[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

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BlackRain
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Post by BlackRain »

There is a combination of defined spawns and situational spawns currently.

The majority of fleets are handled by JOBS. This is how vanilla does it. Jobs defines what ships are spawned, where they are spawned, how frequently they are spawned and what script they run when spawned. This controls all trade ships and the majority of military ships.

So, for example, I can define in JOBS that three fleets of similar make up will spawn in Shady Vault, they will run my patrol script and the escorts of the lead ship will run the escort script. The patrol script is the script which handles where they will go. I can define variables through the range.

So I want these 3 fleets to patrol 5 different zones (I set this all up in br.move.patrol and the library script which is associated with the patrol script).

Ships will select from those 5 choices (randomly) and go patrol there, once patrol time is completed, they select a new zone from the choices. If they encounter enemies, they will go after them and they might even chase them to other zones not in their range.

I could set up as many fleets as I want like this. I could have 3 fleets which are of different make up, going different places, which may or may not overlap, etc. This makes things simple and easy to manage and also gives variety and a little bit of uncertainty.

I can also turn on or off any of these fleets with another script, the job suppression script. I can define the variables for this in that script.

This set up gives quite a bit of flexibility without the need to program a "master ai", which would be quite complicated. It also has the benefit of using the patrol script which allows ships to travel, as you do, throughout the galaxy, wherever I want them to go.

This can be tweaked in many ways to different effect and I can, in a way, orchestrate paths in which the game may traverse. What that means is, I open the door to possibilities by defining certain overarching rules.


There are also the response fleets. These fleets may or may not spawn (chance to spawn can be defined in the config file). These ships spawn when a faction station is in danger or destroyed. You can consider them like "reinforcements" but their chance to spawn is low (35%). These are more situational. More can be done with this, but these ships spawn right in zone and this is not ideal. In the future, perhaps we can have these ships respond more frequently and actually move from one location to another to provide back up.
JDD79
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Post by JDD79 »

BlackRain wrote:There is a combination of defined spawns and situational spawns currently.

The majority of fleets are handled by JOBS. This is how vanilla does it. Jobs defines what ships are spawned, where they are spawned, how frequently they are spawned and what script they run when spawned. This controls all trade ships and the majority of military ships.

So, for example, I can define in JOBS that three fleets of similar make up will spawn in Shady Vault, they will run my patrol script and the escorts of the lead ship will run the escort script. The patrol script is the script which handles where they will go. I can define variables through the range.

So I want these 3 fleets to patrol 5 different zones (I set this all up in br.move.patrol and the library script which is associated with the patrol script).

Ships will select from those 5 choices (randomly) and go patrol there, once patrol time is completed, they select a new zone from the choices. If they encounter enemies, they will go after them and they might even chase them to other zones not in their range.

I could set up as many fleets as I want like this. I could have 3 fleets which are of different make up, going different places, which may or may not overlap, etc. This makes things simple and easy to manage and also gives variety and a little bit of uncertainty.

I can also turn on or off any of these fleets with another script, the job suppression script. I can define the variables for this in that script.

This set up gives quite a bit of flexibility without the need to program a "master ai", which would be quite complicated. It also has the benefit of using the patrol script which allows ships to travel, as you do, throughout the galaxy, wherever I want them to go.

This can be tweaked in many ways to different effect and I can, in a way, orchestrate paths in which the game may traverse. What that means is, I open the door to possibilities by defining certain overarching rules.


There are also the response fleets. These fleets may or may not spawn (chance to spawn can be defined in the config file). These ships spawn when a faction station is in danger or destroyed. You can consider them like "reinforcements" but their chance to spawn is low (35%). These are more situational. More can be done with this, but these ships spawn right in zone and this is not ideal. In the future, perhaps we can have these ships respond more frequently and actually move from one location to another to provide back up.
So basically you can go into detail even more (coefficient of variation), when it comes to encounter battles/conflicts situationally. Now that's what I wanted to know and it makes things easier to understand and to hand out suggestions in future.

Perhaps there are not enough conflicts/battles which would reduce the overall ship number more frequently. More variations for the patrol script (time/zones) could increase chance to trigger more encounters. At the same time you could increase spawn times as we talked about earlier. That "could" lead to more balance around the zones and prevent to overload the galaxy.

-add even more variations for patrol script
-tweak combined spawning for more surprising events
-smart spawning/movement management to hold low processing time

That's all for now it's late.

I hope more people will follow this talk, because it's one of the deciding topics to reach a decent gameplay in future.
DoomyMcDoom
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Post by DoomyMcDoom »

loving this mod guys,the merge you have done is just awesome,started fresh with the heretic scenario and its a beautiful chaotic sh1tfight :D,anyway my question is about the zone capture within omnicron.
I have eliminated the argon gov stations and all hostile ships in wavy haze but its still showing as being under their control,there is one neutral corp station there so im wondering if they still count as argon govt somehow?
I know how to deploy the outposts as i already have other zones but the zones here are causing me issues.got like 20 caps on patrol so dont think theres a random argon cap on the edge of the zone.
any help would be appreciated and also are you guys going to do an in depth guide to the mod?
Redtank95
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Post by Redtank95 »

Hi loving the mod so far, but for the love of god lower the split fleet strength i've spent roughly an hour fighting in the same zone and have killed at least 20 or so Gangrene Chasers and another 6 just jumped in.

Edit1: I just restarted my HV game because i went on a tour of split space and they had over 60 Gangrene Chasers...
Edit2: Okay so that didn't help. It seems that the split start with at least 20 Gangrene Chasers. Is this a balancing issue, bug, or intended? :?

Edit3: Okay i'm calling it, it's impossible to kill the Split. I launched an assault on Lost Colony with over 20 ships that i cheated in and still lost. The Split where spitting out ships faster than i could destroy them, so at the end of the battle their numbers had actually grown. And it's not that they brought there whole fleet there either, i checked and found that they still had 3 fleets of 5 or more ships in every zone they controlled. Some major balancing needs to be considered.
JDD79
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Post by JDD79 »

Redtank95 wrote:Hi loving the mod so far, but for the love of god lower the split fleet strength i've spent roughly an hour fighting in the same zone and have killed at least 20 or so Gangrene Chasers and another 6 just jumped in.

Edit1: I just restarted my HV game because i went on a tour of split space and they had over 60 Gangrene Chasers...
Edit2: Okay so that didn't help. It seems that the split start with at least 20 Gangrene Chasers. Is this a balancing issue, bug, or intended? :?

Edit3: Okay i'm calling it, it's impossible to kill the Split. I launched an assault on Lost Colony with over 20 ships that i cheated in and still lost. The Split where spitting out ships faster than i could destroy them, so at the end of the battle their numbers had actually grown. And it's not that they brought there whole fleet there either, i checked and found that they still had 3 fleets of 5 or more ships in every zone they controlled. Some major balancing needs to be considered.
Intented. Read the thread more carefully.
BlackRain
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Post by BlackRain »

I'm going to take a look at the split for the next version. It is a little overkill.
JDD79
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Post by JDD79 »

BlackRain wrote:I'm going to take a look at the split for the next version. It is a little overkill.
You said they will defend it to death, so keep it that way. This mod isn't Disneyland where the kids can run though. My opinion.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I've not had much time to try this work so the caveat to the following observation is a lack of experience.

Basically, I have felt that the proliferation of the high-end weapons (JETs mainly but maybe Astrobee Launchers) on smaller craft may devalue the bigger hulls a bit. JET's in particular are a hallmark of the high-end "that's no moon" hulls that are hard to kill and hard to board. The availability of high-end weapons at lower cost/boarding effort being the devaluer.

Still, it the game is a lot more fun for it, who cares, I guess :)
Redtank95
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Post by Redtank95 »

JDD79 wrote:
BlackRain wrote:I'm going to take a look at the split for the next version. It is a little overkill.
You said they will defend it to death, so keep it that way. This mod isn't Disneyland where the kids can run though. My opinion.
I agree that the Split fleet should be decently large, but the problem is that they grow way too quickly, for instance while i was testing to see if this was a bug caused by one of the mods i had running I went to Lost Colony and they had about 10 Chasers, I toured the rest of the sector (taking about 5-10 minutes) and came back to Lost Colony and they had multiplied to around 30.
BlackRain
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Post by BlackRain »

Redtank95 wrote:
JDD79 wrote:
BlackRain wrote:I'm going to take a look at the split for the next version. It is a little overkill.
You said they will defend it to death, so keep it that way. This mod isn't Disneyland where the kids can run though. My opinion.
I agree that the Split fleet should be decently large, but the problem is that they grow way too quickly, for instance while i was testing to see if this was a bug caused by one of the mods i had running I went to Lost Colony and they had about 10 Chasers, I toured the rest of the sector (taking about 5-10 minutes) and came back to Lost Colony and they had multiplied to around 30.
They don't "grow". They spawn a certain amount of fleets every now and then. There are just too many ships in the fleets. Don't worry, they will be powerful enough, but I think it is too much right now.

Also, all numbers need to come down anyway for performance (albeit not by much)
BlackRain
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Post by BlackRain »

Redtank95 wrote:
JDD79 wrote:
BlackRain wrote:I'm going to take a look at the split for the next version. It is a little overkill.
You said they will defend it to death, so keep it that way. This mod isn't Disneyland where the kids can run though. My opinion.
I agree that the Split fleet should be decently large, but the problem is that they grow way too quickly, for instance while i was testing to see if this was a bug caused by one of the mods i had running I went to Lost Colony and they had about 10 Chasers, I toured the rest of the sector (taking about 5-10 minutes) and came back to Lost Colony and they had multiplied to around 30.
They don't "grow". They spawn a certain amount of fleets every now and then. There are just too many ships in the fleets. Don't worry, they will be powerful enough, but I think it is too much right now.

Also, all numbers need to come down anyway for performance (albeit not by much)
JDD79
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Post by JDD79 »

BlackRain wrote:
Redtank95 wrote:
JDD79 wrote:
BlackRain wrote:I'm going to take a look at the split for the next version. It is a little overkill.
You said they will defend it to death, so keep it that way. This mod isn't Disneyland where the kids can run though. My opinion.
I agree that the Split fleet should be decently large, but the problem is that they grow way too quickly, for instance while i was testing to see if this was a bug caused by one of the mods i had running I went to Lost Colony and they had about 10 Chasers, I toured the rest of the sector (taking about 5-10 minutes) and came back to Lost Colony and they had multiplied to around 30.
They don't "grow". They spawn a certain amount of fleets every now and then. There are just too many ships in the fleets. Don't worry, they will be powerful enough, but I think it is too much right now.

Also, all numbers need to come down anyway for performance (albeit not by much)
Exactly. Split ain't the Roman Empire. As I remember, BR mentioned they will stick around maelstrom while staying in conflict with the Xenon mainly, at the same time Lost Colony will be their last resort and almost an untakeable fortress at the same time. I guess their strenght depends on these conditions and will be balanced in future.
Ajpav13
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Post by Ajpav13 »

Just wanted to throw my hat in the ring - and state that with the exception of the Badlands Colony being indestructible (which BR knows of and is working to fix) I am completely fine with the current state of the game. The config file makes it INCREDIBLY EASY for users to modify the game to their tastes.

(in fact a great deal of the disagreements here can be solved by users just modifying that single file) :wink:

So IMHO, I think nothing needs to be changed at this point - I would suggest BR & Rubini focus on cosmetics and performance issues. (i.e. new cool stuff, and locking down fps rates).

I don't even think we need the "new cool stuff" really; that can come as "expansions" to the current issue down the road. I mean lets call it what it is: you 2 have 'fixed' a great deal of what players felt was broken in this game. That is no small feat.
Redtank95
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Post by Redtank95 »

Ajpav13 wrote:Just wanted to throw my hat in the ring - and state that with the exception of the Badlands Colony being indestructible (which BR knows of and is working to fix) I am completely fine with the current state of the game. The config file makes it INCREDIBLY EASY for users to modify the game to their tastes.

(in fact a great deal of the disagreements here can be solved by users just modifying that single file) :wink:

So IMHO, I think nothing needs to be changed at this point - I would suggest BR & Rubini focus on cosmetics and performance issues. (i.e. new cool stuff, and locking down fps rates).

I don't even think we need the "new cool stuff" really; that can come as "expansions" to the current issue down the road. I mean lets call it what it is: you 2 have 'fixed' a great deal of what players felt was broken in this game. That is no small feat.
Well i have to say your right about the config thing, don't know why i didn't think of that... :oops:

And so far i've found that a lower number of destroyers and more fighters for the Split is a bit more balanced to me.

Edit: I've also noted that there are no scripts for HV to invade the rest of Maelstrom so that probably doesn't help in the difficulty department.
Ajpav13
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Post by Ajpav13 »

Redtank95 wrote:Well i have to say your right about the config thing, don't know why i didn't think of that... :oops:
:lol: :lol: :lol:

No worries; I've been following this thread from its start, and trying to read through 92 pages & maintain the context with an ever-changing modification just to ask a small question would be a pain for anyone hahaha.

Just to be clear for anyone else: look in CWIR/md/CM_Config.xml

-(open it with an xml editor, I use Notepad++)

- It is self-explanatory. Simply change the values to your preference :)
escondido
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Post by escondido »

I sincerely hope that the next realization is save game compatible ; os i go kill my self :D
already invested too many hours in the game

sugestion:one option for more advanced players was at least have, some built stations and a small fleet of ships

thanks :wink:
Ezarkal
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Post by Ezarkal »

Hi guys,

I’m bored with my current game and I‘m thinking about starting a new one. This mod caught my eye, as it seems to add a lot of challenge and end game objectives. I’ve read the 2 first posts of this topic (introduction and changelogs), but I have a few questions about it before I try it out, and yes, I’m too lazy to browse through 92 pages of forums.

1: Is there any known major bug or major gameplay complications not mentioned in the changelogs that a new player should be aware of, other than a universe that will kill you and your stuff if you don’t plan ahead and are careful enough? (I’m the kind of guy who takes paper notes while playing, so I think I should be ok with the planning ahead and caring phase)

2: It says I should avoid any “player shipyard” and “station population” mod. Ok. Are there any other mods I should avoid? (My games tends to be "hot chocolate with fudge icing" as compared to vanilla.)

3: Is the universe really morphing on his own (factions survivals or general power), even if we don’t intervene? If so, at what pace? Will factions eventually wipe each other out even if the player do nothing? How long does it take? (I just don’t want to end up building say, in gemstone manufacture, and PMC coming along and busting up the whole sector before I get the chance to have a few warships on my own) While I’m at it, are the factions generally well balanced?

4: Are all game starts compatible with the mod, or do we have to take a specific one?

5: 9 versions of the mod in 3 months is an awesome update pace. How easy it is to update? You just swap the files in the mod folder?

6: Any general tips?

I’ll probably have more questions, but I’m sure I’ll get most answers by trying the mod, so I guess that’s it for now.
From what I’ve read up to now, it really looks awesome. Good work on pulling this together.
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kaalund
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PMC destory stations

Post by kaalund »

its it just me or its it only pirat facion stations that can be destoryed in this mod. i tryed do kill 2 PMC stations whit 10 Olmekron .. they never died even when they was "attacking" stations like 7 houers (led it run while i sleeped) .. or do i need the "destructable station mod" or something like that?
Ajpav13
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Post by Ajpav13 »

I've attacked every station in game except for: Lonely Giant and the Super-big Farm in Alpha Quadrant

- all of them are destructible except for the Badlands Colony, which the mod creators know about and are fixing.

-Just to reconfirm: ALL PMC stations except for the Badliands Colony in Dormant Bear ARE destructible, NO need to download the "destructible station mod"

-I have noticed sometimes you really need to "work" at destroying a station, sending ships in and chilling on the sidelines will not work.

Some steps you may try:

1) Ensure you scanned the entire station: if you haven't scanned a certain part, sometimes your ships won't attack that part because technically "they don't know it exists"
2) Fly over EVERY inch of the station to double-check if you missed anything: was attacking PMC in Forge-Welded mail & +2 hours in it wasn't dying -> found out it was 1 measly little Trade Terminal that I had missed, yes that stopped the station from becoming destroyed.
3) Patience: sometimes the entire hulk of the station will look destroyed but it will take a few more minuets to destroy it.
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Baconnaise
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Post by Baconnaise »

That's odd because some of the stations and zones in FO aren't destructible in the two game starts I've messed around in. Mod conlfict or FO isn't in the cards maybe. I doubt I'm some special snowflake. I use the 100% station scan mod so everything is 100% when used in zone. :o

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