[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 »

Ok, but those are your ships. NPC ships shouldn't need ammo? Ill have to look into it.
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Post by Sparky Sparkycorp »

BlackRain wrote:Ok, but those are your ships. NPC ships shouldn't need ammo? Ill have to look into it.
Prior to 3.60, player-owned ships didn't need ammo either. In 3.60 Beta, this was mentioned with test cases here.

It is possible that something changed in the 3.60 or 3.61 releases but I don't think it was documented if that was the case.
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Marvin Martian
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Post by Marvin Martian »

the "reload" action is not different for player to npc factions, but it is a OOZ -only action (fight.attack.object.capital <attention min="unknown">), so in case you sitting in the zone and watch the war, all ammo-based rocketlaunchers run out of ammo :wink:
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Post by BlackRain »

Marvin Martian wrote:the "reload" action is not different for player to npc factions, but it is a OOZ -only action (fight.attack.object.capital <attention min="unknown">), so in case you sitting in the zone and watch the war, all ammo-based rocketlaunchers run out of ammo :wink:
Ok, so then they reload when OOZ, so this is normal behavior and nothing I need to look into.
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Post by BlackRain »

CWIR Version 0.9d. 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) Small tweaks to balance (lowered several ship spawns, increased spawn times for many fleets, lowered escort amounts for some fleets, especially fighters for omicron fleets)
5) Tweaked station destruction, currently a station will be destroyed if one of the following criteria are met: Hull percentage of entire station reaches 25% or the health of all modules averaged is 25% and station hull reaches 25%)
6) New Game start. Ambitious Entrepreneur. Fully decked out Albion, 100 million credits, 4 Taranis ships and 3 CV's loaded with resources to immediately construct a few stations. Start in Blurred Reflection, Maelstrom, Unending path.
7) some other minor fixes and such.


I need feedback on station destruction. The formula can be tweaked so that we can ensure all stations get destroyed. For example, the lonely giant which has the giant asteroid, when you destroy all the modules you can, what hp is the station at? If it is at 25 or lower, it will get destroyed regardless of all modules. This would fix the issue, the numbers were much lower before (needed to be 5% station hull or 15 and 15 for modules and hull for complete destruction).

Need feedback on balance too. New game start is not required but feedback will be skewed/off with existing saves. Balance feedback from those starting new games or just loading the mod in is preferred.


Also, do people want more NPCs spawned with the NPC spawn script? Currently, only the most useful NPCs get spawned. This means all officers you need to hire, all specialists, drone, ammo and marine recruiters. Also, junk dealers (sell probes). No other NPC spawns (so none of the other sellers of useless stuff). Do people want these also to spawn on player stations or not? Would like feedback, thanks.
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Post by BlackRain »

New Version 0.9d uploaded and ready to go.

Before we get to 1.0, the following still needs to be completed:

1) Support for HEV to take over all of Omicron (half done)
2) New features for Xenon and Xenon outposts
3) Fix bugs that come up
4) balance fleets
5) fix any issues with destroying stations.
Spacefuelcomplex
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Post by Spacefuelcomplex »

BlackRain wrote:CWIR Version 0.9d. 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) Small tweaks to balance (lowered several ship spawns, increased spawn times for many fleets, lowered escort amounts for some fleets, especially fighters for omicron fleets)
5) Tweaked station destruction, currently a station will be destroyed if one of the following criteria are met: Hull percentage of entire station reaches 25% or the health of all modules averaged is 25% and station hull reaches 25%)
6) New Game start. Ambitious Entrepreneur. Fully decked out Albion, 100 million credits, 4 Taranis ships and 3 CV's loaded with resources to immediately construct a few stations. Start in Blurred Reflection, Maelstrom, Unending path.
7) some other minor fixes and such.


I need feedback on station destruction. The formula can be tweaked so that we can ensure all stations get destroyed. For example, the lonely giant which has the giant asteroid, when you destroy all the modules you can, what hp is the station at? If it is at 25 or lower, it will get destroyed regardless of all modules. This would fix the issue, the numbers were much lower before (needed to be 5% station hull or 15 and 15 for modules and hull for complete destruction).

Need feedback on balance too. New game start is not required but feedback will be skewed/off with existing saves. Balance feedback from those starting new games or just loading the mod in is preferred.


Also, do people want more NPCs spawned with the NPC spawn script? Currently, only the most useful NPCs get spawned. This means all officers you need to hire, all specialists, drone, ammo and marine recruiters. Also, junk dealers (sell probes). No other NPC spawns (so none of the other sellers of useless stuff). Do people want these also to spawn on player stations or not? Would like feedback, thanks.
Sometimes the npc ships are attacking the enemy station on a part that is not destructable or losing hull. The npc ships keep attacking it. The total hull was at 12% that time when I selected it on map.

Also can you tell me if Cantera will build new economic stations (like a ship tech fab) in their owned zones? I have noticed only outposts spawning in some zones.
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Post by BlackRain »

There are a lot of issues with the stations and station pieces. It is why we have to do so many work arounds. I just tweaked it in the latest version so hopefully all stations will get destroyed. I am aware that ships might attach bad spots on stations and such but there is no known way to get around it. Go OOZ for a bit. Should hopefully be better now, though.

Station construction is a future goal but it isn't in the mod yet. Factions only build outposts right now. In the future we hope to implement real station construction.
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Post by Sparky Sparkycorp »

Couple of ideas:

1. If picking 25% as a work-around feels too large a number, you could add HPs to make the thresholds the same as before.

2. To alleviate the issue associated with tricky, hard to find/kill components, perhaps combine the above with disproportionately large addition to HPs to components that are considered easy to find/kill (some number of total desired HPs but killing hard ones is down-weighted).
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Post by BlackRain »

Sparky Sparkycorp wrote:Couple of ideas:

1. If picking 25% as a work-around feels too large a number, you could add HPs to make the thresholds the same as before.

2. To alleviate the issue associated with tricky, hard to find/kill components, perhaps combine the above with disproportionately large addition to HPs to components that are considered easy to find/kill (some number of total desired HPs but killing hard ones is down-weighted).
Not sure what you mean by "you can add hps" . The hp of the modules is already added up. I know of no way to assign hp to certain modules and not others. Yeah, I can look through all the asset files and later those but not only would that be a pain but I probably wouldn't be able to get them all. I guess some kind of calc could be done based on size. I would have to discuss with Rubini. He hasn't been online in over a week, though, so no idea when he will be back.
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Post by Sparky Sparkycorp »

Ah, perhaps there is a simpler way.

If i infer correctly, station hull is a seperate thing to modules? Is that easy to target? Could just add HPs (if it is possible) to that one if not hard to find. Enough such that after a reasonable amount of damage recieved, the station pops regardless of module status.
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Post by Baconnaise »

Spacefuelcomplex wrote:Also can you tell me if Cantera will build new economic stations (like a ship tech fab) in their owned zones? I have noticed only outposts spawning in some zones.
They don't at the moment as per Blackrain's latest post but there are workarounds. You can via the tempzonestationbuilder or via the mod since it has autobuilder build stations and transfer ownership to that faction. I've for example threw up an h2o additives factory in devries and foodstuffs supply and gave it to them. You can build out the whole chain if you want (argnu/valley/spice etc). Complete with ships assigned of course. You can even do this in zones where you're the owner and should technically get the tax revenue from too.

The best way of course is to watch Canterans burn and make everything owned by Reivers since pirate shipyards are the bestest ;p.
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Post by Spacefuelcomplex »

Baconnaise wrote:
Spacefuelcomplex wrote:Also can you tell me if Cantera will build new economic stations (like a ship tech fab) in their owned zones? I have noticed only outposts spawning in some zones.
They don't at the moment as per Blackrain's latest post but there are workarounds. You can via the tempzonestationbuilder or via the mod since it has autobuilder build stations and transfer ownership to that faction. I've for example threw up an h2o additives factory in devries and foodstuffs supply and gave it to them. You can build out the whole chain if you want (argnu/valley/spice etc). Complete with ships assigned of course. You can even do this in zones where you're the owner and should technically get the tax revenue from too.

The best way of course is to watch Canterans burn and make everything owned by Reivers since pirate shipyards are the bestest ;p.
I see, well.. we all want a dynamic world where factions build stations and ships on a fair economic trade and go to war to eachother and the player.

With the current mods we are getting there, but I believe there are some hardcoded scripts that cannot be changed or am I wrong there? Can you completely rewrite the game scripts with xml?
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Post by DaveDee »

Spacefuelcomplex wrote:
I see, well.. we all want a dynamic world where factions build stations and ships on a fair economic trade and go to war to eachother and the player.

With the current mods we are getting there, but I believe there are some hardcoded scripts that cannot be changed or am I wrong there? Can you completely rewrite the game scripts with xml?
It can. But it will require enormous amount of time for coding plus months of testing/balancing.
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Post by GCU Grey Area »

0.9d version of Heretic Vanguard Mercenary start appears to have a minor problem with docking Skunk on player-owned Wraith & Harpy immediately after a new game is started. Can be resolved by ordering the ships to leave & rejoin squad, then docking works as normal.

Suspect there may be a bug in their initial orders ('Command: Escort nil - Patrol' as shown on the map). Could not order them to do anything else (tested Follow Me, Fly to my Position & Ware Transfer) until after the command to leave & rejoin squad. After that they responded to commands normally.
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Post by ZaphodBeeblebrox »

A cheeky little request. Could you make the Heretic Vanguard start a separate mod?

Seems to me, that some people would love a pirate start like that as a self contained mod.
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Post by GCU Grey Area »

Just noticed in my new HV game that every station appears as if it has already been scanned to 100% info. Is it supposed to be like that, or is that a bug? If it is intentional, is there a simple way of deactivating that aspect of the mod? Don't mind restarting if necessary - new game is only a few hours old & haven't done much yet. Understand other people may like it, but I just don't like having that info available unless I've gone to the trouble of acquiring it myself. Really not a fan of mods which make the game easier in any way.
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Post by BlackRain »

GCU Grey Area wrote:Just noticed in my new HV game that every station appears as if it has already been scanned to 100% info. Is it supposed to be like that, or is that a bug? If it is intentional, is there a simple way of deactivating that aspect of the mod? Don't mind restarting if necessary - new game is only a few hours old & haven't done much yet. Understand other people may like it, but I just don't like having that info available unless I've gone to the trouble of acquiring it myself. Really not a fan of mods which make the game easier in any way.
Not really sure why this is happening. Shouldn't be, unless this

<set_faction_known faction="faction.hereticvanguards" known="true"/>

makes that happen, so just go into Setup_Gamestarts_CWIR.xml in the mod folder, look for that line and delete it. Let me know if that fixes it.
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Post by BlackRain »

ZaphodBeeblebrox wrote:A cheeky little request. Could you make the Heretic Vanguard start a separate mod?

Seems to me, that some people would love a pirate start like that as a self contained mod.
Not sure what you mean. The Heretic Vanguard start makes you friendly to HV, it also gives you ships which I added to this mod. HV isn't really a faction in vanilla. They have no ships of their own (just use normal pirate ships) and no economy and/or stations. All of that is part of this mod. I have no intention of creating a new mod with all of that, sorry.
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Post by BlackRain »

GCU Grey Area wrote:0.9d version of Heretic Vanguard Mercenary start appears to have a minor problem with docking Skunk on player-owned Wraith & Harpy immediately after a new game is started. Can be resolved by ordering the ships to leave & rejoin squad, then docking works as normal.

Suspect there may be a bug in their initial orders ('Command: Escort nil - Patrol' as shown on the map). Could not order them to do anything else (tested Follow Me, Fly to my Position & Ware Transfer) until after the command to leave & rejoin squad. After that they responded to commands normally.
Silly mistake, just fixed it.
Last edited by BlackRain on Tue, 6. Oct 15, 03:14, edited 1 time in total.

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