
[MOD] X:R Conquer mod v0.19s Updated 29/09/2015
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
seems you missed that i am currently travelling and cannt look up anything from the game files, i can just point you in the right direction with that, sry. but yes, that would work i think 

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Thanks again UniTrader! Your help is always very appreciated and I wish a good trip to you!UniTrader wrote:seems you missed that i am currently travelling and cannt look up anything from the game files, i can just point you in the right direction with that, sry. but yes, that would work i think
By the way, looking at the issue we have also 3 others attibutes (haspriority, priorityzone and ismapzone) that can be useful but I don't know exactly what they do (just the info on xsd files). Ex:
Code: Select all
<do_if value="$ship.zone.haspriority">
Code: Select all
<find_zone name="$idlezone" space="$range" priorityzone="true" tempzone="false">
Code: Select all
<do_if value="$zones.{$i}.ismapzone">
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
arrived safely, thanks (but wont be at home over the weekend, therefore no detailed info ^^)
from memory .haspriority / priorityzone returns (true for) all Zones which are not Tubes/Highways, maybe it also excludes temp zones but i dont think so
.ismapzone returns true for all Zones appearing in the Map - so temp Zones are excluded from it (probably unless the Player has built something in it, not sure).
Also some TO Zones are excluded which do exist, but are not visible in the Map (like in FoO / Serpentine Haze which has a total of 12 Zones, but only ~8 of them appear in the Map, the others are only to define the nav beacons and jump beacon in "Empty Space")
from memory .haspriority / priorityzone returns (true for) all Zones which are not Tubes/Highways, maybe it also excludes temp zones but i dont think so
.ismapzone returns true for all Zones appearing in the Map - so temp Zones are excluded from it (probably unless the Player has built something in it, not sure).
Also some TO Zones are excluded which do exist, but are not visible in the Map (like in FoO / Serpentine Haze which has a total of 12 Zones, but only ~8 of them appear in the Map, the others are only to define the nav beacons and jump beacon in "Empty Space")
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Hot fix is done!
Changelog v0.16a.s:
- hotfix for localization: some crucial cues were using english names in the calc and this was leading errors for non english language users. Thanks to DaveDee and UniTrader for the help and fix.
- finetune: "Build Stronghold" (outpost) rules: strongholds can now be built in zones with stations as before but with more restrict conditions.
(if you already started V016s before this hotfix it will work with these new fixes as soon as you reload the game without any problem)
(and is mandatory to restart a new game only if you use another language than english, sorry).
========================================================================
Info update:
- Good to know: even in this short version, where the war is fought mainly by Canteran&Player x PMC&Pirates x Xenon, all others factions are alive and, although they will not invade, they will defend yourself building retaliation forces and strongholds if needed.
Will upload it yet today.
Edited: dropped the hotfix and incorporated it directly on v017s (already online)
Changelog v0.16a.s:
- hotfix for localization: some crucial cues were using english names in the calc and this was leading errors for non english language users. Thanks to DaveDee and UniTrader for the help and fix.
- finetune: "Build Stronghold" (outpost) rules: strongholds can now be built in zones with stations as before but with more restrict conditions.
(if you already started V016s before this hotfix it will work with these new fixes as soon as you reload the game without any problem)
(and is mandatory to restart a new game only if you use another language than english, sorry).
========================================================================
Info update:
- Good to know: even in this short version, where the war is fought mainly by Canteran&Player x PMC&Pirates x Xenon, all others factions are alive and, although they will not invade, they will defend yourself building retaliation forces and strongholds if needed.
Will upload it yet today.
Edited: dropped the hotfix and incorporated it directly on v017s (already online)
Last edited by Rubini on Fri, 19. Jun 15, 15:50, edited 1 time in total.
-
- Posts: 19
- Joined: Thu, 18. Jun 15, 18:17
-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Thanks again UniTrader,UniTrader wrote:arrived safely, thanks (but wont be at home over the weekend, therefore no detailed info ^^)
from memory .haspriority / priorityzone returns (true for) all Zones which are not Tubes/Highways, maybe it also excludes temp zones but i dont think so
.ismapzone returns true for all Zones appearing in the Map - so temp Zones are excluded from it (probably unless the Player has built something in it, not sure).
Also some TO Zones are excluded which do exist, but are not visible in the Map (like in FoO / Serpentine Haze which has a total of 12 Zones, but only ~8 of them appear in the Map, the others are only to define the nav beacons and jump beacon in "Empty Space")
I will go with your first suggestion (istemporaryzone/ tempzone) because we are sure about how they work.
One thing that i tried a lot and didn't found a solution is how to make SS an HV pirate factions allied to PMC (for Conquer mod). Tried modding factions.xml, tried all types of relations changes into the code but nothing works. Then i find that they have this:
Code: Select all
<relations locked="1">
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
i think this attribute was set via MD with <set_relation locked="true|false]"/> or something, but not really sure..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Ok! Found it i guess, example:UniTrader wrote:i think this attribute was set via MD with <set_relation locked="true|false]"/> or something, but not really sure..
Code: Select all
<set_faction_relation_locked faction="faction.plutarch" locked="true"/>
-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Works!!Rubini wrote:Ok! Found it i guess, example:UniTrader wrote:i think this attribute was set via MD with <set_relation locked="true|false]"/> or something, but not really sure..Will test it and will come here later.Code: Select all
<set_faction_relation_locked faction="faction.plutarch" locked="true"/>


-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Version 0.17s is online!
Please post feedbacks, good or bad, we need them to polish the mods.
Here the changelog:
========================================================================
Changelog v0.17s:
- fixed a localization bug: some crucial cues were using english names in the calc and this was leading a lot of errors for non english language users. Thanks to DaveDee and UniTrader for the help and fix.
- fixed a bug where SS and HV pirates factions were not allied to PMC. Now, correctly as the mod intend, the 3 Pirates factions are allied between them and PMC
- improved "Build Stronghold" (outpost) rules: strongholds can be built in zones with stations as before but with more restrict conditions.
**(Note: is mandatory to restart a new game if you use another language than english, sorry).
========================================================================
Info update:
- Even that the war is fought mainly by Canteran&Player x PMC&Pirates x Xenon, all others factions are alive and, althgout they will not invade, they will defend yourself building retaliation forces and strongholds if needed.
- this is particularly important for Heart of Albion that is very Player&Canteran friend and are being harassed by PMC and SS, try to help them too.
========================================================================

Please post feedbacks, good or bad, we need them to polish the mods.
Here the changelog:
========================================================================
Changelog v0.17s:
- fixed a localization bug: some crucial cues were using english names in the calc and this was leading a lot of errors for non english language users. Thanks to DaveDee and UniTrader for the help and fix.
- fixed a bug where SS and HV pirates factions were not allied to PMC. Now, correctly as the mod intend, the 3 Pirates factions are allied between them and PMC
- improved "Build Stronghold" (outpost) rules: strongholds can be built in zones with stations as before but with more restrict conditions.
**(Note: is mandatory to restart a new game if you use another language than english, sorry).
========================================================================
Info update:
- Even that the war is fought mainly by Canteran&Player x PMC&Pirates x Xenon, all others factions are alive and, althgout they will not invade, they will defend yourself building retaliation forces and strongholds if needed.
- this is particularly important for Heart of Albion that is very Player&Canteran friend and are being harassed by PMC and SS, try to help them too.
========================================================================
Last edited by Rubini on Fri, 19. Jun 15, 15:46, edited 1 time in total.
-
- Posts: 50
- Joined: Wed, 26. Jul 06, 21:38
-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Good to know that you are liking it!Aloid wrote:Thank you. Really enjoying this so far.
I've given up station building (and all that micro management) and now focus on fleet building and usage of automated traders in OL...
Very much fun!
As you are going to a more "war" game style, dropping a bit the micromanagement, perhaps is a good idea to raise the settings that makes the invasions more frequent on the config settings,which include the chances, frequency of enemies armies and amount of xenons too. Let me know later any suggestion for balance the mod. I can for example, put more settings on config file to make the enemy factions more aggressive and/or more powerful in size.
Ahoy!
Rubini.
-
- Posts: 285
- Joined: Sat, 18. Oct 14, 13:10
-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Hi DaveDee,DaveDee wrote:Hi mate.
Just curious, that is next in your todo list?
My next todo list, at first, is just fine tune if the settings on config file aren´t enough for some aspect of the game like the comments that i made on the post above.
The destruction of big stations OOZ perhaps yet needs some adjust (because big stations are too powerful) and this means yet more big size forces and/or more persistent Ai attacks in zones that have them. Vanilla AI don´t do it and even as it is on the mod now perhaps could be yet not enough.
Player can just build big forces and start to attack in waves over one big station until destroy it. This behaviour probably needs to be code specifically for AI factions to allow them to make the same or I can cheat the AI factions attack over big stations, i yet don´t know. I need users feedback because this need hours of gameplay and i can´t test all situations.
In the first versions of this mod the Ai was too aggressive and in big amount so, big stations could be destroyed. In new versions the AI is less aggressive and the forces a bit smaller to allow a more peaceful Empire Build game, but this also can make the big stations much more difficult to be destroyed by AI factions. I will look at this as soon as possible.
Any suggestion?
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
not using your mod, but i already made some thoughts about calculating sizes of attack forces for my own projects, and i think the approach of comparing the total dps of the expected enemies to the total dps of the attacing fleet is a good beginning (didnt test how this works out in the end though since i am still working on earlier necesary parts of this project)Rubini wrote:Any suggestion?
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17
In Conquer_mod i used another approach that , roughly, uses the number of capships and stations on a zone confronted with the invader faction strength with a limiter. The problem is the "limiter" that in more new versions is more narrow.UniTrader wrote:not using your mod, but i already made some thoughts about calculating sizes of attack forces for my own projects, and i think the approach of comparing the total dps of the expected enemies to the total dps of the attacing fleet is a good beginning (didnt test how this works out in the end though since i am still working on earlier necesary parts of this project)Rubini wrote:Any suggestion?
The DPS approach seems much more precise and probably also easy to work with but the problem for both is how/when limit the forces. I'm always afraid that a big number of AI ships here and there can crowd the game and also can lead to FPS hits. Don´t forget that AI forces moves freely from zone to zone into the game, so sometimes you can have a huge amount of AI ships if not use a limiter. This is why, I guess, that perhaps a code intervention (some type of cheat for AI) could be the final best solution for fight against big stations; yet more necessary if OOZ. But only with player's feedback we will know for sure.
What you think?
-
- Posts: 19
- Joined: Thu, 18. Jun 15, 18:17
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 452
- Joined: Mon, 7. May 07, 05:17