This is supposed to be the case (outposts aren't supposed to only determine ownership). I am not sure if Marvin was aware of this or not when he started working on the cues.BoostHungry wrote:I originally thought you would have to completely remove an enemy from a zone to take ownership from them.Marvin Martian wrote:i'm quite sure i understand "boarded stations" should be prioriced if the actual zone-owner is a enemy![]()
the only thing that can make a faction "hold" a zone at the moment is an Outpost
Thinking about this more, from a logic standpoint, I think if the capture of a station results in the attacker owning more stations than the defender then the zone changes ownership.
If the attacker and defender have the same number of stations in a zone after a station capture then the zone should stay with the defender.
I personally think that outposts should just be treated as another station. Are you saying that you can fly to an enemy zone that has 3 stations, plop down an outpost and claim the zone? That's kinda like England sailing to India and sticking a flag in the ground and claiming ownership (Eddie Izzard reference).
That's my opinion at least.
[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
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I guess I have found a game-breaking bug. Under some unknown circumstances shipyard-spawned CVs(station construction/reconstruction related?) can obstruct the cage and make shipyards inoperable. Resultant CV has no orders and refuses to budge.
Latest Beta 1.1.
Savefile, log and screenshots: https://www.dropbox.com/sh/ql3l70kbukqg ... -O90a?dl=0
HoL DLC + TO DLC + CWIR Beta 1.1, nothing else.
Btw, is there a way I can make it go away?
Latest Beta 1.1.
Savefile, log and screenshots: https://www.dropbox.com/sh/ql3l70kbukqg ... -O90a?dl=0
HoL DLC + TO DLC + CWIR Beta 1.1, nothing else.
Btw, is there a way I can make it go away?
Staring at Yisha in VR
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Hrm, that certainly should not be happening. Is this a new game? As of what version? You can edit your save, find the cv and delete it but make sure you do it right or you will mess up your save. I have never experienced this happening so I will need more info.Itaros wrote:I guess I have found a game-breaking bug. Under some unknown circumstances shipyard-spawned CVs(station construction/reconstruction related?) can obstruct the cage and make shipyards inoperable. Resultant CV has no orders and refuses to budge.
Latest Beta 1.1.
Savefile, log and screenshots: https://www.dropbox.com/sh/ql3l70kbukqg ... -O90a?dl=0
HoL DLC + TO DLC + CWIR Beta 1.1, nothing else.
Btw, is there a way I can make it go away?
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Yes, it is a new game from latest Beta 1.1. CWIR HV start. Unfortunately I have no idea what caused it, but I am 100% sure HV suffered no losses in terms of existing stations and only new construction from them I have encountered is Outpost(or was it there all along? Not sure, tbh) in sturdy crusader(which is quite funny considering dangerous region there).BlackRain wrote:Hrm, that certainly should not be happening. Is this a new game? As of what version? You can edit your save, find the cv and delete it but make sure you do it right or you will mess up your save. I have never experienced this happening so I will need more info.Itaros wrote:I guess I have found a game-breaking bug. Under some unknown circumstances shipyard-spawned CVs(station construction/reconstruction related?) can obstruct the cage and make shipyards inoperable. Resultant CV has no orders and refuses to budge.
Latest Beta 1.1.
Savefile, log and screenshots: https://www.dropbox.com/sh/ql3l70kbukqg ... -O90a?dl=0
HoL DLC + TO DLC + CWIR Beta 1.1, nothing else.
Btw, is there a way I can make it go away?
Staring at Yisha in VR
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Is that the only one like that? Are other shipyards having this problem?Itaros wrote:Yes, it is a new game from latest Beta 1.1. CWIR HV start. Unfortunately I have no idea what caused it, but I am 100% sure HV suffered no losses in terms of existing stations and only new construction from them I have encountered is Outpost(or was it there all along? Not sure, tbh) in sturdy crusader(which is quite funny considering dangerous region there).BlackRain wrote:Hrm, that certainly should not be happening. Is this a new game? As of what version? You can edit your save, find the cv and delete it but make sure you do it right or you will mess up your save. I have never experienced this happening so I will need more info.Itaros wrote:I guess I have found a game-breaking bug. Under some unknown circumstances shipyard-spawned CVs(station construction/reconstruction related?) can obstruct the cage and make shipyards inoperable. Resultant CV has no orders and refuses to budge.
Latest Beta 1.1.
Savefile, log and screenshots: https://www.dropbox.com/sh/ql3l70kbukqg ... -O90a?dl=0
HoL DLC + TO DLC + CWIR Beta 1.1, nothing else.
Btw, is there a way I can make it go away?
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It looks like the whole construction thingie has died. Shipyard in OL(Devoid Clime) is blocked with CV too + there is another CV nearby with no commands. As well there are no more construction notifications in a logbook(except occasional outpost construction events which work)BlackRain wrote:Is that the only one like that? Are other shipyards having this problem?Itaros wrote:Yes, it is a new game from latest Beta 1.1. CWIR HV start. Unfortunately I have no idea what caused it, but I am 100% sure HV suffered no losses in terms of existing stations and only new construction from them I have encountered is Outpost(or was it there all along? Not sure, tbh) in sturdy crusader(which is quite funny considering dangerous region there).BlackRain wrote:Hrm, that certainly should not be happening. Is this a new game? As of what version? You can edit your save, find the cv and delete it but make sure you do it right or you will mess up your save. I have never experienced this happening so I will need more info.Itaros wrote:I guess I have found a game-breaking bug. Under some unknown circumstances shipyard-spawned CVs(station construction/reconstruction related?) can obstruct the cage and make shipyards inoperable. Resultant CV has no orders and refuses to budge.
Latest Beta 1.1.
Savefile, log and screenshots: https://www.dropbox.com/sh/ql3l70kbukqg ... -O90a?dl=0
HoL DLC + TO DLC + CWIR Beta 1.1, nothing else.
Btw, is there a way I can make it go away?
https://www.dropbox.com/sh/5ejmutdq0xj6 ... m4yoa?dl=0
Is there a "reset" button by chance? ^_^
Staring at Yisha in VR
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I have the same problem like Itaros.
In my old game i installed cwir and it works great. After updating to v1.1 beta i recognized that all npc shipyards get stuck with a cv "parking" in the constructiongrid. I was able to free the shipyard using "Simoms Lantern Mod" by taking over the cv. After that the cv starts undocking and everything works fine for some time. But then another cv was blocking the shipyard.
Another strange behavior was, that in zones where the shipyards are cv's spawned in some time with no orders. They stacked over each other. I had about 20 cv at the pmc shipyard and in maelstrom .. well the game crashed as i was flying to the heretic vanguard shipyard.
I startet a new game and after some time there were the same problem. Perhaps those cv's are spaws for reconstruction of lost stations or something but the reconstruction doesn't happen. I got spy net messages that the canterans are rebuilding some stations (the workshop and so on) but nothing happens (the zones are under control of the canrerans, they have outpost there).
I am playing with HoL, TO, cwir 1.1 beta and several other mods from the workshop (no shipyard mods) so i cant say if it is a cwir problem or some other mod mess everything up.
In my old game i installed cwir and it works great. After updating to v1.1 beta i recognized that all npc shipyards get stuck with a cv "parking" in the constructiongrid. I was able to free the shipyard using "Simoms Lantern Mod" by taking over the cv. After that the cv starts undocking and everything works fine for some time. But then another cv was blocking the shipyard.
Another strange behavior was, that in zones where the shipyards are cv's spawned in some time with no orders. They stacked over each other. I had about 20 cv at the pmc shipyard and in maelstrom .. well the game crashed as i was flying to the heretic vanguard shipyard.
I startet a new game and after some time there were the same problem. Perhaps those cv's are spaws for reconstruction of lost stations or something but the reconstruction doesn't happen. I got spy net messages that the canterans are rebuilding some stations (the workshop and so on) but nothing happens (the zones are under control of the canrerans, they have outpost there).
I am playing with HoL, TO, cwir 1.1 beta and several other mods from the workshop (no shipyard mods) so i cant say if it is a cwir problem or some other mod mess everything up.
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Here's an idea of a major upgrade you could eventually implement.
We often see NPC fleet patroling whole sectors, one zone at a time then moving to the next. Players, however, are stucked with either zone patrol or station defence for their fleets, unless they manually ask them to move left and right. Depending on the size of your empire, that last option can become quite a hassle to manage.
So would it be possible to eventually add a function to outposts, allowing them to coordinate system-wide patrol with whatever fleet we assign to them? I know there's a few trade mods that implement manually set trade route. A military variant could be a pretty good addition.
It would also give more functions to the outposts (and/or these massive PMC defense stations).
We often see NPC fleet patroling whole sectors, one zone at a time then moving to the next. Players, however, are stucked with either zone patrol or station defence for their fleets, unless they manually ask them to move left and right. Depending on the size of your empire, that last option can become quite a hassle to manage.
So would it be possible to eventually add a function to outposts, allowing them to coordinate system-wide patrol with whatever fleet we assign to them? I know there's a few trade mods that implement manually set trade route. A military variant could be a pretty good addition.
It would also give more functions to the outposts (and/or these massive PMC defense stations).
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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Of course it is possible. Its not a bad idea, I will consider it.Ezarkal wrote:Here's an idea of a major upgrade you could eventually implement.
We often see NPC fleet patroling whole sectors, one zone at a time then moving to the next. Players, however, are stucked with either zone patrol or station defence for their fleets, unless they manually ask them to move left and right. Depending on the size of your empire, that last option can become quite a hassle to manage.
So would it be possible to eventually add a function to outposts, allowing them to coordinate system-wide patrol with whatever fleet we assign to them? I know there's a few trade mods that implement manually set trade route. A military variant could be a pretty good addition.
It would also give more functions to the outposts (and/or these massive PMC defense stations).
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When I was browsing the scripts a while back, I think I came across the scripts Ego uses for faction patrol ships... pretty sure they do sector-wide patrols. Similar routines are just not offered to the player as a command... :/Ezarkal wrote:Here's an idea of a major upgrade you could eventually implement.
We often see NPC fleet patroling whole sectors, one zone at a time then moving to the next. Players, however, are stucked with either zone patrol or station defence for their fleets, unless they manually ask them to move left and right. Depending on the size of your empire, that last option can become quite a hassle to manage.
So would it be possible to eventually add a function to outposts, allowing them to coordinate system-wide patrol with whatever fleet we assign to them? I know there's a few trade mods that implement manually set trade route. A military variant could be a pretty good addition.
It would also give more functions to the outposts (and/or these massive PMC defense stations).
But at least modders have a starting point to base their codes on I guess.
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I believe CWIR has its own patrol script, which IMHO, is better than vanilla.Simoom wrote:When I was browsing the scripts a while back, I think I came across the scripts Ego uses for faction patrol ships... pretty sure they do sector-wide patrols. Similar routines are just not offered to the player as a command... :/Ezarkal wrote:Here's an idea of a major upgrade you could eventually implement.
We often see NPC fleet patroling whole sectors, one zone at a time then moving to the next. Players, however, are stucked with either zone patrol or station defence for their fleets, unless they manually ask them to move left and right. Depending on the size of your empire, that last option can become quite a hassle to manage.
So would it be possible to eventually add a function to outposts, allowing them to coordinate system-wide patrol with whatever fleet we assign to them? I know there's a few trade mods that implement manually set trade route. A military variant could be a pretty good addition.
It would also give more functions to the outposts (and/or these massive PMC defense stations).
But at least modders have a starting point to base their codes on I guess.
The issue I have with player squad, is that only the leader attack the target ship, while the followers just happily follow the leader and take no action at all. I read somewhere that the followers' defense officer need to be set to "Attack Enemies" for it to work, - I did that -, but most of the time the followers lag far behind the leader, that they are almost useless.
Patrolling NPC squads don't have this problem, it seems. The followers are always right next to the leader ship, and attacking the leader's target. Not so for player squads.
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robcza wrote:Wheter this mod requires both DLC (Teladi and HoL)?
I would say yes it does at this time.
Some info:
We are working to fix the issues which have been reported, time has been tight.
We are also still working on new features. The next big version will have diplomacy and invasions in it. There will be some smaller versions with fixes soon.
Also we are looking into a way to have more customization of jobs so that it will be easy to adjust number of ships in the game but we are still looking into this.
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