[MOD] X:R Conquer mod v0.19s Updated 29/09/2015
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Hi Rubini,
I have been playing your mod now for several weeks and find it amazing,it really makes the world seem a lot more alive and gives the sense of an actual war happening rather than vanillas stagnant feel. great work!
I was wondering tho if there would be any way to increase the variety of ships used by the hostile a.i?
plutarch for example only seem to field a taranis class destroyer as thier highest ship in any engagements but I've seen several arawn been built from their shipyard in shady vault with the 'explore' command for thier captains (these just seem to jump asap and ive never seen them elsewhere).
It would be great if the A.i was given the same options as the player in the way that i can build and use any ship from a friendly shipyard for example plutarch building fulmekrons from omicron lyrae since they are friends.
A friend of mine is running the 'rebalanced taranis' mod which introduces a new variety of the destroyer and apparently plutarch do indeed field it in his game and use it aswell as the vanilla version of the ship.
im running several other mods including the 'player owned shipyards' which adds a wide variety to existing ship hulls but ive yet to see any npc faction use anything apart from vanilla.
is there a way to change ships used?
thanks mate.
I have been playing your mod now for several weeks and find it amazing,it really makes the world seem a lot more alive and gives the sense of an actual war happening rather than vanillas stagnant feel. great work!
I was wondering tho if there would be any way to increase the variety of ships used by the hostile a.i?
plutarch for example only seem to field a taranis class destroyer as thier highest ship in any engagements but I've seen several arawn been built from their shipyard in shady vault with the 'explore' command for thier captains (these just seem to jump asap and ive never seen them elsewhere).
It would be great if the A.i was given the same options as the player in the way that i can build and use any ship from a friendly shipyard for example plutarch building fulmekrons from omicron lyrae since they are friends.
A friend of mine is running the 'rebalanced taranis' mod which introduces a new variety of the destroyer and apparently plutarch do indeed field it in his game and use it aswell as the vanilla version of the ship.
im running several other mods including the 'player owned shipyards' which adds a wide variety to existing ship hulls but ive yet to see any npc faction use anything apart from vanilla.
is there a way to change ships used?
thanks mate.
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Plutarch are not allies with Argon government. Also, it seems to be lore that Plutarch uses taranis and the Sul ships. HOA uses Arawn and balor, etc. It would make absolutely no sense for Argon to build fulmekron for PMC. If you are just hoping for more ship types then that will happen in the near future. Going to start working in WWX and conquer mod merged some time this week possibly. All factions will have more ships to use eventually.
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ah i see,i was under the wrong impression that omicron were trading with and assisting in ship design for plutarch.
My idea is more about balance than ship types for the later game,
while the taranis is a fine ship and scary as hell in the early game... as players we get a completely unfair advantage by mid game due to the access of ships that simply outperform plutarchs options in every respect which makes the war lose all its difficulty.
To put it in perspective a friend of mine and myself both started this mod around the same time with pretty much identical mods running except he runs the new taranis options.we are both about 100hrs in id say.
and while in my game plutarch are at the point where roc are freely invading albion my friends has them spreading through maelstrom and holding their lines along the roc/plutarch gate making them still a viable threat and i think it comes down to the fact they get a bit more firepower behind them to compete with the rest of the galaxy.
My idea is more about balance than ship types for the later game,
while the taranis is a fine ship and scary as hell in the early game... as players we get a completely unfair advantage by mid game due to the access of ships that simply outperform plutarchs options in every respect which makes the war lose all its difficulty.
To put it in perspective a friend of mine and myself both started this mod around the same time with pretty much identical mods running except he runs the new taranis options.we are both about 100hrs in id say.
and while in my game plutarch are at the point where roc are freely invading albion my friends has them spreading through maelstrom and holding their lines along the roc/plutarch gate making them still a viable threat and i think it comes down to the fact they get a bit more firepower behind them to compete with the rest of the galaxy.
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@DoomyMcDoom,
Hello and thanks to use this mod and by your story, it is very interesting.
About your question, this mod uses exactly the same vanilla design - I mean, only PMC ships are built for PMC , only Canteran's ships are built for Canterans and so on. Even the fighters are the exactly ones used by each faction.
Mods like "Player Shipyard" can allow player to build more different ships (news ships and ships from others factions) (IIRC) what can lead to an unbalanced game forces for Conquer mod because the Ai will be in disvantage. But in other hand, this mod can allow the player to go over Xenons later game, which can be almost impossible with only vanilla ships. But I'm not sure about this because i never yet played CM with it enable.
Edit: board enemy ships is always a challenge way to go for the player - to have better but legitime forces. You can even board xenons ships using "Xenon Hunt" mod.
Anyhow, this is a design matter, where I opted to stay faithful to vanilla. But is easy to make any faction build anything on the mod. And Like BlackRain said we will start to work together this week trying to merge WWX and Conquer _mod.
Hello and thanks to use this mod and by your story, it is very interesting.

About your question, this mod uses exactly the same vanilla design - I mean, only PMC ships are built for PMC , only Canteran's ships are built for Canterans and so on. Even the fighters are the exactly ones used by each faction.
Mods like "Player Shipyard" can allow player to build more different ships (news ships and ships from others factions) (IIRC) what can lead to an unbalanced game forces for Conquer mod because the Ai will be in disvantage. But in other hand, this mod can allow the player to go over Xenons later game, which can be almost impossible with only vanilla ships. But I'm not sure about this because i never yet played CM with it enable.
Edit: board enemy ships is always a challenge way to go for the player - to have better but legitime forces. You can even board xenons ships using "Xenon Hunt" mod.
Anyhow, this is a design matter, where I opted to stay faithful to vanilla. But is easy to make any faction build anything on the mod. And Like BlackRain said we will start to work together this week trying to merge WWX and Conquer _mod.
Last edited by Rubini on Mon, 22. Jun 15, 19:45, edited 3 times in total.
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Thanks by the feedback DaveDee. If you notice anything that you want to comment please do it.DaveDee wrote:Locale fix is working nice. No weird behavior, as far as i see.
And I'm already cooking a small update - v018s. Until now:
- outposts are now really full automated, I mean no human inside it
- outposts are now self repairing as it should be
- SS and HV small pirates stations are also now self repairing as it should be
- a bit more big in size AI invasion forces when a zone to invade is full of enemies
- a bit more chance for xenon invasions (was nerfed too much)
- a recheck (in code) to avoid empty zones
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Hi Rubini it seems you are updating your mod faster than i can test it, i am not complaining, actually i am glad that you are eager to make your mod better or perfect 
First of all i want to say that i really like your mod, it makes the game greater and gives the player a target to achieve. Destroy all the pirates and PMC!!!
For this mod the following mods are a must have:
Miscellaneous IZ Combat and Miscellaneous OOZ Combat from w.evans.
The Sucellus is much stronger, i would say even op allthough it takes some time, the Sucellus takes no damage and makes lots of dmg with its IHC Cannon allthough the mods are not perfect, for excample if you have the player shipyard mod and build the sucellus vanguard destroyer, than the sucellus is not using its main weapon, the IHC Cannon.
I have also other mods installed (lots of them) and i am having no compatibily problems with your mod, i describe this as a very good thing
Some weird stuff is still happening though, for exapmle, the Turret Mod you integrated in your mod. If you build a ship, then the command of the defence officer is: "Destroy all enemies" actually meaning "Defence" meaning the Capital Ship is only targeting the Subsystems of the enemy, ship or station. I am not against that at all, but i would gladly see this confiruation in you "Config File". I am not sure if this adjustement is also counted in OOZ but i actually want all of my ships to have the audjustement to destroy the enemy and only my selected assault CapShips in my squad to have other approaches. It gets annoying when i have to change the state of my defence officer every time i build a new CapShip.
So if you put this "config" into your "Config File" i would appreciate this.
Secondly: The Alert System of enemy capShips is working great but the arrival ot the enemy ships is not logical, fo example the PMC enemy Shps do not arrive in DV Twilight Sentinel (where the Jump Beacon is). They arrive in a random Sector of the palyer or Canterans this making the attack unpredictable. It is still allright and makes the whole thing more exiciting but still it would be great if i could forecast the enemy arrival and make the defences much stronger at the arrival/jump point.
You wrote many times that you would combine your mod with WWX, so this wish should be done by itself, i suppose, i hope
Thirdly: It is actually a complaintenment of the highest level, but i am dissapointed that at some point i can't really be a help to my CapShips, because of the integrated Mod with higher Shieldcapacity values. It lets me feel as i am only scatching the enemy, i higher weapon dmg for the skunk, for example of the Plasma Cannon would be great, espicially if you put it in your"Config File".
In this rather short playtime i did not have any xenon invasions at all, using your mod with the version 0.17s.
Other than the stuff i mentioned, your mod makes the game much more enjoyable and making me to play the game, allthough there are still some annoying bugs, like if you have a Construction Ship using only 30 of its building drones allthough i bought a ship with 100 construciton/building drones.
You have done a great job with your mod, keep it up!!!!
Greetings Icanfly

First of all i want to say that i really like your mod, it makes the game greater and gives the player a target to achieve. Destroy all the pirates and PMC!!!
For this mod the following mods are a must have:
Miscellaneous IZ Combat and Miscellaneous OOZ Combat from w.evans.
The Sucellus is much stronger, i would say even op allthough it takes some time, the Sucellus takes no damage and makes lots of dmg with its IHC Cannon allthough the mods are not perfect, for excample if you have the player shipyard mod and build the sucellus vanguard destroyer, than the sucellus is not using its main weapon, the IHC Cannon.
I have also other mods installed (lots of them) and i am having no compatibily problems with your mod, i describe this as a very good thing

Some weird stuff is still happening though, for exapmle, the Turret Mod you integrated in your mod. If you build a ship, then the command of the defence officer is: "Destroy all enemies" actually meaning "Defence" meaning the Capital Ship is only targeting the Subsystems of the enemy, ship or station. I am not against that at all, but i would gladly see this confiruation in you "Config File". I am not sure if this adjustement is also counted in OOZ but i actually want all of my ships to have the audjustement to destroy the enemy and only my selected assault CapShips in my squad to have other approaches. It gets annoying when i have to change the state of my defence officer every time i build a new CapShip.
So if you put this "config" into your "Config File" i would appreciate this.
Secondly: The Alert System of enemy capShips is working great but the arrival ot the enemy ships is not logical, fo example the PMC enemy Shps do not arrive in DV Twilight Sentinel (where the Jump Beacon is). They arrive in a random Sector of the palyer or Canterans this making the attack unpredictable. It is still allright and makes the whole thing more exiciting but still it would be great if i could forecast the enemy arrival and make the defences much stronger at the arrival/jump point.
You wrote many times that you would combine your mod with WWX, so this wish should be done by itself, i suppose, i hope

Thirdly: It is actually a complaintenment of the highest level, but i am dissapointed that at some point i can't really be a help to my CapShips, because of the integrated Mod with higher Shieldcapacity values. It lets me feel as i am only scatching the enemy, i higher weapon dmg for the skunk, for example of the Plasma Cannon would be great, espicially if you put it in your"Config File".
In this rather short playtime i did not have any xenon invasions at all, using your mod with the version 0.17s.
Other than the stuff i mentioned, your mod makes the game much more enjoyable and making me to play the game, allthough there are still some annoying bugs, like if you have a Construction Ship using only 30 of its building drones allthough i bought a ship with 100 construciton/building drones.
You have done a great job with your mod, keep it up!!!!
Greetings Icanfly
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@icanfly,
First of all many thanks by your feedback, i'm glady that you are liking the mod and having a fun time with it. I can't more play X:R without it because, IMHO, it makes a perfect complement for X:R standard free game.
Now lets go to your questions and my comments. Nothing is closed, we can always make things better and fun. It´s just a code:
1. Better Turrets mod, that are integrated with CM, is aimed mainly to help you to board ships what i guess is a very challenge way to build a big, powerful and diverse fleet (well, without other mods). This is why it have two DO behaviour: one that will only disable the ships and another that will destroy the ships. But, yes, have options is always good, i will try to make it optional for next release.
2. "The invasion forces have a new technology that can make direct jumps, a secret military advanced X-technology, that were acquired from Xenons".
, it's an intentional design, that i opted for because it makes things more easy and precise to work on. I do not plan to make the forces jump to beacon and then goes to the destination zone because if so a lot of things must be redone on the mod. Like you said, in the process to "merge" WWX with CM, this perhaps can be changed. Anyhow, i liked the final result, this design option shows itself very well done, well resolved and well integrated in CM, IMHO.
3. The high shield for capships is aimed exactly to make the mod more fun and challenge, and also to make OOZ combat a bit more real as it should be. The capships will stay alive for more time and Skunk isn´t a "god" ship anymore. IMHO, this is a good thing and you will get used to it in short time. To make good battles and to board ships, you (Skunk) are absolutely necessary, you just need to be more careful. Help destroying the fighters first, then help deactivating the ship with Skunk guns or destroying it using powerful missiles. Isn´t that easy, I know that.
4. Xenons and invasions forces are fine tuned in the upcoming v018s. They are a bit nerfed in the current version.
5. The CV and the use of construct drones is a vanilla issue like a lot of other small annoying things. But, hey, i really like X:R in its current state (3.53) and its potential for mod. As it is made 95% by open code it is one of the more moddable games ever!
First of all many thanks by your feedback, i'm glady that you are liking the mod and having a fun time with it. I can't more play X:R without it because, IMHO, it makes a perfect complement for X:R standard free game.
Now lets go to your questions and my comments. Nothing is closed, we can always make things better and fun. It´s just a code:
1. Better Turrets mod, that are integrated with CM, is aimed mainly to help you to board ships what i guess is a very challenge way to build a big, powerful and diverse fleet (well, without other mods). This is why it have two DO behaviour: one that will only disable the ships and another that will destroy the ships. But, yes, have options is always good, i will try to make it optional for next release.
2. "The invasion forces have a new technology that can make direct jumps, a secret military advanced X-technology, that were acquired from Xenons".

3. The high shield for capships is aimed exactly to make the mod more fun and challenge, and also to make OOZ combat a bit more real as it should be. The capships will stay alive for more time and Skunk isn´t a "god" ship anymore. IMHO, this is a good thing and you will get used to it in short time. To make good battles and to board ships, you (Skunk) are absolutely necessary, you just need to be more careful. Help destroying the fighters first, then help deactivating the ship with Skunk guns or destroying it using powerful missiles. Isn´t that easy, I know that.
4. Xenons and invasions forces are fine tuned in the upcoming v018s. They are a bit nerfed in the current version.
5. The CV and the use of construct drones is a vanilla issue like a lot of other small annoying things. But, hey, i really like X:R in its current state (3.53) and its potential for mod. As it is made 95% by open code it is one of the more moddable games ever!
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First post updated with new version 018s (save game compatible since v015s):
Changelog v0.18s:
- outposts are now really fully automated - no human inside
- outposts have not more missions icons on them (thanks MegaJohnny!)
- outposts are now self repairing as it should be
- SS and HV small pirates stations are also now self repairing as it should be
- a bit more big in size AI invasion forces when a zone to invade is full of enemies
- AI invasions frequency (including Xenon) is now also attached to player strength (among other factors)
- a bit more chance for PMC and Xenon invasions (was nerfed too much)
- probes have a bit more hull HP to avoid quick destruction by fighters
- a recheck (in code) to avoid empty zones
(Obs: until now it is also compatible with new 3.60 beta patch)
Changelog v0.18s:
- outposts are now really fully automated - no human inside
- outposts have not more missions icons on them (thanks MegaJohnny!)
- outposts are now self repairing as it should be
- SS and HV small pirates stations are also now self repairing as it should be
- a bit more big in size AI invasion forces when a zone to invade is full of enemies
- AI invasions frequency (including Xenon) is now also attached to player strength (among other factors)
- a bit more chance for PMC and Xenon invasions (was nerfed too much)
- probes have a bit more hull HP to avoid quick destruction by fighters
- a recheck (in code) to avoid empty zones
(Obs: until now it is also compatible with new 3.60 beta patch)
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You actually have a vital role in combat: as a missile boat. Load up on tristars and astrobees, and the next time you see an enemy cap ship, blow off all of its dangerous bits. A Taranis without its fancy turrets is just an expensive Titurel.icanfly wrote:Thirdly: It is actually a complaintenment of the highest level, but i am dissapointed that at some point i can't really be a help to my CapShips, because of the integrated Mod with higher Shieldcapacity values. It lets me feel as i am only scatching the enemy, i higher weapon dmg for the skunk, for example of the Plasma Cannon would be great, espicially if you put it in your"Config File".
A fully upgraded Skunk is capable of boosting straight into a furball, launching two salvos of missiles at an emplacement cluster, finishing off the straggler turrets with gunfire, then boosting back out to pull some fighters over to your capship turrets to be shredded. Rinse & repeat until you run out of red.
With a little practice, you can quickly turn an even match into a massacre. Fighting fair is for suckers.
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Hey Rubini,
looked through your code, partly to check for compatibility with my stuff, mostly because it's interesting, and found your solution to stations not getting damaged:
Clever solution!
Also thought I'd let you know (although you probably already know) that in an environment where the Conquer Mod is active with MICT, MOCT, and Epic Capital Ship Shields, my changes to:
Sucellus IHC,
Balor torpedoes,
Frigate radar range,
and capital ship shields
will probably overwrite yours.
Otherwise (and, really, even in that case), it looks like all of my mods are compatible with your conquer mod!
Oh, and from your fight.attack.object.capital, you might want to comment this out:
The command was deprecated in the 3.60 Betas (I think in 3.60b1), and won't do anything while generating needless debug spew.
All in all, great work!
.......
edit: was looking at this again:
and I'm a bit confused. Shouldn't those two <set_ nodes be reversed?
looked through your code, partly to check for compatibility with my stuff, mostly because it's interesting, and found your solution to stations not getting damaged:
Code: Select all
<do_if value="@$target.container.isclass.station">
<set_object_hull object="$target" exact="$target.hullpercentage - 5" chance="75"/>
<set_value name="$target" exact="$target.container"/>
</do_if>
Also thought I'd let you know (although you probably already know) that in an environment where the Conquer Mod is active with MICT, MOCT, and Epic Capital Ship Shields, my changes to:
Sucellus IHC,
Balor torpedoes,
Frigate radar range,
and capital ship shields
will probably overwrite yours.
Otherwise (and, really, even in that case), it looks like all of my mods are compatible with your conquer mod!
Oh, and from your fight.attack.object.capital, you might want to comment this out:
Code: Select all
<activate_flaks object="this.ship" />
All in all, great work!
.......
edit: was looking at this again:
Code: Select all
<do_if value="@$target.container.isclass.station">
<set_object_hull object="$target" exact="$target.hullpercentage - 5" chance="75"/>
<set_value name="$target" exact="$target.container"/>
</do_if>
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Hi w.evans,
Just arrived from a trip with my son. Very good trip!
Thanks to look at CM (Conquer_mod) code and also by the comments and tips. You were my teacher in X:R code and i like very much your mods, so its an honor to me and, please, if you have other comments do it!
Now about the comments on the above posts:
Altrought my solution is not an elegant one - its a cheat, it works. I can be wrong, but vanilla code seems to repair stations too fast, it's a real cheat - stations are not to be destroyed in vanilla code.
This OOz solution is used by the "Destroy_Stations_cue" code inside Conquer_Mod.xml - this cue read all component's hull hp from a station; if all them are "zero", then a station will be destroyed even if the station main HP isn't zero . This will fool the vanilla code and stations can be now destructed OOZ. The values used on the code can be fine tuned, but seems that are working well. (this cue is modified from VamFim original code)
About the "<set_value" order - i made it this way because, IIRC, the attack strength can´t be calculated for components individually (isn't a defensive object or something like that), so, as I added the components as target previously, i needed to make them again a defensive object before the vanilla calc. The main station HP will be then also hit each time that a component is hit and so on. All just to fool the vanilla code.
Thanks by the tip about "<activate_flaks object="this.ship" />". This was mainly Better Turrets mod file with just small modifications.
I was not awared about it. Can you point me where to find info about this issue on new 3.60 Beta?
To finish, Conquer_mod is too ambitious and becomes also a big and complex code (to my X:R code average skills), so probably a lot of the code can be refined and much more can be added to the mod. The major issue for me now is the rare free time.
Cheers!
Just arrived from a trip with my son. Very good trip!
Thanks to look at CM (Conquer_mod) code and also by the comments and tips. You were my teacher in X:R code and i like very much your mods, so its an honor to me and, please, if you have other comments do it!
Now about the comments on the above posts:
Code: Select all
<do_if value="@$target.container.isclass.station">
<set_object_hull object="$target" exact="$target.hullpercentage - 5" chance="75"/>
<set_value name="$target" exact="$target.container"/>
</do_if>
This OOz solution is used by the "Destroy_Stations_cue" code inside Conquer_Mod.xml - this cue read all component's hull hp from a station; if all them are "zero", then a station will be destroyed even if the station main HP isn't zero . This will fool the vanilla code and stations can be now destructed OOZ. The values used on the code can be fine tuned, but seems that are working well. (this cue is modified from VamFim original code)
About the "<set_value" order - i made it this way because, IIRC, the attack strength can´t be calculated for components individually (isn't a defensive object or something like that), so, as I added the components as target previously, i needed to make them again a defensive object before the vanilla calc. The main station HP will be then also hit each time that a component is hit and so on. All just to fool the vanilla code.
Thanks by the tip about "<activate_flaks object="this.ship" />". This was mainly Better Turrets mod file with just small modifications.
I was not awared about it. Can you point me where to find info about this issue on new 3.60 Beta?
Yes, i know that, my modifications to Balor/Sucellus/shields, etc are just basic and were aimed for guys that don´t use your more complete mods. I never tested your MICT or MOCT with CM by absolute lack of time - I was also afraid that CM OOZ solution could be not work well with MOCT features - do you noticed any balance problem using both? Btw, MarineRebalance is a must for me and is very good to know that all yours mods are working with CM!Also thought I'd let you know (although you probably already know) that in an environment where the Conquer Mod is active with MICT, MOCT, and Epic Capital Ship Shields, my changes to:
Sucellus IHC,
Balor torpedoes,
Frigate radar range,
and capital ship shields
will probably overwrite yours.
Otherwise (and, really, even in that case), it looks like all of my mods are compatible with your conquer mod!
To finish, Conquer_mod is too ambitious and becomes also a big and complex code (to my X:R code average skills), so probably a lot of the code can be refined and much more can be added to the mod. The major issue for me now is the rare free time.
Cheers!
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Ah! Now I understand. Thanks for the clarification!Rubini wrote:About the "<set_value" order - i made it this way because, IIRC, the attack strength can´t be calculated for components individually (isn't a defensive object or something like that), so, as I added the components as target previously, i needed to make them again a defensive object before the vanilla calc. The main station HP will be then also hit each time that a component is hit and so on. All just to fool the vanilla code.
All of the <activate_flaks nodes were removed in one of the 3.60 betas (not sure which one), and they now cause debug errors, so I'm assuming that the command was taken out completely. Leaving it in shouldn't cause any problems, but won't do anything either.Rubini wrote:Thanks by the tip about "<activate_flaks object="this.ship" />". This was mainly Better Turrets mod file with just small modifications.
I was not awared about it. Can you point me where to find info about this issue on new 3.60 Beta?
Yeah, those were in the vanilla scripts as well but, as far as I know, they didn't do anything. I think they were intended to activate HIT/MA for point defense, but since HIT/MA is now controlled just like other turrets and is controlled directly by the DO, I guess that the command was considered redundant.
Should be ok. I ended up not really doing much with base MOCT other than make tweaks available to the player, and try to use actual ranges altered by crew skill. Most of the meat's in the supplements, and using all supplements will give you longer ranged Balors and Sucellus, and much more dangerous Xenon. (Especially when used in combination with MICT.)Rubini wrote: ... I was also afraid that CM OOZ solution could be not work well with MOCT features - do you noticed any balance problem using both?
If your Xenon try to actively conquer other Systems, then running Conquer Mod with full MOCT and MICT could cause the Xenon to be a ticking time bomb, egging you on to do something because the danger of them conquering the whole universe will be a very real danger. Fun all around.
Yup, was very happy to find that out too. And surprised! I was following your change logs, and it looked like CM was becoming very extensive, and I was pleasantly surprised to find that it works so well with my stuff.Rubini wrote:Btw, MarineRebalance is a must for me and is very good to know that all yours mods are working with CM!
Looks fine to my less-than-average coding skills. I still can't do in-depth testing because I'm still slogging along with my old campaign save (and I believe that you recommend a fresh start, or at least, a game where all of the gates are open?), but I'll take peeks at your code from time to time.Rubini wrote:To finish, Conquer_mod is too ambitious and becomes also a big and complex code (to my X:R code average skills), so probably a lot of the code can be refined and much more can be added to the mod. The major issue for me now is the rare free time.
Yeah, I read about that. Sounds cool! Regards to the family. And I hope that the wife isn't giving you too much trouble, seeing as how you seem to have taken up modding rather seriously again.Rubini wrote:Just arrived from a trip with my son. Very good trip!
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- Joined: Fri, 18. Jan 08, 21:00
Hi Rubini,
the story or instruction manual for your mod is great, once I have finished vanilla I'm eager to try this one!
Will play it with v. 3.53. Do I have to re-start a new game in Free Play or can I continue a previous game that I have started in Free Play?
Is your mod compatible with the 'Miscelanous Combat Tweaks' ? I want to also use this one because of a better Fleet control and maneuvres.
Thanks very much,
XenonS
the story or instruction manual for your mod is great, once I have finished vanilla I'm eager to try this one!
Will play it with v. 3.53. Do I have to re-start a new game in Free Play or can I continue a previous game that I have started in Free Play?
Is your mod compatible with the 'Miscelanous Combat Tweaks' ? I want to also use this one because of a better Fleet control and maneuvres.
Thanks very much,
XenonS
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- Posts: 285
- Joined: Sat, 18. Oct 14, 13:10
You may continue after plot, but better to start new one.XenonSurf wrote:Hi Rubini,
the story or instruction manual for your mod is great, once I have finished vanilla I'm eager to try this one!
Will play it with v. 3.53. Do I have to re-start a new game in Free Play or can I continue a previous game that I have started in Free Play?
Is your mod compatible with the 'Miscelanous Combat Tweaks' ? I want to also use this one because of a better Fleet control and maneuvres.
Thanks very much,
XenonS
Yes, it's compatible.
But i suggest to check new mod thread. It's still WIP, but Rubini and BlackRain are makin' some pure magic there.
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
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- Joined: Fri, 18. Jan 08, 21:00
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- Posts: 452
- Joined: Mon, 7. May 07, 05:17
Hi mate,XenonSurf wrote:Hi Rubini,
the story or instruction manual for your mod is great, once I have finished vanilla I'm eager to try this one!
Will play it with v. 3.53. Do I have to re-start a new game in Free Play or can I continue a previous game that I have started in Free Play?
Is your mod compatible with the 'Miscelanous Combat Tweaks' ? I want to also use this one because of a better Fleet control and maneuvres.
Thanks very much,
XenonS
It´s better to start a new free game. Yorrick´s Devries freelancer start is the best to use with Conquer mod (CM). And yes, it is compatible with w.evan´s MICT and MOCT. A good combat fleet management is really necessary because you need a good fleet to fight and probably you will also board some ships . So, what mod to use to help you on fleet management side is about personal preference. I use w.evans Marine Rebalance ( a must to board), Better Turrets (that are already inside CM) and a modified Capitain Ai overhaul. But as i said MICT and MOCT will work great too.
About the new mod in development here:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
it is yet in alpha stage. So now it is more aimed for beta testers.
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- Joined: Mon, 7. May 07, 05:17
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