Well, I believe that within a zone, transfer of goods happen via Mass Traffic, if the owner of the stations are the same? (or is it only between the modules of a station). I may be wrong, as it was never clear to me how Mass Traffic works, as it was billed as a replacement for Complex in TC?BlackRain wrote:I think vanilla has zone range.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.
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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The problem I see is that the Outpost occupies the PC's build spot, instead of the NPC build spot. WIth that, there is only 1 remaining build spot in TBE!!!!!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.
Can the Outpost be built in the NPC spot instead? It makes more sense that way, since PMC cannot rebuild unless they take down the Outpost.
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Building the outpost is a choice. There is a reason why it occupies the PC build spot. You don't hve to build an outpost to take a zone, you can just build any station. Outpost is a cheap way to take a zone. If you no longer want the outpost use the station recycling mod to get rid of it. This is intentional because it adds much more choice and consequence to the mix.VincentTH wrote:The problem I see is that the Outpost occupies the PC's build spot, instead of the NPC build spot. WIth that, there is only 1 remaining build spot in TBE!!!!!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.
Can the Outpost be built in the NPC spot instead? It makes more sense that way, since PMC cannot rebuild unless they take down the Outpost.
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I thought it was a suggestion to make the mod better. Oh well!!BlackRain wrote:Building the outpost is a choice. There is a reason why it occupies the PC build spot. You don't hve to build an outpost to take a zone, you can just build any station. Outpost is a cheap way to take a zone. If you no longer want the outpost use the station recycling mod to get rid of it. This is intentional because it adds much more choice and consequence to the mix.VincentTH wrote:The problem I see is that the Outpost occupies the PC's build spot, instead of the NPC build spot. WIth that, there is only 1 remaining build spot in TBE!!!!!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.
Can the Outpost be built in the NPC spot instead? It makes more sense that way, since PMC cannot rebuild unless they take down the Outpost.
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Just add another build spot to whatever system you are wanting to build in, its what I do, all you need is a zone.xml in a mod you use and this codeVincentTH wrote:I thought it was a suggestion to make the mod better. Oh well!!BlackRain wrote:Building the outpost is a choice. There is a reason why it occupies the PC build spot. You don't hve to build an outpost to take a zone, you can just build any station. Outpost is a cheap way to take a zone. If you no longer want the outpost use the station recycling mod to get rid of it. This is intentional because it adds much more choice and consequence to the mix.VincentTH wrote:The problem I see is that the Outpost occupies the PC's build spot, instead of the NPC build spot. WIth that, there is only 1 remaining build spot in TBE!!!!!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.
Can the Outpost be built in the NPC spot instead? It makes more sense that way, since PMC cannot rebuild unless they take down the Outpost.
Code: Select all
<add sel="//macro[@name='tzoneCluster_D_Sector19_Zone40_macro']/connections">
<connection ref="buildcon3">
<offset>
<position x="37304.6875" y="0" z="-0793.9453125" />
</offset>
</connection>
</add>
"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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The main reason I edit build spots is for ascetics and also I found it's rather silly to have the massive open spots in systems and be unable to build a station there, so I took it upon myself to add in buildspotsVincentTH wrote:Thanks, it is good to know. However, for me, I like to play the mod in the spirit of its creator, and would not modify it to please my play. I only play a few mods, mind you, as I mostly play vanilla and the plot game.

"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 wrote:@Reaperxvii
I know, it makes more sense for the Outpost to occupy the NPC spot, but I can live with the current scheme. Adding more spots seems too cheezy to me. Well, but like I wrote earlier, I honor the author's decision.
I wasn't trying to be dismissive. All feedback/suggestions are welcome. I was only explaining my reasoning for that decision.
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Say I want to build a station in Rising Star. That zone is owned by PMC, even though they don't own any station there.
I have a CV in squad and following me, but the Build Spot is still red, and I can't build in that zone. I can't build an outpost either, despite having 10MM in the bank. So there is no way I can build a station in that zone?
Previously, in The 3rd Duke, after clearing out the local PMC patrol, I was able to build an outpost there.
So how does building an outpost work?
Do I have to keep trying until I luck out as was the 3rd Duke case?
I have a CV in squad and following me, but the Build Spot is still red, and I can't build in that zone. I can't build an outpost either, despite having 10MM in the bank. So there is no way I can build a station in that zone?
Previously, in The 3rd Duke, after clearing out the local PMC patrol, I was able to build an outpost there.
So how does building an outpost work?
Do I have to keep trying until I luck out as was the 3rd Duke case?
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VincentTH wrote:Say I want to build a station in Rising Star. That zone is owned by PMC, even though they don't own any station there.
I have a CV in squad and following me, but the Build Spot is still red, and I can't build in that zone. I can't build an outpost either, despite having 10MM in the bank. So there is no way I can build a station in that zone?
Previously, in The 3rd Duke, after clearing out the local PMC patrol, I was able to build an outpost there.
So how does building an outpost work?
Do I have to keep trying until I luck out as was the 3rd Duke case?
There can't be any enemy ships in the zone or even allied fleets (none of the big factions, like HOA. Try going tree with your fleet an make sure the zone is clear
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Strange, because I have had 2 similar cases with different results:
(1) In Rising Star, with a WF patrol of 3 fighters. Can't get an out post ibstalled. Even killing the patrol , leaving the Skunk as the sole ship in the zone makes no difference.
(2) In Woodland Pasture, after capturing a PMC frigate, there are still a few HOA freighters in the zone, and a AES patrol of 3 fighters , I was able to install an outpost.
(1) In Rising Star, with a WF patrol of 3 fighters. Can't get an out post ibstalled. Even killing the patrol , leaving the Skunk as the sole ship in the zone makes no difference.
(2) In Woodland Pasture, after capturing a PMC frigate, there are still a few HOA freighters in the zone, and a AES patrol of 3 fighters , I was able to install an outpost.
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I could be wrong about this but from what I can tell the requirements to build an outpost are:VincentTH wrote:Strange, because I have had 2 similar cases with different results:
(1) In Rising Star, with a WF patrol of 3 fighters. Can't get an out post ibstalled. Even killing the patrol , leaving the Skunk as the sole ship in the zone makes no difference.
(2) In Woodland Pasture, after capturing a PMC frigate, there are still a few HOA freighters in the zone, and a AES patrol of 3 fighters , I was able to install an outpost.
1. have at least a single large ship in the zone.
2. no other large faction has large ship in that zone.
I use this tactic to get the HOA to claim the zones I clear for them.
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Ah, OK, that makes sense. Since I captured the PMC frigate, that satisfied (1). Thanks for pointing it out.okabig wrote:I could be wrong about this but from what I can tell the requirements to build an outpost are:VincentTH wrote:Strange, because I have had 2 similar cases with different results:
(1) In Rising Star, with a WF patrol of 3 fighters. Can't get an out post ibstalled. Even killing the patrol , leaving the Skunk as the sole ship in the zone makes no difference.
(2) In Woodland Pasture, after capturing a PMC frigate, there are still a few HOA freighters in the zone, and a AES patrol of 3 fighters , I was able to install an outpost.
1. have at least a single large ship in the zone.
2. no other large faction has large ship in that zone.
I use this tactic to get the HOA to claim the zones I clear for them.
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Sure. It's at the mod list under "Build Station Mission".CptAWatts wrote:Hello,
Was just wondering if someone could give me the link to the mod that allows me to build stations for other factions?
http://forum.egosoft.com/viewtopic.php?t=370788
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Yeah I guess I should have checked there first
Didn't know the name of the mod though. Thanks 
Also, how do I make money with shipyards in this mod? I tried building a capital ship but it seems it costs the same as everywhere else. Also I tried selling ships I bought from other shipyards to mine but it seems they are around the same price.


Also, how do I make money with shipyards in this mod? I tried building a capital ship but it seems it costs the same as everywhere else. Also I tried selling ships I bought from other shipyards to mine but it seems they are around the same price.
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It says it charges you money but once constructed it doesn't actually pull anything from your walletCptAWatts wrote:Yeah I guess I should have checked there firstDidn't know the name of the mod though. Thanks
Also, how do I make money with shipyards in this mod? I tried building a capital ship but it seems it costs the same as everywhere else. Also I tried selling ships I bought from other shipyards to mine but it seems they are around the same price.

"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"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index