[MOD] World War X - Version 3.2- 07-17-2015 updated
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Thanks, I'd like to keep using this as it definitely adds missing spice to XR play. With the HoA <> Plutarch war set, I'm tempted just to sit in Big Empty with popcorn and wait for the arawn/balor patrols to start on the station...
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I am updating steam workshop now with the latest version. Hopefully this will help performance, but will need testing.YorrickVander wrote:Thanks, I'd like to keep using this as it definitely adds missing spice to XR play. With the HoA <> Plutarch war set, I'm tempted just to sit in Big Empty with popcorn and wait for the arawn/balor patrols to start on the station...
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Okay, mod is updated on Steam. I hid it on Nexus because I do not think it is necessary to support two download platforms unless there is a demand for such but Steam workshop works well.
Please let me know if performance improves. If you are loading a save where you had World War X version 1.5 already installed, whatever ships spawned will still remain so you would have to wait for those ships to disappear. If you are starting a new game or loading in a save where World War X was not present, you are fine.
Please let me know if performance improves. If you are loading a save where you had World War X version 1.5 already installed, whatever ships spawned will still remain so you would have to wait for those ships to disappear. If you are starting a new game or loading in a save where World War X was not present, you are fine.
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For Me overall performance sits around 30fps when near an escort fleet. When in Major combat zones it can drop to 10-15fps. Granted I'm playing On high. X-Rebirth just doesn't utilize my cpu very well, which, I have a rather beefy system so its saddeningBlackRain wrote:I am updating steam workshop now with the latest version. Hopefully this will help performance, but will need testing.YorrickVander wrote:Thanks, I'd like to keep using this as it definitely adds missing spice to XR play. With the HoA <> Plutarch war set, I'm tempted just to sit in Big Empty with popcorn and wait for the arawn/balor patrols to start on the station...

The Problem Isn't so much with his mod and just how well X-rebirth is utilizing the CPU, which I don't think anyone can change how optimized rebirth is besides the game devs.
Anyways love the mod, Would it be possible to change the police force of a certain sector? So like Far Out would have HOA police and it wouldn't show red boxes when I build a station?

"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
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"Time is the fire in which we burn"
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I was trying to change the ownership of the zones in the zones.xml file but it didn't seem to work. Not sure why. I do not know if this would fix your issue. I think for the police, that might be another file. I haven't really looked into changing the map and/or police before so I do not know much about it. Need to figure out the zones.xml issue first. Anyone have ideas?Reaperxvii wrote:For Me overall performance sits around 30fps when near an escort fleet. When in Major combat zones it can drop to 10-15fps. Granted I'm playing On high. X-Rebirth just doesn't utilize my cpu very well, which, I have a rather beefy system so its saddeningBlackRain wrote:I am updating steam workshop now with the latest version. Hopefully this will help performance, but will need testing.YorrickVander wrote:Thanks, I'd like to keep using this as it definitely adds missing spice to XR play. With the HoA <> Plutarch war set, I'm tempted just to sit in Big Empty with popcorn and wait for the arawn/balor patrols to start on the station...![]()
The Problem Isn't so much with his mod and just how well X-rebirth is utilizing the CPU, which I don't think anyone can change how optimized rebirth is besides the game devs.
Anyways love the mod, Would it be possible to change the police force of a certain sector? So like Far Out would have HOA police and it wouldn't show red boxes when I build a station?
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The police *should* be set as HoA in post chapter 3 script that is run for all freeplay starts as well as finishing plot. Since the plot is buggy at the end this may not work properly, I haven't really checked.
I'm suprised about the ownership (fixing your red build boxes reaper) will be interesting to tinker with it.
I'm suprised about the ownership (fixing your red build boxes reaper) will be interesting to tinker with it.
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It is? Because On my Campaign save as well as all free play starts its always been PMC, which doesn't really do anything but I just found it amusing that PMC were the police for an HOA controlled areaYorrickVander wrote:The police *should* be set as HoA in post chapter 3 script that is run for all freeplay starts as well as finishing plot. Since the plot is buggy at the end this may not work properly, I haven't really checked.
I'm suprised about the ownership (fixing your red build boxes reaper) will be interesting to tinker with it.

"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
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"Time is the fire in which we burn"
Reaper's Mod Index
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1.60 is a definite improvement so far, staying over 20fps most of the time with a few spawns and fights happening.
I did get the HoA tag up for Far Out zones without issue with this section at the end of each static zone def :
https://docs.google.com/file/d/0BzGfezj ... xhdUU/edit
Maybe a typo in the xpath made yours not work? Anyway it throws an error about unable to generate law enforcement for HoA
which looks pretty trivial to add in.
EDIT : I see the issue, zone.xml edit only works on new game starts
I did get the HoA tag up for Far Out zones without issue with this section at the end of each static zone def :
https://docs.google.com/file/d/0BzGfezj ... xhdUU/edit
Code: Select all
<properties>
<boundaries priority="1" />
<identification name="{20005,29}" owner="heartofalbion" />
<area sunlight="0.4" />
<icon map="tzoneCluster_B_Sector04_Zone29_macro_icon" />
<map index="4" />
</properties>
Code: Select all
[=ERROR=] CharacterDB::FindNPCGenerator(): unable to find NPC generator for tags [tag.lawenforcement], race null, factions [faction.heartofalbion]
EDIT : I see the issue, zone.xml edit only works on new game starts

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Found some middle ground. Adding this to my InitializeFactions cue
Sets HoA as the owner, and removes Plutarch police band at top of zone ship/station list without replacing the law enforcement npcs. Works for new and established games. A start at least
@Reaper Also allows players red to plutarch to build in Far Out.
Code: Select all
<do_all exact="$allzones.count" counter="$i">
<do_if value="$allzones.{$i}.sector.knownname=={20004,7}"> <!-- far out /t file reference -->
<set_owner object="$allzones.{$i}" faction="heartofalbion"/>
</do_if>
</do_all>

@Reaper Also allows players red to plutarch to build in Far Out.
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I did try it with a new game and it didn't work. Hmm, I will have to look it over again.YorrickVander wrote:1.60 is a definite improvement so far, staying over 20fps most of the time with a few spawns and fights happening.
I did get the HoA tag up for Far Out zones without issue with this section at the end of each static zone def :
https://docs.google.com/file/d/0BzGfezj ... xhdUU/edit
Maybe a typo in the xpath made yours not work? Anyway it throws an error about unable to generate law enforcement for HoACode: Select all
<properties> <boundaries priority="1" /> <identification name="{20005,29}" owner="heartofalbion" /> <area sunlight="0.4" /> <icon map="tzoneCluster_B_Sector04_Zone29_macro_icon" /> <map index="4" /> </properties>
which looks pretty trivial to add in.Code: Select all
[=ERROR=] CharacterDB::FindNPCGenerator(): unable to find NPC generator for tags [tag.lawenforcement], race null, factions [faction.heartofalbion]
EDIT : I see the issue, zone.xml edit only works on new game starts
Do you mind sending me the file you edited to get it to work so I can see?
-edit bleh, I thought I knew what I did wrong but it still didn't work for me...
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Fixed the 'live' addin - I guess the error spew was lost in all the 'no target parameter' spam
For the love of *** add that parameter to your ai files! I don't care if it's not used
Anyway lol, this version gives no spew, including no complaints about the law enforcement :
As before, works on new games + existing saves. This time it adds the HoA ownership banner properly and doesn't try to change the ownership of highways (doh).


Anyway lol, this version gives no spew, including no complaints about the law enforcement :
Code: Select all
<do_all exact="$allzones.count" counter="$i">
<do_if value="$allzones.{$i}.sector.knownname?">
<do_if value="$allzones.{$i}.sector.knownname=={20004,7}"> <!-- far out /t file reference -->
<set_owner object="$allzones.{$i}" faction="faction.heartofalbion"/>
</do_if>
</do_if>
</do_all>
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The no target parameter has to do with Manual command extension I think. Not really sure how to fix it honestly, but yeah the debug log is annoying with all of it.YorrickVander wrote:Fixed the 'live' addin - I guess the error spew was lost in all the 'no target parameter' spamFor the love of *** add that parameter to your ai files! I don't care if it's not used
![]()
Anyway lol, this version gives no spew, including no complaints about the law enforcement :
As before, works on new games + existing saves. This time it adds the HoA ownership banner properly and doesn't try to change the ownership of highways (doh).Code: Select all
<do_all exact="$allzones.count" counter="$i"> <do_if value="$allzones.{$i}.sector.knownname?"> <do_if value="$allzones.{$i}.sector.knownname=={20004,7}"> <!-- far out /t file reference --> <set_owner object="$allzones.{$i}" faction="faction.heartofalbion"/> </do_if> </do_if> </do_all>
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Also just another Idea for possible Immersion, Theres no actual minerals in Far Out (well besides hydrogen) unless I missed something (double checking as of writing the post). Would it be possible to add resources to some of the sectors? Since Currently HOA has no way to mine anything without going into PMC space or ROC.
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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Ah no that one is directly referencing your ai scripts and is super easy to fix just add a <params> section to each of your ai scipts called in jobs.xml :
like so
That kills the "$target was not expected" lines and leaves only the MCE bugs showing.
EDIT : Btw I was wrong about no complaints on the HoA lawenforcement, will look at that later as I rather like the two factions being at war. It looks like it just needs an addition in characters.xml and maybe ships.xml.
Code: Select all
<aiscript name="BR.move.escort" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="aiscripts.xsd" version="3">
<params>
<param name="target"/>
</params>
<attention min="unknown">

EDIT : Btw I was wrong about no complaints on the HoA lawenforcement, will look at that later as I rather like the two factions being at war. It looks like it just needs an addition in characters.xml and maybe ships.xml.
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This is a good idea, I have to figure out how to get map editing working. As of right now, every time I try to edit the zones.xml, whether it be to add build spots or other things it doesn't work.Reaperxvii wrote:Also just another Idea for possible Immersion, Theres no actual minerals in Far Out (well besides hydrogen) unless I missed something (double checking as of writing the post). Would it be possible to add resources to some of the sectors? Since Currently HOA has no way to mine anything without going into PMC space or ROC.
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Done, thanks.YorrickVander wrote:Ah no that one is directly referencing your ai scripts and is super easy to fix just add a <params> section to each of your ai scipts called in jobs.xml :
like soCode: Select all
<aiscript name="BR.move.escort" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="aiscripts.xsd" version="3"> <params> <param name="target"/> </params> <attention min="unknown">
That kills the "$target was not expected" lines and leaves only the MCE bugs showing.
EDIT : Btw I was wrong about no complaints on the HoA lawenforcement, will look at that later as I rather like the two factions being at war. It looks like it just needs an addition in characters.xml and maybe ships.xml.
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Okay, I think I figured out how to manipulate zones.xml enough to do what I want and also the definitions for the regions. So I am going to add minerals to Far out and also a metalframes station for HOA and a Construction yard for HOA in Far out along with adding some fedhelm miners for them. I will also see if I can make there freighters from both those stations able to travel the galaxy.
I also added more resources to Molten Archon so if a player wants to make that their HQ sector, they can without worrying about going into Bleak pebble for resources.
edit ---- Adding stations is proving to be difficult, bleh. Easy enough to add resources and more trade ships and such.
I also added more resources to Molten Archon so if a player wants to make that their HQ sector, they can without worrying about going into Bleak pebble for resources.
edit ---- Adding stations is proving to be difficult, bleh. Easy enough to add resources and more trade ships and such.