That is because some times modules do not show up in the map as being there, but they are. These must be destroyed by the player, or sometimes your ships stop firing on modules. I am not really sure why. It is something we will have to consider. We also changed how stations get destroyed in the last release so it is a work in progress.Baconnaise wrote: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.
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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I thought about that as well and had the ships attack on top of personally attacking the stations myself. Cartel station a week or two ago. Hull doesn't drop below 80-82% on certain modules even though I have 100% info unlocked. I've even resorted to modifying the faction rep so we were allied prior to attacking as well which unlocks all info points (before you attack that is then it reverts). I tried a couple of cartel and the xenon station in FO. I do it personally since the mod CWIR is a little quirky with station destruction unless the player shows up to personally deal it for some reason. Imagine it's some sort of OOZ thing that makes my fleets take ages to kill a station. I do have the MICT/MOCT addons on top of whatever parts are incorporated into the CWIR mod itself. There is an empty zone under Xenon I think with a derelict ship that can't have an outpost built in it as well. I've tried claiming the ship or destroying it outright and despite being there all alone no outpostBlackRain wrote:That is because some times modules do not show up in the map as being there, but they are. These must be destroyed by the player, or sometimes your ships stop firing on modules. I am not really sure why. It is something we will have to consider. We also changed how stations get destroyed in the last release so it is a work in progress.Baconnaise wrote: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.

These are stations that don't last more than a minute or two considering I've used fleets of Xenon I's with 5-10 K's per I commander. The other zones of course work fine (Albion/Devries) provided I shgow up to make sure the stations finally die. I haven't done anything in Omicron as of yet.
Awesome mod all in all and lots of configuration options. I'd put it up there with NESA which is like the all time greatest mod ever created for this game.
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The Cartel station which is part of the Teladi DLC? We have not done anything with the Teladi DLC. In theory station destruction and such should work, however, those stations might hve unique qualities which make them indestructible. Some of the vanilla stations were like this. I have not looked into those stations at all so I'm not concerned if stations from Teladi DLC can't be destroyed. We don't support the DLC at this time, maybe in the future. As for the xenon station, I haven't done much testing with those stations and they are unique pretty much. Could be issues. Again there may be sort of "invisible" modules. It doesn't matter if you have scanned station to 100%. Many stations have weird stuff going on because they were never meant to be fully destroyed or at least not at this time so ego didn't bother fixing these particular issues. They are only issues when tryin to destroy stations so are probably low priority. I need a list of all stations that are diffcult or seemingly impossible to destroy. Most should be destructible and it may just take some change to our code to make it easier.
I'll try to answer other questions when I have time
I'll try to answer other questions when I have time
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I have a question about auto builder:
1. Does it buy resources from existing npc stations/ships that are travelling around?
2. I notice the messages about auto builder buying stuff, but when looked on map. There is no npc ship around and the bought item is already inside the CV storage. Sometimes though, the npc ships do come. Is this a bug or a feature?
Everything else seem to working great with the mod. Could use some feature where the enemy attacks your station in your own made zone but I think many people don't want that
1. Does it buy resources from existing npc stations/ships that are travelling around?
2. I notice the messages about auto builder buying stuff, but when looked on map. There is no npc ship around and the bought item is already inside the CV storage. Sometimes though, the npc ships do come. Is this a bug or a feature?
Everything else seem to working great with the mod. Could use some feature where the enemy attacks your station in your own made zone but I think many people don't want that

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It can buy resources just like normal (from npc ships) or it "simulates" the buying of the resources (meaning deducts the cost from you and gets the resources in its cargo)Spacefuelcomplex wrote:I have a question about auto builder:
1. Does it buy resources from existing npc stations/ships that are travelling around?
2. I notice the messages about auto builder buying stuff, but when looked on map. There is no npc ship around and the bought item is already inside the CV storage. Sometimes though, the npc ships do come. Is this a bug or a feature?
Everything else seem to working great with the mod. Could use some feature where the enemy attacks your station in your own made zone but I think many people don't want that
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Hi, let me answer these for you.Ezarkal wrote: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.
1) Maybe performance issues if pc is slow
2) Player shipyards and NPC's on your station is included in the mod. Anything that alters job.xml could interfere. It is best not to use anything that adds ships to shipyards or changes production or affects station destruction, etc.
3) Factions could potentially be wiped out by its enemies but this is not easy to do. It is difficult for big changes to happen without player involvement but easy for small changes to happen.
4) You cant play this mod if you are doing the plot (must be loaded after plot is finished). All other starts are fine.
5) Updating is simple, just swap the new one in.
6)Be prepared.
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My mistake as I figured everyone had Teladi DLC since it was free awhile back. I have a new save going and everything in FO cluster isn't destructible nor claimable (via outpost). I took a stab at every zone for giggles with my I zerg and Gangrene fleets. FO is sort of mediocre at best anyways since many of the game starts and added clusters by players are clearly superior.BlackRain wrote:The Cartel station which is part of the Teladi DLC? We have not done anything with the Teladi DLC.
Here is the save file just in case.
http://www.filehosting.org/file/details ... ve_001.xml
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I am not sure if this bug has been posted before but here goes.
I have captured 5 Titurels from the Reivers in Heartache Mist.
In the end I was stuck with Cantera reputation dropping to -7.
Apperently it was dropped by 1 point everytime I or my Taranis killed a construction URV from the Reiver Titurel. They appear at the engines of the Titurel. When I selected the Engineer URV it was red color and owned by Reivers.
Might there be something wrong with the ownership or is it because it was within 20km of the station?
I have captured 5 Titurels from the Reivers in Heartache Mist.
In the end I was stuck with Cantera reputation dropping to -7.
Apperently it was dropped by 1 point everytime I or my Taranis killed a construction URV from the Reiver Titurel. They appear at the engines of the Titurel. When I selected the Engineer URV it was red color and owned by Reivers.
Might there be something wrong with the ownership or is it because it was within 20km of the station?
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In vanilla, at least until recently if something changed, ammo isn't used by NPC-piloted ships. so it may be OK.Redtank95 wrote:It seems the added ships that focus on astrobees don't spawn with any missiles and as such are basically useless.
Do you mean you've seen them not firing or just that they look empty?
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Spacefuelcomplex wrote:I am not sure if this bug has been posted before but here goes.
I have captured 5 Titurels from the Reivers in Heartache Mist.
In the end I was stuck with Cantera reputation dropping to -7.
Apperently it was dropped by 1 point everytime I or my Taranis killed a construction URV from the Reiver Titurel. They appear at the engines of the Titurel. When I selected the Engineer URV it was red color and owned by Reivers.
Might there be something wrong with the ownership or is it because it was within 20km of the station?
This is a vanilla bug. Attacking URV's seems to get you a loss in reputation for some reason.
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Nope, but I just remembered that I did get the Harpy you get with the HV start to work once i got it ammo.BlackRain wrote:Redtank95 wrote:The Harpy Missile Cruiser and the Stromvok Arbalest Cruiser.BlackRain wrote:I have seen them fire just fine, which ships exactly?Redtank95 wrote:They're not firing any missiles only secondary weapons if they have any.
Are you using MICT?
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What do you mean once you got it ammo? I wasn't aware you could buy ammo?Redtank95 wrote:Nope, but I just remembered that I did get the Harpy you get with the HV start to work once i got it ammo.BlackRain wrote:Redtank95 wrote:The Harpy Missile Cruiser and the Stromvok Arbalest Cruiser.BlackRain wrote:I have seen them fire just fine, which ships exactly?Redtank95 wrote:They're not firing any missiles only secondary weapons if they have any.
Are you using MICT?
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You can com the appropriate size dealer go to modify a ship and select equip ammo.BlackRain wrote:What do you mean once you got it ammo? I wasn't aware you could buy ammo?Redtank95 wrote:Nope, but I just remembered that I did get the Harpy you get with the HV start to work once i got it ammo.BlackRain wrote:Redtank95 wrote:The Harpy Missile Cruiser and the Stromvok Arbalest Cruiser.BlackRain wrote:I have seen them fire just fine, which ships exactly?Redtank95 wrote:They're not firing any missiles only secondary weapons if they have any.
Are you using MICT?