[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 »

pirke123 wrote:After about 20 hours into this mod I feel the universe is very silent compared to the start. There used to be raids everywhere, but I guess most of the economy has come to an halt and a lot less raiding ships are built now.

I played neutral, building a few stations and trading with everybody, but it doesn't feel like there is a big war going on anymore. The Sovereign Syndicate spawns some ships now and then, and a lost Xenon K visits me on a rare occasion, but the big battles between PMC and HOA are gone. There hasn't been much territory change either.

I'll keep playing, maybe I can get the economy up and running again. We'll see.


Oh, and if it's possible to change the credits behavior of player shipyards: I often don't have enough (unneccessary) credits while I do have enough resources to built a ship. Very annoying! Please fix :)

The Universe should not be going quiet. Ships spawning does use up some resources but it is not dependent on resources. Even if shipyard have no resources, ships will still spawn depending on what zones are under control, etc.

Not sure what is going on but even after days of playing I never saw this happen. There was always continuous war, however, it all depends on what is going on in your game. There is a lot of unknowns and random stuff.

Also, unfortunately, there is nothing I can do about the credits issue with the shipyards. I do not think there is a way to get around it or at least I don't know of one.
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Post by BlackRain »

VincentTH wrote:
BlackRain wrote:
VincentTH wrote:Well, there are constant PMC fighters coming down from Ascendancy, and a few HOA freighters looking for trade. The difficulty is Hard, BTW.

[EDIT] Here is a screenshot of The Big Empty
You might just have to wait a while. Has any zone been taken over by another faction than the original owner? If it is happening in other parts of the game then it will happen there, even if not right away.
It's been a few game days already, and about 30+ PMC attempts to take back TBE. There is an LI or BER Rahanas that is "trading with Nil" in the sector, and I would have killed it if not for the rep loss.

Since the start of the game, PMC has lost TBE twice. I don't know if HOA has built the ou t post the first time they owned the zone.

I will wait till I gather enough materials, then just built the Xenon Shipyard from the PMC CV I captured if HOA does not build an outpost by then.
I will look into your save when I get a chance, I'm sorry if it takes a while.
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Post by BlackRain »

Reaperxvii wrote:The main issue I find, and one I'm sure blackrain is aware of, stations can be destroyed by npc's but not re-built, which leads to a few issues with the economy, it would be neat if the factions would expand to station they need, like HoA building a ship tech fab for fusion reactors.

I'm sure thats a massive amount of coding, just throwing the idea out there :)
Stations do respawn, but only if the original zone owner gets control of zone again.

We had other plans but unfortunately, without Rubini, it wont happen unless I get more skilled people to help. We put a lot of work into the mod between the two of us when we both had considerable time.
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Post by BlackRain »

By the way, I have had some tentative offers of help from a few people so far which is great.

I am hoping to build a "team". A lot of the work on this mod is already done, but there are so many new features Rubini and I had discussed and they were very cool stuff. I would love to be able to get them all in but for this I am going to need a team of skilled people. This way, work could be doled out in parts, etc.

I need people for various things but of course, coding is the most important. A lot of work needs to be done with MD files, so knowledge of this or inclination to learn would be great. However, anyone willing to help sift through this entire thread and compile information for the wiki would also be great! If you feel like you can offer something, please contact me by pm and I will let you know if it is something we could use. Once I finish discussing with those who have pmed me already on what they know or are willing to learn or work on, I will post about who they are and update initial posts to reflect the new people willing to work on the mod.

Work will continue, even if at a snails pace hehe. With luck, though, perhaps we can actually reach beta some time soon.
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Post by VincentTH »

BlackRain wrote:
VincentTH wrote:
BlackRain wrote:
VincentTH wrote:Well, there are constant PMC fighters coming down from Ascendancy, and a few HOA freighters looking for trade. The difficulty is Hard, BTW.

[EDIT] Here is a screenshot of The Big Empty
You might just have to wait a while. Has any zone been taken over by another faction than the original owner? If it is happening in other parts of the game then it will happen there, even if not right away.
It's been a few game days already, and about 30+ PMC attempts to take back TBE. There is an LI or BER Rahanas that is "trading with Nil" in the sector, and I would have killed it if not for the rep loss.

Since the start of the game, PMC has lost TBE twice. I don't know if HOA has built the ou t post the first time they owned the zone.

I will wait till I gather enough materials, then just built the Xenon Shipyard from the PMC CV I captured if HOA does not build an outpost by then.
I will look into your save when I get a chance, I'm sorry if it takes a while.
I think I have solved the problem. As I moved my fleet out of TBE, the 2 Arawn that guard TBE got killed by a PMC Subjugation fleet. I brought my fleet back in and wiped the PMC fleet out, and after that, I was able to build an outpost there.

Now, which Mod allow me to build stations for NPC? :-)

I don't know why HOA failed to build an outpost there.
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pirke123
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Post by pirke123 »

Is it possible to turn off the salaries? With many stations that are hardly producing anything it's very annoying :) Now I cheat by not keeping money in my own account, but I'd rather just turn it off.
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Post by BlackRain »

pirke123 wrote:Is it possible to turn off the salaries? With many stations that are hardly producing anything it's very annoying :) Now I cheat by not keeping money in my own account, but I'd rather just turn it off.

I don't remember if we put a option to turn it off or not in the config file, look through it.
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pirke123
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Post by pirke123 »

BlackRain wrote:
pirke123 wrote:Is it possible to turn off the salaries? With many stations that are hardly producing anything it's very annoying :) Now I cheat by not keeping money in my own account, but I'd rather just turn it off.

I don't remember if we put a option to turn it off or not in the config file, look through it.
If you tell me what file and what to look for I will search, edit and try ;)
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pirke123
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Post by pirke123 »

pirke123 wrote:
BlackRain wrote:
pirke123 wrote:Is it possible to turn off the salaries? With many stations that are hardly producing anything it's very annoying :) Now I cheat by not keeping money in my own account, but I'd rather just turn it off.

I don't remember if we put a option to turn it off or not in the config file, look through it.
If you tell me what file and what to look for I will search, edit and try ;)
I found an interesting Tax_Stations.xml. I assume that if I simply delete that, then I won't get taxes and I don't have to pay salaries.

Note that I didn't get any taxes anyway, even if I have many stations. I don't own any zone, and that's a prerequisite to get taxes... only from the stations in your own zones. The part where it only checks if you own the station is put in comments. I understand that the zone owner gets taxes, but when you're not interested in owning zones, and only want to stay neutral (well, at least for now) this script gives 0 income and a lot of extra expenses. Maybe for a zone ownership style of play it works, but not for me :)

I agree that simply owning a station gives random income is weird as you already make money if someone buys something at your station. That's the real income based on real visits, not some weird random number based on the number of docking ports... very exploitable: build empty stations just to get an income stream. So I think I'll just delete this file, and keep the economy part vanilla.

And just to be sure: I changed the <script id=... name="tax_stations"><cue ..../></script> in my save file into an empty <script id=... name="tax_stations"/>
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Post by VincentTH »

Me too, I think the expense for the crew is a bit excessive. Just maintain a fleet to defend The Big Empty cost me CR1MM every time, and I don't make that much money yet!!!! I only own The Big Empty, and it does not come with any tax :-)

I mean, fee for the crew is a good idea, but paying 1MM CR every hour ia a lot, given that Missions do not pay that much, and owning TBE does not bring any tax, unless the Build for NPC mod is also installed.

I know, I can tuck away the credit in stations, to avoid paying the expense, but it sounds too cheezy to me!! Anyway, I always play by the rule, so I will have to live with that!!!
Last edited by VincentTH on Tue, 19. Jan 16, 04:33, edited 1 time in total.
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Post by BlackRain »

VincentTH wrote:Me too, I think the expense for the crew is a bit excessive. Just maintain a fleet to defend The Big Empty cost me CR1MM every time, and I don't make that much money yet!!!! I only own The Big Empty, and it does not come with any tax :-)

I mean, fee for the crew is a good idea, but paying 1MM CR every day ia a lot, given that Missions do not pay that much, and owning TBE does not bring any tax, unless the Build for NPC mod is also installed.

Anyway, I always play by the rule, so I will have to live with that!!!

The tax isn't that much it's all about proper planning. You guys were spoiled with not having to pay salaries before. You need to consider the long term costs as well when buying ships and hiring fleets. This means you have to actually think before hiring lots of crew.

If you own TBE any station you build in TBe will also generate taxes for you. It is not only npc stations. If you can't afford to hold it then you are mismanaging hehe.
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Post by Reaperxvii »

BlackRain wrote:
VincentTH wrote:Me too, I think the expense for the crew is a bit excessive. Just maintain a fleet to defend The Big Empty cost me CR1MM every time, and I don't make that much money yet!!!! I only own The Big Empty, and it does not come with any tax :-)

I mean, fee for the crew is a good idea, but paying 1MM CR every day ia a lot, given that Missions do not pay that much, and owning TBE does not bring any tax, unless the Build for NPC mod is also installed.

Anyway, I always play by the rule, so I will have to live with that!!!

The tax isn't that much it's all about proper planning. You guys were spoiled with not having to pay salaries before. You need to consider the long term costs as well when buying ships and hiring fleets. This means you have to actually think before hiring lots of crew.

If you own TBE any station you build in TBe will also generate taxes for you. It is not only npc stations. If you can't afford to hold it then you are mismanaging hehe.
I'm inclined to agree, the taxes I generate more then covers the salaries I pay out :)
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Post by VincentTH »

Reaperxvii wrote:
BlackRain wrote:
VincentTH wrote:Me too, I think the expense for the crew is a bit excessive. Just maintain a fleet to defend The Big Empty cost me CR1MM every time, and I don't make that much money yet!!!! I only own The Big Empty, and it does not come with any tax :-)

I mean, fee for the crew is a good idea, but paying 1MM CR every day ia a lot, given that Missions do not pay that much, and owning TBE does not bring any tax, unless the Build for NPC mod is also installed.

Anyway, I always play by the rule, so I will have to live with that!!!

The tax isn't that much it's all about proper planning. You guys were spoiled with not having to pay salaries before. You need to consider the long term costs as well when buying ships and hiring fleets. This means you have to actually think before hiring lots of crew.

If you own TBE any station you build in TBe will also generate taxes for you. It is not only npc stations. If you can't afford to hold it then you are mismanaging hehe.



I'm inclined to agree, the taxes I generate more then covers the salaries I pay out :)
Ah did not know that the tax is on the station transaction, and not on the station itself. Does that also work on Empty Zones?
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Escort ships do not attack leader target

Post by VincentTH »

I don't know if this behavior is from vanilla or it is from this mod.
I also observe the same thing in 4.00 Beta 4 and has reported, but it does not look like it draw the devs attention.


I observed that a frigate/Sul escorting a Taranis leader has different behavior depending on whether the leader is an NPC ship or a PC ship.

Basically for NPC escorts, they would attack the leader's target, whereas for PC escorts, they would just follow the leader and do nothing to help.

So, say I have a Taranis reporting to the Defense officer of my Outpost, and I would like to have Frigate/Suls to help, I have to assign the firgates to the station itself, because of the above behavior. The only drawback is that the frigate/Sul would be easy to be picked off by PMC attacking ships.
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Post by Reaperxvii »

Unsure if this is caused by CWIR or not but I noticed on the gamestart I sent you that the "Range" option on stations doesn't work right, some of the ships fly all over the galaxy on zone only and others wont leave the zone if its on galaxy :/
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Post by VincentTH »

Reaperxvii wrote:Unsure if this is caused by CWIR or not but I noticed on the gamestart I sent you that the "Range" option on stations doesn't work right, some of the ships fly all over the galaxy on zone only and others wont leave the zone if its on galaxy :/
I can confirm the station range problem. I have a Scaldi assigned to a named empty zone station with zone only range, and it got killed by a subjugation fleet. It works with miners though, as 2 miners assigned to the same station have survived several game days.

@Reaperxvii/ I believe Zone-Only range is only applicable to CWIR. Vanilla ranges are Sector or System wide only.
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Post by BlackRain »

VincentTH wrote:
Reaperxvii wrote:Unsure if this is caused by CWIR or not but I noticed on the gamestart I sent you that the "Range" option on stations doesn't work right, some of the ships fly all over the galaxy on zone only and others wont leave the zone if its on galaxy :/
I can confirm the station range problem. I have a Scaldi assigned to a named empty zone station with zone only range, and it got killed by a subjugation fleet. It works with miners though, as 2 miners assigned to the same station have survived several game days.

@Reaperxvii/ I believe Zone-Only range is only applicable to CWIR. Vanilla ranges are Sector or System wide only.
This mod fixes a problem with miners not obeying range of manager, which is probably why you noticed it working for miners. The mod does not touch traders, though, so sounds like a vanilla problem maybe?
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Post by VincentTH »

I believe so too. Also I believe the Zone range only applies to CWIR, no? I don't recall vanilla has Zone range.
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Post by BlackRain »

VincentTH wrote:I believe so too. Also I believe the Zone range only applies to CWIR, no? I don't recall vanilla has Zone range.
I think vanilla has zone range.
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Post by VincentTH »

OK, so I stand corrected.

I have one unrelated question:

In my game, the BTO shipyard in Eternal Dawn is building a Hades Carrier, and it has all the materails needed to build the ship, but production stopped at 17%. It has low count on URVs however, but that is a galazy-wide problem. (On my game, the only URV producers with products to sell are Verdant Profit and Straining Coppice, and SC is out of the question for my start.

I want to build an Argon(OL) station, but can't for several game days. I tried to buy URVs from Verdant Profit and sell to the Eternal Dawn shipyard, but the percentage does not move.

Should the script be changed to build just the ship, and load just available drones, then have open order on the Defense Officer to refill them later? (I know that does not work in Vanilla either :-))

or better yet, has the ship builds its own URV, a la XTM ships.

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