[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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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Is it possible that there are no ions withing the station range setting? In this mod I believe miners follow that range setting (unlike vanilla where they are always system-wide).
150147
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Post by 150147 »

Sparky Sparkycorp wrote:Is it possible that there are no ions withing the station range setting? In this mod I believe miners follow that range setting (unlike vanilla where they are always system-wide).
Range setting is system wide (DeVries). Ships will collect H & P in other sectors and zones.
pref
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Post by pref »

Is it ok for 4.0?
Or 3.61 only?
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YorrickVander
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Post by YorrickVander »

4.0b4hf3 gives a long list of shipdb errors just starting a new game so I would say wait for the lads to catch up with the changes :)

Code: Select all

[General] ======================================
[=ERROR=] Error in default context: ShipGenerator invalid, no macro generated
[General] ======================================
[General] ======================================
[=ERROR=] Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] ======================================
[General] ======================================
[=ERROR=] [JobEngine] No ship generated for JobID: 'hol_trader_gas_medium'. Probably invalid ship macro/group/ref definition.
[General] ======================================
X Rebirth - A Sirius Cybernetics Corporation Product

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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I guess the changes brewing for the game difficulty setting (larger groups of ships at higher levels) is a complication.
pref
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Post by pref »

Oh man, miss you Fight Rank.
Thanks guys! Guess ill have to look up 'patience' in a wicktionary.
BlackRain
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Post by BlackRain »

YorrickVander wrote:4.0b4hf3 gives a long list of shipdb errors just starting a new game so I would say wait for the lads to catch up with the changes :)

Code: Select all

[General] ======================================
[=ERROR=] Error in default context: ShipGenerator invalid, no macro generated
[General] ======================================
[General] ======================================
[=ERROR=] Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] ======================================
[General] ======================================
[=ERROR=] [JobEngine] No ship generated for JobID: 'hol_trader_gas_medium'. Probably invalid ship macro/group/ref definition.
[General] ======================================
None of those errors should matter, at least the ones I see here. We remove all ships from vanilla which is what is generating those errors.

By the way, sorry about the lack of updates. I wanted to spend the last week updating the mod but Rubini has been MIA. Most likely he is very busy. I can't get much done without him, though, as a lot of the new stuff needs work to be coded by him. I will eventually get around to using the latest version of X with the mod and probably do a small update to spawn timings. I have been playing around with it and will most likely dramatically increase the time it takes for fleets to respawn.

Also, I have been slightly addicted to fallout 4 (slightly being an understatement).
Scoob
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Post by Scoob »

BlackRain wrote:Also, I have been slightly addicted to fallout 4 (slightly being an understatement).
That's all the excuse you needed to give ;)

Scoob.
Reaperxvii
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Post by Reaperxvii »

I have an odd request, and I would do it myself if I could remember how, is there any way to seed resources into far out? I was going to try and support the HOA while fighting Plutarch but the noticed theres no ore or anything :lol:
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

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JDD79
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Post by JDD79 »

Happy new year everyone,
so the 4.0 release is knocking on the door, but much more important to know is, do you guys have news about progress other than just compatibility fixes for the newest update. Any plans, changes or additions for v0.9f when 4.0 comes out?

Greetings
Willkiller1234
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Post by Willkiller1234 »

Great, fantastic mod! This makes playing the game have so much more meaning and gives the good combat moments the campaign gave.

I just have a question if there is any chance for Diplomatic Features to be added.

- Paying other factions to invade a sector or go to war with them
- Paying for alliances
- Factions going into uprise when their sectors become invaded and they start to invade the invading factions
- Factions that go into uprise can join other factions that are enemies to that invading factions as well.
- A mission to get another faction to fight with you

Just wondering if any diplomatic features like these are planning to be added.
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pirke123
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Post by pirke123 »

Hi,

I've only played Vanilla so far. When I start a new game with this mod, what gamestart would be a good strategy to start with?

Or can I just play like Vanilla in the safe sectors, and the further I go the more dangerous it becomes?
Cyres
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Post by Cyres »

I started with the Terran Commander, but you can start with any start but the plot one.

There is no safe place in the galaxy anymore :twisted:
bm01
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Post by bm01 »

From what I've experienced, at least two of the new starts seems to use wrong scripts for some of your other ships, so you might need to reassign them.

Edit, found it:

Line 331, Setup_Gamestarts_CWIR.xml

Code: Select all

<start_script object="$harpyCommander" name="'layer.default'"/>
A "p" is missing.

Line 96, Setup_Gamestarts_CWIR.xml

Code: Select all

<set_object_commander object="$cwirfury" commander="player.primaryship"/>
<start_script object="$FuryCommander" name="'move.escort'"/>
Maybe that one is intended. But the ship has no target and escorts "nil". Same with the small ships.

By the way, is there a "known issues" list?
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pirke123
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Post by pirke123 »

Cyres wrote:I started with the Terran Commander, but you can start with any start but the plot one.

There is no safe place in the galaxy anymore :twisted:
Haha, ok :)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

bm01 wrote: By the way, is there a "known issues" list?
I am not aware of one but maybe with a mod this extensive, a wiki could help as it has for Litcube's Universe. Users could help expand on the change log on page 1 with things they've noticed or read about throughout the thread.

I think that is a decision for BR+R though. If it was desirable, there's a section on the Rebirth wiki with modding info that could easily host mod info too.

https://www.egosoft.com:8444/confluence ... d=39387138
BlackRain
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Post by BlackRain »

Reaperxvii wrote:I have an odd request, and I would do it myself if I could remember how, is there any way to seed resources into far out? I was going to try and support the HOA while fighting Plutarch but the noticed theres no ore or anything :lol:
This is actually quite easy to do. I do it in the mod for Sigma Sector, so you could look in the mod files to see how it is done. Then you could literally copy paste with some minor changes of course.
BlackRain
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Post by BlackRain »

JDD79 wrote:Happy new year everyone,
so the 4.0 release is knocking on the door, but much more important to know is, do you guys have news about progress other than just compatibility fixes for the newest update. Any plans, changes or additions for v0.9f when 4.0 comes out?

Greetings
Well, when I get some time, I am going to be making some changes to the mod. Without Rubini, I can't do any of the big stuff, but, I can look back on the feedback I have gotten in the past couple months and perhaps fix/tweak some of the issues. Also, I am going to be making respawn times much longer (greatly so here) so that you are fighting massive fleets but not as frequently so that perhaps more sectors and such will change hands and the player can make a more dramatic impact. We shall see.
BlackRain
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Post by BlackRain »

Willkiller1234 wrote:Great, fantastic mod! This makes playing the game have so much more meaning and gives the good combat moments the campaign gave.

I just have a question if there is any chance for Diplomatic Features to be added.

- Paying other factions to invade a sector or go to war with them
- Paying for alliances
- Factions going into uprise when their sectors become invaded and they start to invade the invading factions
- Factions that go into uprise can join other factions that are enemies to that invading factions as well.
- A mission to get another faction to fight with you

Just wondering if any diplomatic features like these are planning to be added.
We do have plans for diplomatic features but these are on the bottom of the list so no idea when we can actually get to them. Once we feel we are "done" with how the factions play out in the game (including implementing Xenon properly and also station boarding) then we could perhaps work on things like this.

This is all assuming Rubini makes himself available in the future or I receive help from some one equally as talented.
BlackRain
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Post by BlackRain »

pirke123 wrote:Hi,

I've only played Vanilla so far. When I start a new game with this mod, what gamestart would be a good strategy to start with?

Or can I just play like Vanilla in the safe sectors, and the further I go the more dangerous it becomes?
The game will be as dangerous as you want really. You could just be friends with everyone for the most part (other than reivers, xenon and pirates) and just sit back as a spectator, even profit from all the warfare, or perhaps work behind the scenes to support factions (selling massive amounts of ships to Heart of Albion will certainly help them push back PMC for example)

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