[MOD] Real War V 0.69 2014-04-03

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vadiolive
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Post by vadiolive »

Keep going ;)
tontje
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Post by tontje »

if it's Plutarch vs. HOA + AG + RoC + Player, then shouldn't plutarch be joined by the reivers by then ?
IRaven
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Post by IRaven »

Update 04.02.2014


Version 0.60 Soon to Come
Well a lot of stuff got added so i will try to remember everything:

Already working:

- Finally got the Update Problem working (delete the old md.file and create a new md.fileVERSION using global.variabels) [the workaround in 0.53 was a complete desaster rendering the Mod useless]

- Only Military Ships will get send to the War Sector (yes its the complete Sector now)

- They will start to patrol the complete sector leaving the zones for some real Mission stuff

- Stopped a Bug that would make a new ship move until a certain point of the zone and only then start the move.patrol script (They will now start patrol as soon as they enter the Sector)[And also immediately start attacking enemy ships in range]

- All resources from The War Sectors (DeVries - BleakPebble + Albion - LookoutAlpha) got moved into different sectors. (Station Miners wont run into the middle of the War anymore getting them killed)
{Resources from BleakPebble got moved to Molten Archon}
{Resources from Lookout Alpha got moved with 50% to Ascendancy and 50% to Far out}

- The Jump Beacon in Bleak Pebble got moved from Twilight Sentinel to Crimson Rocks (Stopping Enemy Ships to appear right in front of each other)

- War Relations will only get set once on first Completing the Plot (not with every new update as was before)


Still in Testing (not happy how it works yet):

- DeVries, Omicron Lyrea and Albion will get 2 Mining Ships for every resource that is to mine. (Only if they get randomly spawned by the shiptrader) [If one of those ships die the next type of fitting ship will get its job]

[Be Aware that this Mod is already looking at the new 1.24 RC4 Beta Patch that will soon go live]

- Looking at the new HoA Shipyard in Gemstone Manufacture the Fuel Station in Gemstone Manufacture gets its owner changed to HoA for HoA ships to provide with fuel

- For the DeVries Shipyard a random spawn script spawns a new ship (just like the shiptrader) every 5 minutes starting the move.die script. (Just like the regular shiptrader would) [The DeVries Shipyard isnt working correctly in newest Beta Patch only building Terran Ships (so no mining ships or Bulk Traders at all)] {A Jumping In kind of Graphics Gymmick would be nice for this}



To Do:

- Get Autotraders for the different factions (to lazy to write such a long wares-list xD)

- Maybe give Galaxy-Wide Autotraders and Autominers for HoA Ships (as that would kind of fit with the Plot)

- Every Military Ship in the Warsector should get a small Fighter Squad for Cover (that is kind of easy, probably next to come)

- Create a real Generic Mission spawning Zone Ships (and maybe Stations) demanding the Player to take Place in the War (if you win [Enemy will get more ships] You can advance one zone / If you loose {not take part} you gotta retreat one Zone)


I hopefully can release 0.6 tomorrow or the day after tomorrow

The Generic War Mission will have to wait until 0.7 or 0.8 as that will require huge amounts of code. (I am already at 1.400 lines of Code as the md.cue is right now)



Just wanted to show a little sign of life as i took a huge amount of time into coding the mod and am now in the - Test - Fail - Find Error - Change - Repeat - Phase
Last edited by IRaven on Tue, 4. Feb 14, 21:17, edited 2 times in total.
Commander Kat
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Post by Commander Kat »

Epic...

very nice indeed can not wait for this to come in to full blossom :) keep up the good work dude and thanks for your time.

side note:
also I love the direction you are taking this mod in with the whole system being used for this war zone/missions and stations, also if u get the zone control working it will just be epic.

Kat
Q9550 2.83Ghz @ 3.4Ghz - 1600Mhz FSB
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
IRaven
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Post by IRaven »

Update 16.02.2014


Sorry for the long wait folks.
I am having some problems with my computer (it will just power off when i play the game. Probably a problem with the power supply / sometimes after 1 minute, sometimes after 30 minutes and sometimes after 24 hours :-/)
That made me kind of not feeling like modding.

Thanks to the little hint of Night Nord i finally found out how to change Ship production. So i thought i will just have to do this now.

As i couldnt test this (my pc was always switching off xD i am most pleased for every bug report of any of you guys. I will try my best to change it into working state then. The Debug Log at least was clean, but i could not test ship production.

Well i hope it works plenty :)
Have Fun.
More soon to come.

New Version Online.

0.60
- Update Problem solved
- Change of Ship Production
- Add Mining- and Trade Ships to support the local economy
- War Ships get a small squad of fighters for support
- Jump Beacon moved from Twilight Sentinel to Crimson Rocks
- Resources moved from Bleak Pebble and Lookout Alpha (see above)
- War Relations will only get set once on first Completing the Plot (not with every new update as was before)
- Stopped a Bug that would make a new ship move until a certain point of the zone and only then start the move.patrol script
- War Ships will patrol the whole Sector from now on
- Fuel Station in Gemstone Manufacture gets its owner changed to HoA for HoA ships to provide with fuel
- Gemstone Manufacture changes its owner to Heart of Albion


IRaven wrote:Still in Testing (not happy how it works yet):
- DeVries, Omicron Lyrea and Albion will get 2 Mining Ships for every resource that is to mine. (Only if they get randomly spawned by the shiptrader) [If one of those ships die the next type of fitting ship will get its job]
- Looking at the new HoA Shipyard in Gemstone Manufacture the Fuel Station in Gemstone Manufacture gets its owner changed to HoA for HoA ships to provide with fuel
- For the DeVries Shipyard a random spawn script spawns a new ship (just like the shiptrader) every 5 minutes starting the move.die script. (Just like the regular shiptrader would) [The DeVries Shipyard isnt working correctly in newest Beta Patch only building Terran Ships (so no mining ships or Bulk Traders at all)] {A Jumping In kind of Graphics Gymmick would be nice for this}


- Mining Ships done and working
- Fuel Station changed to HoA done
- The random spawn scripts gots commented out. Hopefully my change to trade.shipyard solves the problem of ship production for DeVries

IRaven wrote:To Do:
- Get Autotraders for the different factions (to lazy to write such a long wares-list xD)
- Maybe give Galaxy-Wide Autotraders and Autominers for HoA Ships (as that would kind of fit with the Plot)
- Every Military Ship in the Warsector should get a small Fighter Squad for Cover (that is kind of easy, probably next to come)
- Create a real Generic Mission spawning Zone Ships (and maybe Stations) demanding the Player to take Place in the War (if you win [Enemy will get more ships] You can advance one zone / If you loose {not take part} you gotta retreat one Zone)


- Autotraders done
- HoA still ToDo
- Fighter Squads done
- Generic Mission still ToDo
Jannik2099
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Post by Jannik2099 »

It makes my game crash very often, but i have a medium-tier graphics card, the new one hasnt arrived yet
IRaven
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Post by IRaven »

Jannik2099 wrote:It makes my game crash very often, but i have a medium-tier graphics card, the new one hasnt arrived yet
In which sectors?

I am running this game in a AMD Athlon 64 2 x 3.000 MHz CPU, 4 Gigs of RAM and a Radeon HD6900


The only sectors i am having problems in are the ones where i did put the resources into. Will try to upload a optional no Stardust Version to improve performance.
Jannik2099
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Post by Jannik2099 »

In the first shipyard after the spawn with the nebula and asteroids. Ai tried to build a ship, but got over12 crashes randomly when i click something

I think its cause of the stardust
ghostpilot
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Post by ghostpilot »

Oh dear, this is a very good mod. I wonder why all this wasnt implemented in the game already in the first place. Im starting to feel alarming itches to install X:R again with this mod :mrgreen:
IRaven
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Post by IRaven »

Update 23.02.2014

Thank you for your kind words ghostpilot.
I did start working on this mod as i thought that this stuff should be in the Game from the beginning. But as i am sure that Egosoft got its hands full with working on way more urgent stuff i went ahead and learned coding X-Rebirth.

@ Jannik2099
Try this version and tell me if you got still problems with the Game Crashing.

Update working on 1.24 Hotfix 1
First Install the actual Version, Start your Game, save your Game, Exit your game, and then install the Update.

Update also working on 1.25 Beta
First Install the Beta, Start your Game, save your Game, Exit your game, and then install the Update.


Next on the list is giving Heart of Albion Galaxy Mining- and Trade Ships.
(Beta 1.25 introduced Galaxy Traders for NPC Ships. Just gotta write my own Mining Script then)



23.02.2014
- NEW FEATURE - Shipyards will only build Ships if they have spare resources so there will always be enough Resources for the Player to build
(if the Economy is working)
- Fixed a Bug that would cause a Crash if a Patrol Ship gets build to patrol the Shipyard Sector
- Fixed a Bug that would make Shipyards not use the new trade.shipyard script
- Fixed a Bug that would make the Modification not work with Jonferson Shipyard in Omicron Lyrae
- Fixed a Bug that would cause Patrol Ships not spawning any Defence Fighters
BlackRain
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Post by BlackRain »

How exactly will I know if this is working? I am hunting down one PMC warden which is somewhere around twilight zone. Not sure where it went. I haven't seen any other ships except this one though but it hasn't been long since I put the mod on in this game.
IRaven
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Post by IRaven »

First of the Shipyards will need resources to build ships. (And quite a few at this.)

But it seems like the Shipyards have got a problem constructing ships if the Player is out of sector. I dont know why it is doing this. If its a problem of Beta 1.25 or of my Mod. I will definately try to solve the problem.


Edit: A PMC Warden Carrier is a Job Ship.

My Ships wont have a name but will just have their regular ship name. (i.e. PMC Light Sul)
lubatomy
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Post by lubatomy »

IRaven wrote:

Sorry for the long wait folks.
I am having some problems with my computer (it will just power off when i play the game. Probably a problem with the power supply / sometimes after 1 minute, sometimes after 30 minutes and sometimes after 24 hours :-/)
That made me kind of not feeling like modding.



Had a similar problem with my computer before christmas but the power would cycle off sometimes if i did nothing but turn the computer on. It would boot up, get into windows, screensaver would kick in, and then computer would shut off (sometimes after only 15 minutes). Turned out that my power supply was going bad. replaced it and have not had a problem since then.
BlackRain
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Post by BlackRain »

IRaven, whenever I install this, when it is setting up it tells me "Please complete the plot" and then it tells me I have completed the plot and can use all features. This is when I have not completed the plot.
IRaven
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Post by IRaven »

BlackRain wrote:IRaven, whenever I install this, when it is setting up it tells me "Please complete the plot" and then it tells me I have completed the plot and can use all features. This is when I have not completed the plot.
Thank you for reporting this bug, i will take a look at it after i am done with testing my newest change with the trade.shipyard script. (Seems like i found the bug that made shipyards stop producing ships)

Could you provide me a savegame?
BlackRain
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Post by BlackRain »

Well I didn't save the game with it activated. Just start up a new campaign game and then load up your mod. I guarantee it will do it.
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Ricemanu
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Post by Ricemanu »

Your mod sounds awesome. I just started testing it, i hope it makes the economy healthy again, im sitting on almost 100mil of unsold wares here...
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Ricemanu
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Post by Ricemanu »

Bug Report: On the new HOA Shipyard in Gemstone Manufacture, there is no option for trade updates after completing the minigame.
IRaven
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Post by IRaven »

Update 01.03.2014

0.65
- NEW FEATURE - HOA got 14 new Mining- and 16 new Trade Ships which will also Trade between Clusters
Had to write my own Mining Script for this (well actually just change 3 lines of the original one) and could use the new trade.ship.ranged script added in official XRebirth Update 1.25RC2
- NEW FEATURE - Added Patrol Ships for Sector Defence for RoC and PMC
- Fixed a Bug that would cause Defence Fighters of Patrol Ships not doing anything at all
- Added a little Pause if completing the Plot or starting a new Plot Game so the Intro or Outro Video wont disturb Mod Notifications
- Fixed a Bug that would make Shiptraders stop in the middle of producing Ships
I actually forgot to set the new Shipyard Managers as Control Entitys (read: Order them to be Managers for the Shipyards)
So they were handled as normal NPC's and got deleted with next Zone Change :o
Still did a complete rewrite of the trade.shipyard script before finding this out
- Fixed a Bug that would make the Mod not correctly register if the Plot isnt completed at all
BlackRain wrote:Well I didn't save the game with it activated. Just start up a new campaign game and then load up your mod. I guarantee it will do it.
Might you try again? It should work correctly now.


Ricemanu wrote:Bug Report: On the new HOA Shipyard in Gemstone Manufacture, there is no option for trade updates after completing the minigame.
(See the Bug Fix for Shiptraders) Shipyards actually had no Trade Managers because of a Bug. It might be possible if your Bug is linked to the Shipyard not having a Trade Manager. Try again with the new update. If the Bug is still there its definately not caused by my Mod.
Privata
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Post by Privata »

I dont wont to sound rude or what not , but could you if at all possible upload a version with no map changes .
or do I simply not instal the map files for that ?

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