[MOD] World War X - Version 3.2- 07-17-2015 updated

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Reaperxvii wrote:Is anyone else getting "An error occured" when trying to download it? :(
This happens because it was just uploaded. It takes time for it to be available.
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

ah okay, thank you! :lol:
"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
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Anyone who checks Debug log, let me know if any errors pop up. I am seeing a few things which weren't showing up before.
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

The good new is It Worked! Well I'm 5 minutes in and checked one place I knew they would spawn (haven't actually looked at any other areas) I loaded off of a saved game also.

1. LOTS OF SHIPS <3 Im using More AI Life also

2. Uhm...not sure if this is a bug or not but http://imgur.com/z9m5zc7

The Heavy/ Light Suls are boosting around like idiots and playing bowling ball with everything else lol
"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
Dygaza
Posts: 271
Joined: Sun, 8. Dec 13, 13:03
x4

Post by Dygaza »

Awesome! will give this a go when I get home from work. Doea this work together with shipyard mod? And do you have to start new game with this?
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

Dygaza wrote:Awesome! will give this a go when I get home from work. Doea this work together with shipyard mod? And do you have to start new game with this?
I have the shipyard mod on (I'm assuming you mean the one in this forum) and Its working fine so far, and I don't believe so, Once you install it if you wanna be sure its working go to the jump gate in de rieves (spelling lol) and you should see a massive battle)
"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
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Reaperxvii wrote:The good new is It Worked! Well I'm 5 minutes in and checked one place I knew they would spawn (haven't actually looked at any other areas) I loaded off of a saved game also.

1. LOTS OF SHIPS <3 Im using More AI Life also

2. Uhm...not sure if this is a bug or not but http://imgur.com/z9m5zc7

The Heavy/ Light Suls are boosting around like idiots and playing bowling ball with everything else lol
Well, where the ships will spawn is to some degree random, although that particular sector does have dedicated spawns for fleets to fight. So you may see a lot of ships or not. It depends.

Boosting is a difficult thing to code. They shouldn't be boosting around ridiculously but it could happen I suppose (especially when you are in sector). Let me know if it leads to any other problems.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Dygaza wrote:Awesome! will give this a go when I get home from work. Doea this work together with shipyard mod? And do you have to start new game with this?
This is compatible with most everything. You do not have to start a new game. If you want to see factions fighting then they must be set to enemy with a save editor or through editing saves manually.
User avatar
Observe
Posts: 5333
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Best of luck with this BlackRain! :)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Thanks, hopefully things will work well. For the boosting issue, download the latest version of MCE which should fix it.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

What kinds of fleets or patrols would people like to see? I am going to be expanding this a lot. You won't need to worry about finding enemies and threats to find once I am done hopefully. Tell me if you would like to see more fleets if it still difficult to find some.


I am going to be implemented small patrols now. What I mean is, fighters. I am going to be setting up patrol fighter wings. How many fighters should be in a patrol do you think? I am thinking 10 ships. They will use highways to get around. Perhaps each cluster I will set up 20 fighter wing patrols for the major factions and enemies (like SOS and reivers and such). That will be my focus for the next version.


Then I will continue to add more specialized fleets and take suggestions for fleet sizes and what is in a fleet. Perhaps I will set up a giant Xenon fleet that will very rarely invade the galaxy or something.


Also on the to do list is setting up corporation fleets/patrols. I will give each corporation their own fleets/fighter patrols. Some corporations have their own types of fighters so they will use them. They will patrol zones where they have assets.
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

On more then one occasion I've seen it come down too one Arawak and one taranis, and as well all can guess the arawn will win. This is just on some of the sector patrols I've seen, maybe give the taranis some capital escorts? Maybe heavy or light sul or two?
"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
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

If it is a "Fleet Taranis" that I set up they do have escorts of course. The Taranis should have somewhere around 4 or 5 heavy and light suls (mixture of these two). The Arawn has 6 frigates. It may be that all the frigates, light and heavy suls are already dead when you arrived there.

Perhaps I can add a couple more sul's to the escorts.

edit ** just checked, they get 8 carriers (either heavy or light) as an escort. This means they have somewhere around 80 fighters.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Updated with version 1.1.

Added a lot of fighter patrols for every major faction. This means HOA, CAN, PMC, XEN, HV, SOS, FAM RY, REIV.

They have wings of anywhere from 5 to 10 fighters. Each cluster has somewhere around 40 assigned to it for most of the factions (10 per cluster). They can and will use highways if they don't die.

Also beefed up some of the numbers on patrols for some factions (ex: PMC now has 5 fleets in Bleak Pebble)
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

BlackRain wrote:If it is a "Fleet Taranis" that I set up they do have escorts of course. The Taranis should have somewhere around 4 or 5 heavy and light suls (mixture of these two). The Arawn has 6 frigates. It may be that all the frigates, light and heavy suls are already dead when you arrived there.

Perhaps I can add a couple more sul's to the escorts.

edit ** just checked, they get 8 carriers (either heavy or light) as an escort. This means they have somewhere around 80 fighters.
Ah okay cool! I must just come into that sector at the wrong times :lol:
"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
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Reaperxvii wrote:
BlackRain wrote:If it is a "Fleet Taranis" that I set up they do have escorts of course. The Taranis should have somewhere around 4 or 5 heavy and light suls (mixture of these two). The Arawn has 6 frigates. It may be that all the frigates, light and heavy suls are already dead when you arrived there.

Perhaps I can add a couple more sul's to the escorts.

edit ** just checked, they get 8 carriers (either heavy or light) as an escort. This means they have somewhere around 80 fighters.
Ah okay cool! I must just come into that sector at the wrong times :lol:
When you are OOS who knows what happens to ships fighting.
Berserk Knight
Posts: 398
Joined: Tue, 17. Dec 13, 01:34
x4

Post by Berserk Knight »

BlackRain wrote:When you are OOS who knows what happens to ships fighting.
It's tabletop RPG with dice rolls and turn based combat. (...Well, almost.)
Dygaza
Posts: 271
Joined: Sun, 8. Dec 13, 13:03
x4

Post by Dygaza »

Umm, I can't download new version of the mod for some reason. Says the file is hidden by author (or something similiar).

Edit.

File hidden
This file has currently been set to hidden by the author of the file. You cannot look at this file page or download any files relating to this file until the author makes the file visible to the public again.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

I accidentally hid it, it is fixed now. You might not be able to download it right away though, it takes time to get it into the server.

I added pictures that show various things. Will add more when I see them. In the latest pictures you can see fighters flying on patrol in a V formation.

You can also see fighters about to go into a super highway to continue their patrol (and can see it says patrol, flying to fervid corona and they are in Molten Archon)
Dygaza
Posts: 271
Joined: Sun, 8. Dec 13, 13:03
x4

Post by Dygaza »

I got the mod downloaded. However, I'm not aure if it's working properly. I see it enabled in extension menu, but I can't see it in savegame file iwth other extension. This is same with old game, and new game. is this expected behaviur?

Return to “X Rebirth - Scripts and Modding”