[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 »

bm01 wrote: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?
I will take a look, I may have already fixed these issues honestly.

As for known issues list, do you mean issues with mod compatibility or perhaps known bugs from within the mod itself? The mod should really not have many issues or problems with other mods (Except for ones which may touch the same exact stuff like ship building or something).

Some feedback has been posted about some minor issues, but nothing which is game breaking.
Reaperxvii
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Post by Reaperxvii »

Thanks BlackRain, I'm actually looking into it right now :)

I have one more request, when we destroy stations is there anyways for it to "unlock" a plot there?
"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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BlackRain
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Post by BlackRain »

Reaperxvii wrote:Thanks BlackRain, I'm actually looking into it right now :)

I have one more request, when we destroy stations is there anyways for it to "unlock" a plot there?
What do you mean by "unlock" a plot?

Also, the plan is to change station destruction to station capture (except for the player who would be able to do both perhaps? this is not yet decided)
Reaperxvii
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Post by Reaperxvii »

BlackRain wrote:
Reaperxvii wrote:Thanks BlackRain, I'm actually looking into it right now :)

I have one more request, when we destroy stations is there anyways for it to "unlock" a plot there?
What do you mean by "unlock" a plot?

Also, the plan is to change station destruction to station capture (except for the player who would be able to do both perhaps? this is not yet decided)
Like, Unless mines Different for some reason, when you destroy a station the space it occupies stays empty (With the exception of the darn ROC habitation module in Heartache mist that keeps re-spawning), So I didn't know if it was possible to tie a trigger that placed a buildplot where the station was Located.

Also would it be possible to name "Empty Space" zones where we build stations?
Last edited by Reaperxvii on Sun, 10. Jan 16, 02:55, edited 1 time in total.
"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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YorrickVander
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Post by YorrickVander »

The issues idea was about known issues with current release : something you and rubini can reference and mark as known/fixed in upcoming/more info needed kind of thing.
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Shazbot01
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Post by Shazbot01 »

Just a heads up, this mod gets goofy on Beta 4.3. The beta adds raider, pirate, and xenon raids all over the place and I think that might override CAWR's spawns. Which sucks because 4.3 is nice. :(

So any new players to this mod, stick with 3.61 until it gets another update.
pref
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Post by pref »

Thanks Shazbot01!
Saved many hours for me possibly.
BlackRain wrote: Also, the plan is to change station destruction to station capture (except for the player who would be able to do both perhaps? this is not yet decided)
Would be great if it was possible just to remove them. One might need to clear enemy presence from zones without ever needing their stations.
This might also allow our NPC friends to expand easier by clearing any opposition for them in advance.
Reaperxvii
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Post by Reaperxvii »

I have a possible bug to report but to be honest I'm not sure if its because of your mod or station recycling, anywho, I've had 2 stations, both RoC habitats re-spawn after editing a saved game, unsure if this is normal behavior or what but figured I'd post it here :)
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

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VincentTH
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Will HOA shipyard be rebuilt?

Post by VincentTH »

I am a newbie for this mod.

Running 0.9f with 3.61 Release, and no other mod.

My start is Terran Defender, and when I visit Far Out, all HOA stations including the Cell recharge station and the Ship Yard, as well as Lonely Giant station have been wiped out. There is only 1 HOA Arawn roaming in Exhaustless Mines.
The HOA Cell Rechage Station in Amoury is also destroyed.

I have seen ROC rebuild their stations, but since HOA no longer has any, I guess they are done in my game?

Also, the relic inside Lonely Giant is lost too.
Shazbot01
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Post by Shazbot01 »

Vincent, try Miscellaneous IZ & OOZ Combat Tweaks by w_evans. OOZ tweaks makes OutOfSector combat slower and IZ tweaks makes stations tougher by giving them drones to use against attackers.

The nexus mods are better then the steam workshop because they let you pick your addons to the base mods for more adjusting. The minimum you need is the base IZ & OOZ mods, IZ tweaks supp 4 & 5 for station drones (also works out of sector), and OOZ tweaks supp 2 to make station defense officer npcs better with drones.

Also try Auto emergency jump by bm01. I like to set smart jump off and use hull 100% shield 50% for player and AI settings. This will make attackers jump away from battles and there won't be as many ship wrecks to clog up your PC.
VincentTH
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Post by VincentTH »

Shazbot01 wrote:Vincent, try Miscellaneous IZ & OOZ Combat Tweaks by w_evans. OOZ tweaks makes OutOfSector combat slower and IZ tweaks makes stations tougher by giving them drones to use against attackers.

The nexus mods are better then the steam workshop because they let you pick your addons to the base mods for more adjusting. The minimum you need is the base IZ & OOZ mods, IZ tweaks supp 4 & 5 for station drones (also works out of sector), and OOZ tweaks supp 2 to make station defense officer npcs better with drones.

Also try Auto emergency jump by bm01. I like to set smart jump off and use hull 100% shield 50% for player and AI settings. This will make attackers jump away from battles and there won't be as many ship wrecks to clog up your PC.
Thanks for the advice, I may use them for next game, but for this game, that was not the answer I was looking for.
Shazbot01
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Post by Shazbot01 »

Ah ok, well the station rebuilding thing is kinda wonky (the new stations come from shipyard CV's that may or may not tell you what they are doing), but I look at it this way: Keeping ROC and HOA stations alive is part of the mod rules. Your job is to fight a war on two fronts, the ROC and HOA both need your help to not get stomped by PMC and Reivers. So if HOA looses lonely giant for example, game over dude try again, etc.
VincentTH
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Post by VincentTH »

Shazbot01 wrote:Ah ok, well the station rebuilding thing is kinda wonky (the new stations come from shipyard CV's that may or may not tell you what they are doing), but I look at it this way: Keeping ROC and HOA stations alive is part of the mod rules. Your job is to fight a war on two fronts, the ROC and HOA both need your help to not get stomped by PMC and Reivers. So if HOA looses lonely giant for example, game over dude try again, etc.
Yeah I guess I'll start over.
Reaperxvii
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Post by Reaperxvii »

How hard would it be to add the ships from the canteran ship pack to your player shipyards?
"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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Shazbot01
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Post by Shazbot01 »

I have more information about this mod and beta 4.3.

Here is what I can confirm DOES work:

-Player NPC salary
-Probes
-Station destruction script (stations go boom & you get notified)
-SOME attack fleets (not sure if these are CAWR or beta 4, the universe is a lot more hostile in beta 4.3)
-PMC rhanas traders (yay boarding fodder! OH CRAP HOSTILE HV FLEET!)
-Custom ship veriants
edit: -custom faction sector ownership at start

Still not sure if outpost CV's spawn and do their thing.

If you are going to play this mod with beta 4.3, I suggest using W evans IZ/OOZ mods and Auto emergency jump by bm01, otherwise stations will explode left and right. Skymeadows gets obliterated by something 60 seconds after I started a new game without these mods, so expect a wilder ride!

A helpful note on beta 4: The fly to sector command is now fly to position. If you click inside the map you will see a little crosshair. That is how the fly to position thing works. You should only use this in the ship's current sector. To make ships fly faster, click on the side icon destination and click confirm for a sector-to-sector move command.
Shazbot01
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Post by Shazbot01 »

Bad news folks, Beta 4.3 DOES override CAWR's spawns. The only ships that spawn are the new Beta 4 patrols.

I think this problem happened in hotfix 3 as one of the devs is changing how many random ships spawn and patrol based on your difficulty setting. I would guess this is what overrides CAWR's spawns.

On a side note, be sure to use the damage increaser supp for the OOZ mod or your capital ships almost have god mode :P.
BlackRain
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Post by BlackRain »

Jobs doesn't work that way. I'll have to see what is new on the latest version some time soon but there is no way the vanilla game is overriding my jobs file. What's most likely happening is they added new job ships which aren't removed by cwir. My spawns should still be spawning, though
pref
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Post by pref »

Shazbot01 wrote: Also try Auto emergency jump by bm01. I like to set smart jump off and use hull 100% shield 50% for player and AI settings. This will make attackers jump away from battles and there won't be as many ship wrecks to clog up your PC.
Doesn't this mean turning off most AI combat? Or that does not hurt the gameplay?
Don't small wrecks despawn quickly?
Shazbot01
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Post by Shazbot01 »

AEJ and CAWR make an odd couple. Some CAWR ships use it to jump away, others don't. AEJ works best on vanilla X Rebirth ships, though some CAWR ships will jump away if they can (they need a working jump drive to do so).

As for its effects on gameplay, I don't know if CAWR checks living ships before it spawns more. I don't think it does, it might just be a timer.

One reason AEJ is useful for stations is attacking ships that will jump away will only damage the station till they hit the jump threshold / smartjump feature and then leave, otherwise they fight to the death and do extra damage to the station in the process.

I have found it helps to switch wait for repairs OFF or ships can get stuck in repair limbo. Hull/shield thresholds are both checked if smart jump is off, so hull needs to be at 100% or the ships won't jump unless the hull is less than 100% first, its odd but it works.

Another plus about AEJ is this: Which is more useful, a suicide attack or letting your shields take a pounding, do some damage, jump away, recharge, then go back for another go? It's a nice immersion mod for this reason, it makes sense for space ships with powerful shields and paper thin hulls to jump away before the hull takes any damage, shields recharge faster then a hole in your ship.

edit: Another helpful tidbit on this subject from bm01's AEJ thread:
"Actions after jump
- Resume previous task: If "No" is selected, ships will simply wait for new orders at the jump destination and enemy ships will just die."
VincentTH
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Reiver hidden base?

Post by VincentTH »

I believe I have killed all Reiver stations in Devries, but they keep coming back. I also saw one Titurel boosting NW of Unmet Promise, but I was in my starting engine, so I could not keep up with it. Later attempts to locate that base were fruitless.

Is there a hidden base somewhere I have to take out in order to get rid of the Reivers?

I am playing Terran Defender.

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