[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

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

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BlackRain
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Post by BlackRain »

Hector0x wrote:My guess is, that it will be a pain to balance this out. Maybe it's intended, but this sounds like someone will always be wiped out in the long run.
Dynamic coalitions of the weakest factions could preserve something close to an equilibrium of power until the player breaks it up. Of course this wouldn't match with the lore.

Best of luck with your project. Will probably install Rebirth with the beta 8)
Well, we have taken this into consideration, but it is difficult to foresee all possibilities of course. Wars will be regional (Xenon will try to take over all of the universe but that will be difficult for them). Split, Xenon and Argon government will be vying for Maelstrom. HOA, PMC, and ROC are vying for Albion and Devries (with minor factions like Reivers and Sovereign syndicate involved).

I do not think zones will change hands that often. The goal is to have zones change hand but very rarely, unless of course the player gets involved. The player will have to ensure that they are smart about it, making sure to build infrastructure and such. Factions will rebuild stations that get destroyed, there will be bumps in the economy, but that could mean opportunities for the player.

This could also be on a small scale depending on how you want to play the game. If you do not want to get involved in the big wars, you could try to remove one of the corporations and take over a certain type of business. Completely eliminate AES and build your own energy stations or whatever heh. That would be up to you, though.
escondido
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Post by escondido »

I hope this come out soon ..them i install again the game and play with this mod...thanks for the time you guys spend on this.. :-D
BlackRain
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Post by BlackRain »

Okay, update!!

I have finished the new Jobs file and the Jobs Suppression scripts (for now anyway, still needs a lot of work but it is functional for the alpha)

Doing initial testing now to see if the Job suppression works correctly. Needs to be tweaked a little still. Should have something uploaded later today assuming things work as planned.
BlackRain
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Post by BlackRain »

I updated the second post with mod info. I will be uploading the alpha to drop box soon for those of you who want to test it out. I need feedback most of all please!! Only way to make the mod the best it can be!

edit-- Mods up! Let me know how it goes, still A LOT of work to do, basic Alpha right now.
UniTrader
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Post by UniTrader »

just a suggestion: i think for a coloborative project it makes much sense to use Github or something similiar ;) just use the master branch for what you consider releaseable and work in an own development branch ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
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Post by BlackRain »

UniTrader wrote:just a suggestion: i think for a coloborative project it makes much sense to use Github or something similiar ;) just use the master branch for what you consider releaseable and work in an own development branch ;)
Thanks for your advice buddy :) It isn't necessary right now, since I am the only one working on it (Rubini wont be back for a couple of weeks).
BlackRain
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Post by BlackRain »

If anyone downloaded the mod already, they need to redownload, I made a big mistake :( I am tired
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Hector0x
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Post by Hector0x »

BlackRain wrote:This is an Alpha and I make no promises or guarantees on your saves or your game.
Can you already tell that there will be features that definitely deny savegame-compatibility? (apart from balance changes that obviously won't affect a messy game anymore)
BlackRain
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Post by BlackRain »

Hector0x wrote:
BlackRain wrote:This is an Alpha and I make no promises or guarantees on your saves or your game.
Can you already tell that there will be features that definitely deny savegame-compatibility? (apart from balance changes that obviously won't affect a messy game anymore)
Well, stations are getting destroyed and zones are being conquered. There are a lot of scripts running. Don't know what kind of impact it will have on a save. For future versions of this mod it should be okay but not if you want to remove the mod.
BlackRain
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Post by BlackRain »

Working on next update. In the next update, all factions in DEVRIES and ALBION will be able to be completely destroyed assuming you are able to completely wipe out all their stuff (faction strength is tied to ZONES and STATIONS). If a faction loses all zones and stations, goodbye!

Corporations don't have any zones so they will be wiped out once stations are
Saquavin
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Post by Saquavin »

Tested it for about 2 hours, from a vanilla game with few stations.
I love the mod.
-huge war, no more passive universe. All fleets I have seen have some of the new ships you added.
I am going to play it, no more vanilla now I saw your universe.
I will send feedback and bug reports here.

I noticed alert system always says «unknow station» destroyed. It's weird I can't know what is the destroyed station, as I have explored the entire universe and I have a trade agent on every station.
BlackRain
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Post by BlackRain »

Saquavin wrote:Tested it for about 2 hours, from a vanilla game with few stations.
I love the mod.
-huge war, no more passive universe. All fleets I have seen have some of the new ships you added.
I am going to play it, no more vanilla now I saw your universe.
I will send feedback and bug reports here.

I noticed alert system always says «unknow station» destroyed. It's weird I can't know what is the destroyed station, as I have explored the entire universe and I have a trade agent on every station.
It was an outpost then. Factions that conquer a zone, build an outpost. If you do not see it then it is unknown.
Saquavin
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Post by Saquavin »

Understood. I have seen one of them, it's a nice feature.
This leads to one idea : can you create some stationnary defense platforms (S, M, L like X3 or something else), platforms we could build like we build stations. I think something has to be done with building spots, for now we cannot choose precisely where to build.
UniTrader
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Post by UniTrader »

just some thoughts from another modder: per Script you can set up arbitary build locations i think - the only problem is how to present the choice to the player.. i think using a (safe) position 1km* in front of the player ship when giving the build order may be a good approach (like saying "Build a Defense Platform there"*pointing in front of the Ship*) because it doesnt introduce new interfaces and it prevents the Player from directly interacting with Game Coordinates (the Players should not be troubled by these, they are technical stuff only imo)


*Distance may depend on the Size of the Platform
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
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Post by BlackRain »

Saquavin wrote:Understood. I have seen one of them, it's a nice feature.
This leads to one idea : can you create some stationnary defense platforms (S, M, L like X3 or something else), platforms we could build like we build stations. I think something has to be done with building spots, for now we cannot choose precisely where to build.
In order to resolve this specific issue, I created the Sul Mobile Weapon Platform.

This is a much simpler way of resolving what you are asking for. It has 2 HIVI turrets on it (the ones on the tracer platforms). The ship is slow, it isn't meant to be flying around but you can park it in whatever spot you want and it acts as basically a weapon platform. If you want, once you park it, remove the captain from it so you can't tell it to move anymore.
Orion Nebula
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Post by Orion Nebula »

Wow.

Love the idea of this mod, more conquest less trade.

I installed it and am seeing much more activity between factions, fun!

However I started a fresh sandbox game, and am sitting in gemstone at the capital shipyard and none of the neat new ships as are in the WWX mod are buildable on my menu, and when I have them build a construction ship, it can't build ship manufacturing stations, seems identical to the 'vanilla' game as far as build menus. There are lots of raiding fights going on though, the big ship hulks are accumulating so that seems to be as expected. Too bad you can't scavenge those with a mining ship or something...

Is the 'vanilla' build menu and CV just because of the region I'm in, or have I messed something up?
BlackRain
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Post by BlackRain »

Orion Nebula wrote:Wow.

Love the idea of this mod, more conquest less trade.

I installed it and am seeing much more activity between factions, fun!

However I started a fresh sandbox game, and am sitting in gemstone at the capital shipyard and none of the neat new ships as are in the WWX mod are buildable on my menu, and when I have them build a construction ship, it can't build ship manufacturing stations, seems identical to the 'vanilla' game as far as build menus. There are lots of raiding fights going on though, the big ship hulks are accumulating so that seems to be as expected. Too bad you can't scavenge those with a mining ship or something...

Is the 'vanilla' build menu and CV just because of the region I'm in, or have I messed something up?
The ships you can build are different based on the shipyard. Some can only be built if you acquire the right shipyard (have to capture them).

You can build new ships from the HOA shipyard in Gemstone, though. You can build the Scaldis Battle Star, and all the Sul Variants (Sul Vanguard, Sul Arbiter, Sul mobile fortress, etc)

There are new ships in the Devries shipyard as well. If you want the Titan's armory ships you need to find and capture a CV from plutarch that allows you to build the "Experimental Shipyard". If you want the new pirate ships, you need to capture a CV from the Reivers. There is also the Xenon/PMC Small shipyards which build Golems, Moebius and Drostan torpedo bombers. You must capture a different special CV from plutarch which allows you to build the two stations that build these.

Be careful, though, there is a decoy CV out there.

If you buy a CV from the shipyards you should see an option for Capital shipyard. If you aren't seeing this, then you are using something which is interfering with the mod.
Saquavin
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Post by Saquavin »

BlackRain wrote: In order to resolve this specific issue, I created the Sul Mobile Weapon Platform.
I noticed this ship, and I will use it as a defense platform. Your idea to remove the captain to make the ship stay in place is a good workaround though (until real defensive platform :D )
BlackRain
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Post by BlackRain »

New Version is up. Needs a lot of testing!

**Edit, mistake in it, hold off on downloading till i fix it.
***Edit, should be fixed, please redownload if you already downloaded it!
Orion Nebula
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Post by Orion Nebula »

Got it running finally. RAR extractor was replicating the root dir in the root, heh. CWIR was actually unpacking within the CWIR dir, doh. Had to check the Do not replicate root dir or whatever option in 7-Zip.

Wow, nice work so far!

I see how you have it set as a great carryover from the end of the campaign.

This is looking excellent concept wise, you have essentially added an enjoyable post campaign endgame to cover that "well, now what the heck do I do?" feeling after completing it, and finished X:R where they left off!

BRAVO guys, you finished the game for egosoft!!!! Well, to my liking anyhoo. Keep going!

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