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

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BlackRain
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Post by BlackRain »

CptAWatts wrote:Hello, can I capture empty space zones? I have a capital ship in the zone and there doesn't appear to be anyone else there. When I click on the build outpost at my current zone nothing happens. Do I have to wait for a cv ship to be built or do they spawn?

No, Empty Space can not be captured, but, if you build a station in Empty Space it can be named and will be considered "yours" anyway. You will get taxes from stations in Empty Space. Technically it is the same thing.
BlackRain
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Post by BlackRain »

VincentTH wrote:
BlackRain wrote:I don't remember what I set it to or why, may need to look at it. It is intended to be difficult to hold the zone, though. PMC is very strong

By the way, if you take auspicious excavation then you can stop the invasions.
Some more observations on the frequency of Invasion fleets:

- The zone in question is Auspicious Excavation
- PMC has built a Commander Overwatch there, which I captured. My guess is this is a special case of "Stronghold", not a regular zone/station ownership change.

- The spawns of PMC Invasion fleets are in-zone, i.e. it appears to be a Retaliation force, not an Invasion force, because Invasion forces start at Shady Vault (I guess).
- NOrmally the Retaliation force just appears once after the zone was taken over by the player. In my case, the retaliation appears to be going on for several hours after the zone was taken over. The retaliation does not seem to end as new fleets are spawned even when the previous fleet has not been taken out completely.

If you need a save game, I am willing to post it.

[EDIT]
What weird is that the fleets that attack Auspicious Excavation are spawned in-zone instead of at Wreckville or sent from Shady Vault. Also the fleet is labeled "Invasion Fleet" instead of "Subjugation Fleet". The problem is that I own both Twilight Sentinel and Auspicious Excavation, so PMC Invasion fleets should not be spawned at all.
Even if you own those two zones, it may be hours before the spawns stop (The script for suppression gets checked every 2 hours or something)

Also, I just checked and it looks like I do have those fleets spawn in Auspicious excavation. I will have to change that in the next version, must have been a mistake or something I was testing.
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Post by BlackRain »

VincentTH wrote:
BlackRain wrote:
canshow wrote:Two crashes in 1 hour, one from initiating trade with a recruiter from a newly capped station and the other was when boarding pods finished boarding an enemy CV. Also tried to sell a ship with a MO onboard, shipyard took the other unsquad'd ship in my zone.

Not sure if its from extended play or not, but I'm starting to run into more bugs than I did initially.
When you initiated a trade with the recruiter, you captured the station? Did you capture the station and then do it or did you capture the station, leave the zone go elsewhere and then eventually come back and do it?

Now you say you tried to sell a ship with an MO on board? What do you mean? Is it a Marine officer? This mod does not allow you to put marine officers on other ships so you must be using another mod. I've never seen this issue happen so something else might be causing it.


I want to be clear, if people are using other mods or if people are using previous versions of CWIR which they then upgraded to the latest version, then bugs may come up that have nothing to do with CWIR or are bugs that are caused by earlier versions and persist but do not happen in a new game. These are issues I can't look into. Also when giving descriptions of a bug, please be very detailed and specific. It is difficult to figure things out when I do not have enough information.
@canshow

I think you are bitten by the vanilla bug, where newly acquired stations show ??? for all personnels on board the station., A Save-And-Reload is necessary every time you build or acquire a new station.

@BlackRain
I have been fending off PMC Invasion Force waves after waves, until I look at the Config file. The default ivalues are min=420s, max=900s (that's 7-15 minutes). Is this a typo?

I know that is the minimum value, and it is also subjected to the inner/outer chances, but 7 minutes is just too fast. The defending fleet need 10-15 minutes to recover from the previous battle, and the player need to do something else too, not just defending the beachhead all the time :-)
Where are you seeing these min, max numbers? I just checked and all invasion fleets are set to very high time intervals. Fleet that attacks twilight sentinel is set to 12,000 seconds (little over 3 hours). Fleet that attacks Auspicious excavation is set to 15,000 seconds.

I have no idea what you are looking at because there isn't even a min/max time for job fleets.
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Post by VincentTH »

BlackRain wrote:
VincentTH wrote:
BlackRain wrote:
canshow wrote:Two crashes in 1 hour, one from initiating trade with a recruiter from a newly capped station and the other was when boarding pods finished boarding an enemy CV. Also tried to sell a ship with a MO onboard, shipyard took the other unsquad'd ship in my zone.

Not sure if its from extended play or not, but I'm starting to run into more bugs than I did initially.
When you initiated a trade with the recruiter, you captured the station? Did you capture the station and then do it or did you capture the station, leave the zone go elsewhere and then eventually come back and do it?

Now you say you tried to sell a ship with an MO on board? What do you mean? Is it a Marine officer? This mod does not allow you to put marine officers on other ships so you must be using another mod. I've never seen this issue happen so something else might be causing it.


I want to be clear, if people are using other mods or if people are using previous versions of CWIR which they then upgraded to the latest version, then bugs may come up that have nothing to do with CWIR or are bugs that are caused by earlier versions and persist but do not happen in a new game. These are issues I can't look into. Also when giving descriptions of a bug, please be very detailed and specific. It is difficult to figure things out when I do not have enough information.
@canshow

I think you are bitten by the vanilla bug, where newly acquired stations show ??? for all personnels on board the station., A Save-And-Reload is necessary every time you build or acquire a new station.

@BlackRain
I have been fending off PMC Invasion Force waves after waves, until I look at the Config file. The default ivalues are min=420s, max=900s (that's 7-15 minutes). Is this a typo?

I know that is the minimum value, and it is also subjected to the inner/outer chances, but 7 minutes is just too fast. The defending fleet need 10-15 minutes to recover from the previous battle, and the player need to do something else too, not just defending the beachhead all the time :-)
Where are you seeing these min, max numbers? I just checked and all invasion fleets are set to very high time intervals. Fleet that attacks twilight sentinel is set to 12,000 seconds (little over 3 hours). Fleet that attacks Auspicious excavation is set to 15,000 seconds.

I have no idea what you are looking at because there isn't even a min/max time for job fleets.
May be I misinterprete the meaning of those values. They are in the config file.
Thanks for fixing the spawn in Auspicious Excavation. That should fix the problem.
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Post by BlackRain »

I am looking into all issues, really appreciate the feedback and sorry if I come off as a little blunt, that is just the way I am.
j2965919
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Post by j2965919 »

Hi,

ingame is see a xenon K trying to kill a samll capship, but it was only shooting when a turret or engine was repaired. xenon turned around for a while. Finaly the ship was killed because the K was shooting a surface element hard to reach.


I also see in my game no more messages about station destructed. (and started new games for 1.2 and 1.3)

In devries an habitation zone was surrounded by more than 10 reivers (capship) and was just disabled (no more turrets) the ships are idling around the station.
Last edited by j2965919 on Sat, 28. May 16, 12:04, edited 1 time in total.
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Itaros
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Post by Itaros »

I have tried 1.3 for a ~approx. 6 hours and it is -something-. I am really enjoying experience, especially thanks for throttling down tax income: now my precise economy is fueling progress instead of some random money cheat :)

I have found 3(4?) problems so far though:
1)Tonns of NPC CVs roam areas and trade!
2)Xenon capitalships which are entering or queued up next to the gate are attacking NPC enemies, but not player and his assets until explicitly provoked. This enables an exploit: HV start, sit near gate to Toride and wait for NPC Rahanases, board them(while their shield are gently powered down by HV stations and while HV Caps are busy with Xenon), repair and sell. Xenon and HV will not interfere despite swarming near gate(2 Is, 4 Ks!).
3)Vanilla missions can go to hell and break violently if station they have in mind "expires". Especially volatile kind is passenger transport missions.
4?)After a while factions stop to construct new stations except outposts. But it looks like there are still free buildspots in known zones. Is there a limit or just a bug?

Images demonstrating some issues:
https://www.dropbox.com/sh/9voo8ulogpn3 ... w0cJa?dl=0
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BlackRain
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Post by BlackRain »

j2965919 wrote:Hi,

ingame is see a xenon K trying to kill a samll capship, but it was only shooting when a turret or engine was repaired. xenon turned around for a while. Finaly the ship was killed because the K was shooting a surface element hard to reach.


I also see in my game no more messages about station destructed. (and started new games for 1.2 and 1.3)

In devries an habitation zone was surrounded by more than 10 reivers (capship) and was just disabled (no more turrets) the ships are idling around the station.
CWIR does not change any combat related things with ships. Are you using any other mods?

As for station destruction, I am aware of the issues here. Are you using MOCT or not? Sometimes, stations just don't get destroyed OOZ, but if you go in zone, they should start shooting at it. Rubini said he was working on something with that but he didn't tell me what he did yet.
BlackRain
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Post by BlackRain »

Itaros wrote:I have tried 1.3 for a ~approx. 6 hours and it is -something-. I am really enjoying experience, especially thanks for throttling down tax income: now my precise economy is fueling progress instead of some random money cheat :)

I have found 3(4?) problems so far though:
1)Tonns of NPC CVs roam areas and trade!
2)Xenon capitalships which are entering or queued up next to the gate are attacking NPC enemies, but not player and his assets until explicitly provoked. This enables an exploit: HV start, sit near gate to Toride and wait for NPC Rahanases, board them(while their shield are gently powered down by HV stations and while HV Caps are busy with Xenon), repair and sell. Xenon and HV will not interfere despite swarming near gate(2 Is, 4 Ks!).
3)Vanilla missions can go to hell and break violently if station they have in mind "expires". Especially volatile kind is passenger transport missions.
4?)After a while factions stop to construct new stations except outposts. But it looks like there are still free buildspots in known zones. Is there a limit or just a bug?

Images demonstrating some issues:
https://www.dropbox.com/sh/9voo8ulogpn3 ... w0cJa?dl=0
1) Yes, when CV's are built by a shipyard they will be used for trading. I could stop this, but I don't see any reason too. They will eventually die or disappear.

2) Unfortunately, when ships are heading to another cluster, they don't usually attack unless provoked. This is to ensure that they actually reach their destinations. Getting stuck at gates is because of changes in vanilla and there really isn't much that can be done here. Just don't exploit hehe.

3) Destruction of stations can cause issues with missions, this is known already and there isn't really anything that can be done about it, at least not at this time. Perhaps we can look into it at a later time.

4) Not sure what you mean here, factions may build a station every couple of hours, and there are restraints on this. They wont build stations in zones that already have 3 stations.
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Itaros
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Post by Itaros »

BlackRain wrote: 4) Not sure what you mean here, factions may build a station every couple of hours, and there are restraints on this. They wont build stations in zones that already have 3 stations.
Do they build in zones which are newly claimed by faction? I have two empty zones claimed by HV(with 1 outpost in each, Alpha Quadrant and Prevarication), but they don't build anything there or anywhere else for 6 hours already. Other faction were booming with construction and now they stopped doing so altogether too. Is it intended?
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BlackRain
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Post by BlackRain »

Itaros wrote:
BlackRain wrote: 4) Not sure what you mean here, factions may build a station every couple of hours, and there are restraints on this. They wont build stations in zones that already have 3 stations.
Do they build in zones which are newly claimed by faction? I have two empty zones claimed by HV(with 1 outpost in each, Alpha Quadrant and Prevarication), but they don't build anything there or anywhere else for 6 hours already. Other faction were booming with construction and now they stopped doing so altogether too. Is it intended?
I am not really sure what is going on in your game. If you are playing continuously, there is a chance of a station being built every 3 hours, but it is not 100% so it may just be that no station has been built yet. Maybe it will happen again, though.

Also, you may be confusing stations which were "rebuilt" and stations which are being "newly built"

Some stations are part of the rebuilt script, like the new ROC and Argon shipyards. Also, the new ROC metal and construction stations, and crystal station, are all part of the rebuilt script. These are not "newly built" stations even though they are technically new, but it is a different script.
j2965919
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Post by j2965919 »

BlackRain wrote:
j2965919 wrote:Hi,

ingame is see a xenon K trying to kill a samll capship, but it was only shooting when a turret or engine was repaired. xenon turned around for a while. Finaly the ship was killed because the K was shooting a surface element hard to reach.


I also see in my game no more messages about station destructed. (and started new games for 1.2 and 1.3)

In devries an habitation zone was surrounded by more than 10 reivers (capship) and was just disabled (no more turrets) the ships are idling around the station.
CWIR does not change any combat related things with ships. Are you using any other mods?

As for station destruction, I am aware of the issues here. Are you using MOCT or not? Sometimes, stations just don't get destroyed OOZ, but if you go in zone, they should start shooting at it. Rubini said he was working on something with that but he didn't tell me what he did yet.

I'm not using MICT / MOCT or other mods changing combat IA ( i think)


here is the mod list i have:

faster capital ship
titurel engine fix standalone
side bar extender
csi:loot gatherers
M class dock for some ships
carriers
the marsian shippack
torride colonist builder ship
simoons galactic dress code
boarding optionsassault urv fix
sensible miner
home of light
autotrade agants
faster missiles
npc gains xp
build titurel
craft drones mkx
combat rank bailout
more crew
yet another trader
devries builder ship upgrade
fearless teladi
craft virtual seminars
craft missiles
the marsian shippack TO
add m/s ship class
mk 5 unlock
scaldis cargo fix
balor scout
extra surplus info
warehouse build 4.0+
show me your faction
show skills
blackjack npc
teladi outpost
the marsian shippack
super scanner
the marsian split shippack
remotely call crew in space
project tobs
conquest and war
csi squad repair
artefact maps
black market seminars
exploration software
csi claim ship
inventory craft items marked
repack construction vessel
BlackRain
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Post by BlackRain »

Not really sure, this is an NPC Xenon ship? Seems strange, I never experienced it.
DarkWolf77
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Post by DarkWolf77 »

Hey,

i started a new game with little changes by the StartOptions (SETA and Jumpdrive, Weapons / Shield... but i think this can not create an issue on your mod)

I don´t become messages about station destructed / Attacks / rebuild...

at each load savegame: I have Destroyed dockes CVs again.

it feels as if the mod is not correct working :-(

Bevor i start a new game - i have no issues like this (first start with 1.2 - Update 1.3 - works ok)
Any ideas?

thanks
BlackRain
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Post by BlackRain »

DarkWolf77 wrote:Hey,

i started a new game with little changes by the StartOptions (SETA and Jumpdrive, Weapons / Shield... but i think this can not create an issue on your mod)

I don´t become messages about station destructed / Attacks / rebuild...

at each load savegame: I have Destroyed dockes CVs again.

it feels as if the mod is not correct working :-(

Bevor i start a new game - i have no issues like this (first start with 1.2 - Update 1.3 - works ok)
Any ideas?

thanks
Check to make sure the mod is active. Try reinstalling by deleting the whole mod folder and installing it again.
DarkWolf77
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Post by DarkWolf77 »

BlackRain wrote:
DarkWolf77 wrote:Hey,

i started a new game with little changes by the StartOptions (SETA and Jumpdrive, Weapons / Shield... but i think this can not create an issue on your mod)

I don´t become messages about station destructed / Attacks / rebuild...

at each load savegame: I have Destroyed dockes CVs again.

it feels as if the mod is not correct working :-(

Bevor i start a new game - i have no issues like this (first start with 1.2 - Update 1.3 - works ok)
Any ideas?

thanks
Check to make sure the mod is active. Try reinstalling by deleting the whole mod folder and installing it again.
that was not the solution :-(
But i start another new Game: and there was a Fraction start to build a Outpost after 15 minutes....

Another Question:

I don´t know if this entry from your mod or an other...

Code: Select all

[=ERROR=] 1447.25 Invalid SoundID "hash(958769488)" on macro: "units_player_cockpit_b_macro"! No definition found in SoundLibrary.
But this spams my logfile.... Any ideas how can i fix it?

Thanks and good night....
BlackRain
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Post by BlackRain »

DarkWolf77 wrote:
BlackRain wrote:
DarkWolf77 wrote:Hey,

i started a new game with little changes by the StartOptions (SETA and Jumpdrive, Weapons / Shield... but i think this can not create an issue on your mod)

I don´t become messages about station destructed / Attacks / rebuild...

at each load savegame: I have Destroyed dockes CVs again.

it feels as if the mod is not correct working :-(

Bevor i start a new game - i have no issues like this (first start with 1.2 - Update 1.3 - works ok)
Any ideas?

thanks
Check to make sure the mod is active. Try reinstalling by deleting the whole mod folder and installing it again.
that was not the solution :-(
But i start another new Game: and there was a Fraction start to build a Outpost after 15 minutes....

Another Question:

I don´t know if this entry from your mod or an other...

Code: Select all

[=ERROR=] 1447.25 Invalid SoundID "hash(958769488)" on macro: "units_player_cockpit_b_macro"! No definition found in SoundLibrary.
But this spams my logfile.... Any ideas how can i fix it?

Thanks and good night....
That is not because of my mod, that is the Bridge mod.
canshow
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Post by canshow »

Deploying a CV to a station bought or captured from a faction makes the CV disappear.

After telling a CV to deploy to a station, it won't accept any commands unless it is assigned a new superior. I also had it where it was flying to a station in the wrong sector after I used hyperdrive so it just stood still until i assigned a new superior.
[ external image ]
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BlackRain
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Post by BlackRain »

canshow wrote:Deploying a CV to a station bought or captured from a faction makes the CV disappear.

After telling a CV to deploy to a station, it won't accept any commands unless it is assigned a new superior. I also had it where it was flying to a station in the wrong sector after I used hyperdrive so it just stood still until i assigned a new superior.
We are aware of this already. Existing stations at game start are not attached to build locations, so when you capture them, you can't assign a CV to the station. Instead, get the station engineer mod and assign an engineer to the station, it will repair the station.

Newly built stations or stations which get rebuilt, will use build locations and can be captured and have CV's assigned to them.
BlackRain
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Post by BlackRain »

Tentative version 1.4 changelog
1) Fixes to bugs with diplomacy features
2) possible fix for attaching cvs to captured stations
3) improvements to ships attacking stations both IZ and OOZ.
4) Changed Diplomacy so that you receive reputation when trade is 10 million plus in favor of AI faction
5) Minor balance changes
6) More German language support
7) Increased Radar Range for most ships (to help them find some of the newer build locations which may be out of their initial range)

Still investigating
1) issues with build locations not being freed after station destruction

Please let me know if there are other bugs to look into not mentioned here so I can make a list
Last edited by BlackRain on Sun, 5. Jun 16, 04:02, edited 2 times in total.

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