I haven't taken a look at the new beta. If it is just a gate, shouldn't be a big deal since they wont touch the zone other than the gate.Sparky Sparkycorp wrote:Hi BR,
Having checked out the map in the new public beta, I can confirm my quoted spoiler suspicions below. More specific info is in the second spoiler below.Sparky Sparkycorp wrote: 09.SpoilerShowAccording to the Lino's recent screenshot the next update/DLC could be based at least in part within Sigma Sector (I won't describe rationale in case wishing not to avoid further spoilers). I've no idea if that could matter to CWIR or how it may play out but it's something to keep an eye on and perhaps a reason for postponing further major changes in Maelstrom (e.g. Split).SpoilerShowThere is a new gate in Bast Quarry/Sigma Sector/Maelstrom. It has no known destination at this time and it is probably DLC-related.
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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just a selfish hint: Fleet Supported Boarding allows you to boarding stations, optional for a selectable fraction (but have shortcuts for HOA,RC,PMC)BlackRain wrote:Will definitely consider.tomchk wrote:@BlackRain:
Sounds good. One other thought: I've seen a lot of discussion about the problems of not having enough resources to rebuild destroyed stations. I believe someone mentioned having at least vanilla stations be captured rather than destroyed. Is that something you could easily implement as an alternative to destroying vanilla stations, perhaps as an option?
For example, when the condition is reached for a vanilla station to be destroyed currently, could the result instead be for the station to transfer ownership to the faction that has done the most damage to it recently? I believe this would be much less destructive to production, and personally I like having lots of stations in the universe.
I've seen ideas about an actual capturing mechanism, but I don't think that's even necessary. How about just a simple trigger like I described?

and latest Marine Rebalance is compatible with the mod
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Can you explain to me exactly what your mod does and how it works? I don't have time to look through it unfortunately.Marvin Martian wrote:just a selfish hint: Fleet Supported Boarding allows you to boarding stations, optional for a selectable fraction (but have shortcuts for HOA,RC,PMC)BlackRain wrote:Will definitely consider.tomchk wrote:@BlackRain:
Sounds good. One other thought: I've seen a lot of discussion about the problems of not having enough resources to rebuild destroyed stations. I believe someone mentioned having at least vanilla stations be captured rather than destroyed. Is that something you could easily implement as an alternative to destroying vanilla stations, perhaps as an option?
For example, when the condition is reached for a vanilla station to be destroyed currently, could the result instead be for the station to transfer ownership to the faction that has done the most damage to it recently? I believe this would be much less destructive to production, and personally I like having lots of stations in the universe.
I've seen ideas about an actual capturing mechanism, but I don't think that's even necessary. How about just a simple trigger like I described?
and latest Marine Rebalance is compatible with the mod
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the Mod extends the Boarding
you can add Ships to your Squad (with free Dronedockspace*) and transfer then by talking to your Marine from the Skunk to the Ships (and back)
then you can board ships like known and the Marines will be used from that ships too
When you talk to one of your Squad Ships-Pilots with Marines (under the "attack command") you can start boarding any object (in zone), also Stations
over that way you get ask if you want to board the object for you (owner player) or any other (non-dlc) Fraction
if you take PMC for example the station will after successfull boarding owned and used from PMC
*) funny thing, it was your CWIR Mod that adds Marines in Dronebay on some Jobships that bring to this idea
you can add Ships to your Squad (with free Dronedockspace*) and transfer then by talking to your Marine from the Skunk to the Ships (and back)
then you can board ships like known and the Marines will be used from that ships too
When you talk to one of your Squad Ships-Pilots with Marines (under the "attack command") you can start boarding any object (in zone), also Stations
over that way you get ask if you want to board the object for you (owner player) or any other (non-dlc) Fraction
if you take PMC for example the station will after successfull boarding owned and used from PMC
*) funny thing, it was your CWIR Mod that adds Marines in Dronebay on some Jobships that bring to this idea
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Hi BR,
With regards your new ships and balance in 4.00, you may wish to keep an eye on the following thread:
http://forum.egosoft.com/viewtopic.php?t=383643
Basically, PLASMA/JETs have acquired much more damage per beam and it isn't clear yet whether that is a bug or intentional.
Regards,
Sparks
With regards your new ships and balance in 4.00, you may wish to keep an eye on the following thread:
http://forum.egosoft.com/viewtopic.php?t=383643
Basically, PLASMA/JETs have acquired much more damage per beam and it isn't clear yet whether that is a bug or intentional.
Regards,
Sparks
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Hi BR,
I made a small shipyard in my game for cash generation, as you recommended, and it works well... way too well. Problem is, selling all those ships manually gets quite tedious after the first 40 (out of 120). I was wondering if you ever considered adding a way of either
1-selling a whole squad at once (when selling a ship, you also sell all ships assigned to him)
or
2- add an option to sell every ships in the skunk's squad at once.
(I just made the same suggestions in the Multi-assignment mod thread)
Otherwise, the mod's great! I have yet to see much action as I built in OL, and Argon Gov is defending it like a fortress, but I'll bring out some thunder on those reivers and PMC soon
Here's another odd behaviour of NPC construction vessels: I spotted some PMC CV in OL, filling up with e-cells and quantum tubes (yet a CV should never have to use quantum tubes, unless I'm wrong).
(Fun thing in this case is they have to pass just next to the OOZ location I selected for building, so it's a free catch almost every time!
)
I made a small shipyard in my game for cash generation, as you recommended, and it works well... way too well. Problem is, selling all those ships manually gets quite tedious after the first 40 (out of 120). I was wondering if you ever considered adding a way of either
1-selling a whole squad at once (when selling a ship, you also sell all ships assigned to him)
or
2- add an option to sell every ships in the skunk's squad at once.
(I just made the same suggestions in the Multi-assignment mod thread)
Otherwise, the mod's great! I have yet to see much action as I built in OL, and Argon Gov is defending it like a fortress, but I'll bring out some thunder on those reivers and PMC soon

Here's another odd behaviour of NPC construction vessels: I spotted some PMC CV in OL, filling up with e-cells and quantum tubes (yet a CV should never have to use quantum tubes, unless I'm wrong).
(Fun thing in this case is they have to pass just next to the OOZ location I selected for building, so it's a free catch almost every time!

Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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Yeah that is intended. I asked before if people wanted them in and no one replied. I took them out because I find them useless and would rather not have them take up spots but I can add them.Ezarkal wrote:I got something weird here:
The only "inventory ware traders" npc that populates my station are junk dealers. No mining suppliers, equipment vendors, etc. (I didn't check for black market dealers.)
I have every other category of NPC. Pilots, engineers, specialists (so many specialists...), drone dealers, recruiting officers, etc., these works just fine.
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Multiple orders are really waited, and selling multiple ships is one of the scenarios where we want it.
If you want to make money, you can buy a capital ship in shipyards (gemstone manufacture, darned hot air, eternal dawn) and sell them at your own capital shipyard for +50% of their build price (including everything you added to it : weapons, drones...)
Not only you have only 1 order to send (and not 40) but it also consumes shipyards ware, so you can sell your own produced wares better !
I've just bought a fulmekron and a taranis at the same time, then sold them. Now I'm stuck not by the lack of money, but by the time required for me to produce wares required by shipyards (scanning array, RMP...)
If you want to make money, you can buy a capital ship in shipyards (gemstone manufacture, darned hot air, eternal dawn) and sell them at your own capital shipyard for +50% of their build price (including everything you added to it : weapons, drones...)
Not only you have only 1 order to send (and not 40) but it also consumes shipyards ware, so you can sell your own produced wares better !
I've just bought a fulmekron and a taranis at the same time, then sold them. Now I'm stuck not by the lack of money, but by the time required for me to produce wares required by shipyards (scanning array, RMP...)

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No way that I know of to sell multiple ships unfortunately. I will look into it when I have time.Ezarkal wrote:Hi BR,
I made a small shipyard in my game for cash generation, as you recommended, and it works well... way too well. Problem is, selling all those ships manually gets quite tedious after the first 40 (out of 120). I was wondering if you ever considered adding a way of either
1-selling a whole squad at once (when selling a ship, you also sell all ships assigned to him)
or
2- add an option to sell every ships in the skunk's squad at once.
(I just made the same suggestions in the Multi-assignment mod thread)
Otherwise, the mod's great! I have yet to see much action as I built in OL, and Argon Gov is defending it like a fortress, but I'll bring out some thunder on those reivers and PMC soon
Here's another odd behaviour of NPC construction vessels: I spotted some PMC CV in OL, filling up with e-cells and quantum tubes (yet a CV should never have to use quantum tubes, unless I'm wrong).
(Fun thing in this case is they have to pass just next to the OOZ location I selected for building, so it's a free catch almost every time!)
As for the CV's, that is not odd behavior. I made It so that all ships built at shipyards go and do something. When a CV is built at an NPC shipyard, it will become a universe trader.
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There is no comprehensive list. Devries has the Reivers so, Reivers have fleets led by titurel's and they have new frigate class ships (the sanahar but with various weapon configurations). They are called Sennin Frigates. There is a anti fighter one with mainly Hit/MA's, there are Jet/LR versions of it, and there are ones with the small HIVI turrets.DrwHem wrote:is there a page somewhere that goes over the ships youve added to the game? just want to know what im getting myself into when i turn this on. i have an established company in devries so i want to know what kind of ships i need to defend against and stack them up to the vanilla ones.
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super... but it woudt be perfect if it coudt be add urv launcher instead of removing the upkeep bz when u have the station eng. mod installed the eng. uses Con Drones to repair stations so it woudt be nice if the Plu also coudt that.. bz atm the eng. its not able to repair station fast enough to maintain HP from lets say reiver spawn and then trader ship also woudt work in that instance that it coudt refill ammo 4 missiles;)
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What is the difference between this mod and your World War X mod?
In both you seem to add more shot bullets to the universe.
Can we use both mods together? Is the other one abandoned now? Is this version two?
Question was probably asked before but this thread has over 100pages
In both you seem to add more shot bullets to the universe.
Can we use both mods together? Is the other one abandoned now? Is this version two?
Question was probably asked before but this thread has over 100pages

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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Hello. World war X is considered finished. This mod, by Rubini and I and with help from many others, is so much more than WWX. It has more ships and fleets and such like WWX, but it includes many other things. Stations can be destroyed and even factions eliminated. This mod is still under development with more features to come but it is under slow development.Tamina wrote:What is the difference between this mod and your World War X mod?
In both you seem to add more shot bullets to the universe.
Can we use both mods together? Is the other one abandoned now? Is this version two?
Question was probably asked before but this thread has over 100pages
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Ah, I see, thanks for explanation 
Tried it because it is so much recommended by lots of players here but got a bunch of NILs and =TextIDNotFound= errors... I am going to try it someday later

Tried it because it is so much recommended by lots of players here but got a bunch of NILs and =TextIDNotFound= errors... I am going to try it someday later

Code: Select all
Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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Hi BR/R,
When it comes to Maelstrom, I was wondering if thre was any chance of turning a station model into a ship? (gulp!)
Although not so bug-like*, the smaller Xenon station in Cryptic Heart/Sable Vortex always struck me as pretty cool-looking. It even seems to have a front, a spiny-engine-thingy at the back
https://drive.google.com/file/d/0ByP1Gu ... sp=sharing
Maybe a couple of JET/MAs on each globe hehe
Dunno if working, but it seems to have docks for drones and S/M ships. Would be cool if it could launch wings of Xenon Ps but maybe I'm getting a little carried away =D
*More classic Xenon, I guess.
When it comes to Maelstrom, I was wondering if thre was any chance of turning a station model into a ship? (gulp!)
Although not so bug-like*, the smaller Xenon station in Cryptic Heart/Sable Vortex always struck me as pretty cool-looking. It even seems to have a front, a spiny-engine-thingy at the back

https://drive.google.com/file/d/0ByP1Gu ... sp=sharing
Maybe a couple of JET/MAs on each globe hehe
Dunno if working, but it seems to have docks for drones and S/M ships. Would be cool if it could launch wings of Xenon Ps but maybe I'm getting a little carried away =D
*More classic Xenon, I guess.
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Oh, nice. So there's always hopew.evans wrote:Marvin Martian made a mobile shipyard once. (Shipyard that flies around like a ship. Or maybe it was a different station model. I forget.) So it's possible.Sparky Sparkycorp wrote:I was wondering if thre was any chance of turning a station model into a ship? (gulp!)
