[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 »

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?
Any updates on this?

I don't want to pore through this thread for issues so if there are any outstanding issues I need to be made aware of, please repost. I plan to release version 1.4 this weekend.
VincentTH
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Post by VincentTH »

BlackRain wrote:
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?
Any updates on this?

I don't want to pore through this thread for issues so if there are any outstanding issues I need to be made aware of, please repost. I plan to release version 1.4 this weekend.
The followings are other issues:

- If I have a CV trying to build a station in an empty zone in Devries, ROC would build an outpost in the empty zone (before the station is built to establish player ownership of the zone).

- During Rubini's style of boarding, choosing to scan on a freighter ship (CVs or freighter), would immediately launch the boarding pods.
On a side note, when I choose to launch the boarding pods, the cap ships launch their pods BEFORE boosting to the target. The preferred way to do it, is to boost towards the target first, then deploy the pods. This results in pods that are launched some 30+km away from the target (especially on slow ships like the Arawn).

- Rubini's codes to suppress ships jumping on distress does not seem to work. I changed the entry in the config file but it does not seem to change the behavior. Is a value of 0 or 1 change vanilla behavior?

As mentioned before, if one choose the Terran Defender starts, in which a Jump Drive is not pre-equipped at start, it would be quite impossible to obtain the required 20 JD Coolant without resorting to editing the save game file. This is because the 5 lockboxes that hold those JDCoolants are not respawned when the stations are destroyed. This is not a bug per se, but it need a mention in the Wiki for people new to this mod.

- Last but not least, I would like rep gain as part of the new Diplomacy sale: If I sell a station or a zone to a faction, besides monetary gain, I would like to see an increase in reputation? There would be no "Diplomacy" if reputation is not involved :-)
canshow
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Post by canshow »

Just some observations;

Xenon fleets constantly flying to the Alpha Quadrant gate to OL in Maelstrom, many of the Xenon in the sector prioritize themselves getting through that gate and then flying out of the sector on the other side as well. I see no organization or clearly defined goals.

Escorts "lag" move with Xenon K's that are in cruise mode. They basically look like they are jumping to their parent ship's updated position every few seconds.

Heretic Vanguards spamming cruisers. Saw about 60 split between 3 zones in the OL gate sector of Maelstrom. Not sure if intended but it's a headache when 20 are trying to destroy a single building for 10 hours. Also saw a shit ton of freighters just sitting near their shipyard not doing anything. Lots of inactivity by freighters and cap ships alike. Might be YAT messing with the freighters.

Shields instantly regenerating on capital ships (not all ships). Occurs frequently when shields are almost down or shortly after shields are down, but they can be at like 30% and still go back to 100% in a flash. Seen it happen mostly with my own fleet, but have seen it occur with other races too.

Running following mods;

blackjack npc
combatRank_Bailout
CopilotConvo
CraftVirtualSeminars
CSI: Claim Ships
CSI: Squad Repair
Conquest and War
HOL + TTO
Extra Surplus Info
Fly-by Lockbox
Fly-by Looting
Fly-by Subscribe
Capital Ship Bridge
Inventory Crafts Items Marked
Enhanced Money transfer
NpcsGainXp
Black Market Seminars
MCT
StationEngineers
Yet Another Trader

Had CES but uninstalled it. Combat AI is just cluster ****** with or without it.
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Marvin Martian
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Post by Marvin Martian »

VincentTH wrote:- Last but not least, I would like rep gain as part of the new Diplomacy sale: If I sell a station or a zone to a faction, besides monetary gain, I would like to see an increase in reputation? There would be no "Diplomacy" if reputation is not involved :-)
is already in and work as far i know
at the moment, in case you would give a gift >100Mio to an enemy the faction will set to neutral.min (-9)

and for each deal the unbalance is more then 50Mio you get a boost similar to playertrading too
maybe this is a bit high, but i don't see the Reason you make a balanced deal, why you should get much relation boost
i can be wrong, but if i buy a ship, i get also no "good job dude, everybody love you" hug from the SY-faction
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Post by VincentTH »

Marvin Martian wrote:
VincentTH wrote:- Last but not least, I would like rep gain as part of the new Diplomacy sale: If I sell a station or a zone to a faction, besides monetary gain, I would like to see an increase in reputation? There would be no "Diplomacy" if reputation is not involved :-)
is already in and work as far i know
at the moment, in case you would give a gift >100Mio to an enemy the faction will set to neutral.min (-9)

and for each deal the unbalance is more then 50Mio you get a boost similar to playertrading too
maybe this is a bit high, but i don't see the Reason you make a balanced deal, why you should get much relation boost
i can be wrong, but if i buy a ship, i get also no "good job dude, everybody love you" hug from the SY-faction
But if you buy/sell goods from an NPC factpory (manually, not auto-trading for stations), you would get a small rep increase. Even a gas fill-up boost your rep a little.
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Marvin Martian
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Post by Marvin Martian »

only for player trades, station traders doesn't get them and beause of the amounts you trade you would be fast go to +30 that doesn't make sense to me
and like i said, for buy/sell ships, you also get nothing like that

in my opinion it's better to ignore the value of the deal and only use the difference, but i can reduce the pass mark to 10Mio for the moment
this should a incentive to the player to give another faction stuff without fully compensation, not only to sell all useless crap for good Cr whats prevent you also from salary payments and then get a lot of relations bonus for
BlackRain
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Post by BlackRain »

VincentTH wrote:
Marvin Martian wrote:
VincentTH wrote:- Last but not least, I would like rep gain as part of the new Diplomacy sale: If I sell a station or a zone to a faction, besides monetary gain, I would like to see an increase in reputation? There would be no "Diplomacy" if reputation is not involved :-)
is already in and work as far i know
at the moment, in case you would give a gift >100Mio to an enemy the faction will set to neutral.min (-9)

and for each deal the unbalance is more then 50Mio you get a boost similar to playertrading too
maybe this is a bit high, but i don't see the Reason you make a balanced deal, why you should get much relation boost
i can be wrong, but if i buy a ship, i get also no "good job dude, everybody love you" hug from the SY-faction
But if you buy/sell goods from an NPC factpory (manually, not auto-trading for stations), you would get a small rep increase. Even a gas fill-up boost your rep a little.
The way diplomacy currently works is by design. You want to increase rep then you need to gift.
VincentTH
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Post by VincentTH »

BlackRain wrote:
VincentTH wrote:
Marvin Martian wrote:
VincentTH wrote:- Last but not least, I would like rep gain as part of the new Diplomacy sale: If I sell a station or a zone to a faction, besides monetary gain, I would like to see an increase in reputation? There would be no "Diplomacy" if reputation is not involved :-)
is already in and work as far i know
at the moment, in case you would give a gift >100Mio to an enemy the faction will set to neutral.min (-9)

and for each deal the unbalance is more then 50Mio you get a boost similar to playertrading too
maybe this is a bit high, but i don't see the Reason you make a balanced deal, why you should get much relation boost
i can be wrong, but if i buy a ship, i get also no "good job dude, everybody love you" hug from the SY-faction
But if you buy/sell goods from an NPC factpory (manually, not auto-trading for stations), you would get a small rep increase. Even a gas fill-up boost your rep a little.
The way diplomacy currently works is by design. You want to increase rep then you need to gift.
OK, I did not know there was an option to trade stuffs for rep.
BlackRain
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Post by BlackRain »

VincentTH wrote:
BlackRain wrote:
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?
Any updates on this?

I don't want to pore through this thread for issues so if there are any outstanding issues I need to be made aware of, please repost. I plan to release version 1.4 this weekend.
The followings are other issues:

- If I have a CV trying to build a station in an empty zone in Devries, ROC would build an outpost in the empty zone (before the station is built to establish player ownership of the zone).

- During Rubini's style of boarding, choosing to scan on a freighter ship (CVs or freighter), would immediately launch the boarding pods.
On a side note, when I choose to launch the boarding pods, the cap ships launch their pods BEFORE boosting to the target. The preferred way to do it, is to boost towards the target first, then deploy the pods. This results in pods that are launched some 30+km away from the target (especially on slow ships like the Arawn).

- Rubini's codes to suppress ships jumping on distress does not seem to work. I changed the entry in the config file but it does not seem to change the behavior. Is a value of 0 or 1 change vanilla behavior?

As mentioned before, if one choose the Terran Defender starts, in which a Jump Drive is not pre-equipped at start, it would be quite impossible to obtain the required 20 JD Coolant without resorting to editing the save game file. This is because the 5 lockboxes that hold those JDCoolants are not respawned when the stations are destroyed. This is not a bug per se, but it need a mention in the Wiki for people new to this mod.

- Last but not least, I would like rep gain as part of the new Diplomacy sale: If I sell a station or a zone to a faction, besides monetary gain, I would like to see an increase in reputation? There would be no "Diplomacy" if reputation is not involved :-)
1) this is by design, you can stop factions from building an outpost in a zone by parking a capital ship in the zone.

2) could have sworn Rubini fixed this.

3) this definitely works and it is already set to suppress the behavior, 0 turns off vanilla behavior, it is explained in the config file. We have our own way of having trade ships retreating from battle, though.

4) not sure what to do about this one but will mention it in the wiki. I could make a couple of other free game starts that already add jump drives but nothing else.

5) just gift a faction to raise relations (currently must be 50mil plus, but may change this to 10 mil plus)
Ezarkal
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Post by Ezarkal »

JD coolant is still a drop from random capships. I never used those lockboxes to get the JD. It's longer, but you get there. Just flying around Maelstrom will get you a few of those every once in a while, thanks to Xe, HV and AG fighting everywhere.

I agree it's sad to lose those boxes, but it's still possible to get what you want. Just fight a lot.
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BlackRain
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Post by BlackRain »

canshow wrote:Just some observations;

Xenon fleets constantly flying to the Alpha Quadrant gate to OL in Maelstrom, many of the Xenon in the sector prioritize themselves getting through that gate and then flying out of the sector on the other side as well. I see no organization or clearly defined goals.

Escorts "lag" move with Xenon K's that are in cruise mode. They basically look like they are jumping to their parent ship's updated position every few seconds.

Heretic Vanguards spamming cruisers. Saw about 60 split between 3 zones in the OL gate sector of Maelstrom. Not sure if intended but it's a headache when 20 are trying to destroy a single building for 10 hours. Also saw a shit ton of freighters just sitting near their shipyard not doing anything. Lots of inactivity by freighters and cap ships alike. Might be YAT messing with the freighters.

Shields instantly regenerating on capital ships (not all ships). Occurs frequently when shields are almost down or shortly after shields are down, but they can be at like 30% and still go back to 100% in a flash. Seen it happen mostly with my own fleet, but have seen it occur with other races too.

Running following mods;

blackjack npc
combatRank_Bailout
CopilotConvo
CraftVirtualSeminars
CSI: Claim Ships
CSI: Squad Repair
Conquest and War
HOL + TTO
Extra Surplus Info
Fly-by Lockbox
Fly-by Looting
Fly-by Subscribe
Capital Ship Bridge
Inventory Crafts Items Marked
Enhanced Money transfer
NpcsGainXp
Black Market Seminars
MCT
StationEngineers
Yet Another Trader

Had CES but uninstalled it. Combat AI is just cluster ****** with or without it.
1) not much can be done here because of the way gates work

2) escorts working correctly

3) numbers seem high for HV ships. Hopefully station destruction will work better next version.

4) I've seen this shield issue too but I'm not sure what is causing it
JDD79
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Post by JDD79 »

Hi,

0001-l049 file is still leading to textIDnotfound errors for german users, removing the file is fixing it for now.
BlackRain
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Post by BlackRain »

JDD79 wrote:Hi,

0001-l049 file is still leading to textIDnotfound errors for german users, removing the file is fixing it for now.
Yeah, some things still weren't translated, should be fixed in next version.
j2965919
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Post by j2965919 »

xenon I guns not repairable ?

Can only repair hulll to 96% and not the guns

Thanks
canshow
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Post by canshow »

j2965919 wrote:xenon I guns not repairable ?

Can only repair hulll to 96% and not the guns

Thanks
I have had the same issue.
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BlackRain
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Post by BlackRain »

j2965919 wrote:xenon I guns not repairable ?

Can only repair hulll to 96% and not the guns

Thanks

Xenon I is repairable, never had an issue with it. Try going OOZ, you don't see all the guns in the details menu most of the time, so you might not be aware, but they are being repaired. Repair works better OOZ too.
VincentTH
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Post by VincentTH »

After repair, the guns of tbe I's work fine, they just dont show on tbe stat sheet
j2965919
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Post by j2965919 »

ok correct, guns are repaired but not displayed in the info list.
BlackRain
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Post by BlackRain »

CWIR Beta 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)
8 ) Improvements in the Station destruction code

Still investigating
1) issues with build locations not being freed after station destruction (Have not been able to reproduce this, seems to be working on my end)



Updating mod now, I need people to investigate build locations and also stations that aren't getting destroyed.

If you see any instances of tons of ships attacking a station OOZ and the station doesn't get destroyed with this latest version, please report to me what station it is and where it is located and what faction.

Also, if you see any zones which seem to lose build spots (Every zone should have 4 build locations), then please let me know. Those of you playing a previous game where there is a zone that lost a build spot, please do not report. I only want to hear about new reports of this.
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Post by BlackRain »

Also, please keep the following in mind:

When stations are either being rebuilt or newly constructed, there is a 10 minute or so delay for each stage of the station.

Also, if a station is destroyed while being built, the CV may remain until the delay is hit, then it should move.die properly.


Tip: Even when stations are being rebuilt (which they receive resources for and do not require resources to build), there is still a 10 minute delay to build each new stage so during this window, it is possible to sell resources to the CV's and make some money. Keep that in mind, you can try to locate these CV's and try to profit off of them before they begin construction.

Newly built stations will always need resources so the tip above is for only rebuilding of stations which got destroyed.

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