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

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canshow
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Post by canshow »

Perma froze in a battle this time.

debug log: https://www.dropbox.com/s/xzo4g19qwuxue ... g.txt?dl=0

BlackRain wrote: The architect issue might be some kind of a conflict, looks like you are using some kind of mod because my architect screen doesn't look like that. Could be a bug though, I'll look into it but might not be related to CWIR.
Yes, it's the enhanced money transfer mod that makes it appear like this. However, I had a similar type of bug when trying to sell ships produced from a mass shipyard back to my own shipyard before I had installed that mod, so it may or may not be related idk.
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VincentTH
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Post by VincentTH »

@Blackrain

I notice that in 1.4, the Xenons which are on their way to their destination, have Attack All Enemies in effect. Even if the freighters would do no harm to them, the freighters are shot at. Previously, the Xenon ships would ignore any hostile ships, unless they were attacked/provoked.
BlackRain
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Post by BlackRain »

VincentTH wrote:@Blackrain

I notice that in 1.4, the Xenons which are on their way to their destination, have Attack All Enemies in effect. Even if the freighters would do no harm to them, the freighters are shot at. Previously, the Xenon ships would ignore any hostile ships, unless they were attacked/provoked.

It depends where they are going. Those particular Xenon ships might be on patrol in that area. Xenon ships wont go out of their way to attack ships if they haven't reached their initial destination yet, but they will still fire at ships nearby. Once they reach initial destination, they will attack all enemies even if traveling to other zones in the vicinity, etc.
VincentTH
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Post by VincentTH »

OK Thanks for the explanation.

There is still one outstanding hang during capping:

If the target ship is being attacked by friendly fighters, the boarding op will cause a hang when the boarding percentage reaches 90%. I put in some debugging prints to the log, and found out that the boarding op has completed (Done cue signal sent), but somehow, during the transfer of ownership, the game is hung.

This problem existed since 1.0.
BlackRain
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Post by BlackRain »

VincentTH wrote:OK Thanks for the explanation.

There is still one outstanding hang during capping:

If the target ship is being attacked by friendly fighters, the boarding op will cause a hang when the boarding percentage reaches 90%. I put in some debugging prints to the log, and found out that the boarding op has completed (Done cue signal sent), but somehow, during the transfer of ownership, the game is hung.

This problem existed since 1.0.

By the way, if hangs like this happen, try alt tabbing. I just had a hang and I alt tabbed and it was still hanging but I waited a little and alt tabbed a coupl eof times and hit escape once, and eventually it magically started working again.
VincentTH
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Post by VincentTH »

BlackRain wrote:
VincentTH wrote:OK Thanks for the explanation.

There is still one outstanding hang during capping:

If the target ship is being attacked by friendly fighters, the boarding op will cause a hang when the boarding percentage reaches 90%. I put in some debugging prints to the log, and found out that the boarding op has completed (Done cue signal sent), but somehow, during the transfer of ownership, the game is hung.

This problem existed since 1.0.

By the way, if hangs like this happen, try alt tabbing. I just had a hang and I alt tabbed and it was still hanging but I waited a little and alt tabbed a coupl eof times and hit escape once, and eventually it magically started working again.
Yes, some hangs are recoverable, but this one is a definite solid hang, dhich require a reboot, and it is highly reproduceable, as it just need a pack of fighters attacking the ship under boarding op.
BlackRain
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Post by BlackRain »

VincentTH wrote:
BlackRain wrote:
VincentTH wrote:OK Thanks for the explanation.

There is still one outstanding hang during capping:

If the target ship is being attacked by friendly fighters, the boarding op will cause a hang when the boarding percentage reaches 90%. I put in some debugging prints to the log, and found out that the boarding op has completed (Done cue signal sent), but somehow, during the transfer of ownership, the game is hung.

This problem existed since 1.0.

By the way, if hangs like this happen, try alt tabbing. I just had a hang and I alt tabbed and it was still hanging but I waited a little and alt tabbed a coupl eof times and hit escape once, and eventually it magically started working again.
Yes, some hangs are recoverable, but this one is a definite solid hang, dhich require a reboot, and it is highly reproduceable, as it just need a pack of fighters attacking the ship under boarding op.
It isn't highly reproduceable on my end, though, because it does not happen to me.
j2965919
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Post by j2965919 »

Hello,

is there a way to mod friendly fire ?

exemple: i have some ships in patrol (controlled by my station), they fire on enemies, allies come in and start firing enemies : all good

One of the ship fired on allied ship and then allies is broken :/

it became a free for all :p

is there a way to remove friendly fire in some situation ?

and take it into account when we order an attack (forced on an allied ?)
ZZGashi
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Post by ZZGashi »

j2965919 wrote:Hello,

is there a way to mod friendly fire ?

exemple: i have some ships in patrol (controlled by my station), they fire on enemies, allies come in and start firing enemies : all good

One of the ship fired on allied ship and then allies is broken :/

it became a free for all :p

is there a way to remove friendly fire in some situation ?

and take it into account when we order an attack (forced on an allied ?)


I am having the same issue as well. I ended up grabbing all of the ships from my Defense Officers, and then waiting a few minutes after fixing relations before assigning them back. Has not happened again, yet.
BlackRain
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Post by BlackRain »

ZZGashi wrote:
j2965919 wrote:Hello,

is there a way to mod friendly fire ?

exemple: i have some ships in patrol (controlled by my station), they fire on enemies, allies come in and start firing enemies : all good

One of the ship fired on allied ship and then allies is broken :/

it became a free for all :p

is there a way to remove friendly fire in some situation ?

and take it into account when we order an attack (forced on an allied ?)


I am having the same issue as well. I ended up grabbing all of the ships from my Defense Officers, and then waiting a few minutes after fixing relations before assigning them back. Has not happened again, yet.
Unfortunately this is something that could happen and I'm not really sure how to resolve it. As long as you don't personally attack the relation drop is temporary. We will have to think about it.
canshow
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Post by canshow »

BlackRain wrote: As long as you don't personally attack the relation drop is temporary. We will have to think about it.
That isn't true if you end up destroying their assets, and correct me if I'm wrong, but sustained attacks do have permanent negative impacts on relations as well.
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BlackRain
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Post by BlackRain »

canshow wrote:
BlackRain wrote: As long as you don't personally attack the relation drop is temporary. We will have to think about it.
That isn't true if you end up destroying their assets, and correct me if I'm wrong, but sustained attacks do have permanent negative impacts on relations as well.
While I could certainly be wrong, however, I remember it was the case that as long as you don't fire on their ships and only your npc ships fire, then you won't lose relations permanently. I've tested it in the past and it was the case. If your ships destroy an allied ship as long as you don't fire on the ships then you won't lose relations. It's been awhile since I tested this, though.
j2965919
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Post by j2965919 »

the situation was something like :

10 of my capships and around 10 from cmp

patroling (allied )

then jump in (jump zone) reivers capship around 10, nice battle, but at first some cmp shooted at me while trying to shoot reivers : no rep loss

my ships (not controled by me, by the defense office of the station) did the same , at first i saw one capship cm goign red but not the others, as it became red, my ship continued to fire and kill the cmp capship, all going red ^^

While reivers still attacking both of us, nice free for all :)

wondering if there is a way to make a difference of an ordered attack and and attack that is targeting a real enemy. (or maybe having a way to disable reploss/friendly fire once we have 20/20 in friendship)
j2965919
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Post by j2965919 »

About Sputnik Planum : There is a neutral station (for water)

can we take it ? i don't find a way to board, i is displayed as neutral .
VincentTH
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Post by VincentTH »

j2965919 wrote:the situation was something like :

10 of my capships and around 10 from cmp

patroling (allied )

then jump in (jump zone) reivers capship around 10, nice battle, but at first some cmp shooted at me while trying to shoot reivers : no rep loss

my ships (not controled by me, by the defense office of the station) did the same , at first i saw one capship cm goign red but not the others, as it became red, my ship continued to fire and kill the cmp capship, all going red ^^

While reivers still attacking both of us, nice free for all :)

wondering if there is a way to make a difference of an ordered attack and and attack that is targeting a real enemy. (or maybe having a way to disable reploss/friendly fire once we have 20/20 in friendship)
This is what I do to avoid this friendly-fire-turn-bad thingy:

(1) Order your defense officers on ships with patrol duty to be on Defense Only. (Patrol zone, Attack All Enemies in Zone).
(2) Set up a strike force with Defense = Attack Enemies, and ask it to attack 1 target at a time (Attack Object). That way when the group is done with its target, it stay idle and would not cause friendly fire.

The bottom line is to Never put a ship with a Defense officer on Attack All Enemies on patrol duties.

And I agree with the rep loss problem. I can go from +20 to -20 in just about 5 minutes due to friendly fire. It is a permanent rep loss.

Hope this helps.
VincentTH
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Post by VincentTH »

I placed a station in an Empty zone but do not get ownership of the zone.

screenshot

The zone in question is just North of Wavy Haze in Eclipse Clouds (OL)

Now, I can't even place an Outpost there either (in order to claim the zone), unless the Argon faction is hostile to me.

[EDIT] I am building another station in the same EMpty zone, but further north, to see if proximity to Wavy Haze is the cause of the non-ownership.
BlackRain
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Post by BlackRain »

You can't capture or own empty zones. Not sure how the argon government took over that empty zone.
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Post by BlackRain »

j2965919 wrote:
j2965919 wrote:About Sputnik Planum : There is a neutral station (for water)

can we take it ? i don't find a way to board, i is displayed as neutral .
Any chance to take that station ?
I'm sorry but I don't know what station you are talking about?
j2965919
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Post by j2965919 »

j2965919 wrote:About Sputnik Planum : There is a neutral station (for water)

can we take it ? i don't find a way to board, i is displayed as neutral .
Any chance to take that station ?
j2965919
Posts: 36
Joined: Sat, 23. Jan 16, 21:08

Post by j2965919 »

BlackRain wrote:
j2965919 wrote:
j2965919 wrote:About Sputnik Planum : There is a neutral station (for water)

can we take it ? i don't find a way to board, i is displayed as neutral .
Any chance to take that station ?
I'm sorry but I don't know what station you are talking about?
In COLD STAR, Ode Monumenti, Sputnik Planum there is a water station marked neutral

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