should buy a phucking decent CPU hehe

Raise hands if there is anything else which is not breaking immersion.
Well, I have no intention of lowering how many ships are in a fleet. What could be lowered is how many fleets spawn, how quickly they patrol in given zones, how quickly they respawn, etc. Reinforcement fleets would require a good deal of scripting most likely and while not a bad idea, is probably too time consuming for now.

Increasing spawn times is also not a bad idea. It is all a matter of balance. So, when you first load the mod, there will be a lot of ships, but as time goes on, these numbers will dwindle (and It could be hours before new fleets spawn). It is all a matter of finding the sweet spot.
denison10
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Post by denison10 »

how it works?
BlackRain
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Post by BlackRain »

denison10 wrote:how it works?
This has already been explained.

First, you need to be the OWNER of a zone. The Zone must be a normal zone, it can't be a temporary zone that you built a station in and were able to rename. These zones DO NOT work.

After you take over a zone (a normal zone), any stations in that zone will pay taxes based on traffic (this number is randomly calculated based on maximum occupancy). Every hour or so, you will receive tax income.
denison10
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Post by denison10 »

thanks for the explanation!
In the beginning I did not find...

@BlackRain
I can take your code(Tax_Stations.xml) for my mod?
I would do differently ...
in the future, you can take my mod(Salaries)
Last edited by denison10 on Sat, 26. Sep 15, 23:52, edited 1 time in total.
denison10
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Post by denison10 »

CWIR\md\Conquer_Mod.xml
cue name="Kill_Stations_cue"
1 Error: Evaluated value '1' is not of type component
2 Error: Invalid space for <find_station>\
BlackRain
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Post by BlackRain »

denison10 wrote:thanks for the explanation!
In the beginning I did not find...

@BlackRain
I can take your code(Tax_Stations.xml) for my mod?
I would do differently ...
in the future, you can take my mod(Salaries)

While I appreciate your offer, we already have a salary script in our mod and do not require one. Rubini and I are not allowing anyone to use our scripts at this time, sorry about that. If there is something you would like to see differently in the tax script, please give feedback and we can consider it.
BlackRain
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Post by BlackRain »

denison10 wrote:CWIR\md\Conquer_Mod.xml
cue name="Kill_Stations_cue"
1 Error: Evaluated value '1' is not of type component
2 Error: Invalid space for <find_station>\

This has already been fixed I think, just haven't released latest files. Thanks for the report.
JDD79
Posts: 106
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Post by JDD79 »

BlackRain wrote:
JDD79 wrote:You should wake up and meet immersion as well as "realism".

It's about to find solutions for FPS drops, so to lower ship traffic for big fleets which meet in battles. To keep tense and danger of conflicts and battles is main goal here.

There are 4 ways,

1. total overhaul of outgoing-incoming damage for every single ship and station module (in this case lowering it a lot)
2. total overhaul of hulls and shilds for every single ship and station module
(in this case increasing it a lot)
3. smart reinforcement scripts to backup the strenght of a fleet
4. Just keep the current balance and people who moan should buy a phucking decent CPU hehe

Raise hands if there is anything else which is not breaking immersion.
Well, I have no intention of lowering how many ships are in a fleet. What could be lowered is how many fleets spawn, how quickly they patrol in given zones, how quickly they respawn, etc. Reinforcement fleets would require a good deal of scripting most likely and while not a bad idea, is probably too time consuming for now.

Increasing spawn times is also not a bad idea. It is all a matter of balance. So, when you first load the mod, there will be a lot of ships, but as time goes on, these numbers will dwindle (and It could be hours before new fleets spawn). It is all a matter of finding the sweet spot.
Thanks for making it clear.

So for a smooth game you basically need to figure out the max. cap for ALL fleets/patrols/fighters/stations etc. (include player) spawned at the same time. I always thought it's just a matter of performance within a zone.

I'm not a fan of scripts with static places for battles, as none of the other players I guess, so it's all about to give conditions when, why and where something is spawning + to lock further spawns on cap, until a conflict is taken out or numbers "dwindle" as you said.
To make everyhting more lively, fast spawns and reinforcement is my answer too. Imo those spawns should happen situational and related to players position/overall fleet strenght but also random. Correct me may it be false, currently it's just random?

My questions are,
Are existing fleets OOZ the main issue for the overload?

Do you have predefined sizes/numbers and variations for spawning fleets/patrols etc. ?

Is there even a chance to get scripts for situational spawns?


At the moment random spawns it is, they just need to get in balance, mabye with a lock for spawns on performance cap. Well you guys know the game code so let's see what is possible.

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