[MOD] World War X - Version 3.2- 07-17-2015 updated

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

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...
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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...
I am updating steam workshop now with the latest version. Hopefully this will help performance, but will need testing.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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.
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

Will test it out in a bit :) So you know each of my tests is on fresh game start, either freeplay or my devries freelancer.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

BlackRain wrote:
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...
I am updating steam workshop now with the latest version. Hopefully this will help performance, but will need testing.
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 saddening :lol:

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? :P
"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
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Reaperxvii wrote:
BlackRain wrote:
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...
I am updating steam workshop now with the latest version. Hopefully this will help performance, but will need testing.
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 saddening :lol:

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? :P
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?
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

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.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

YorrickVander 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.
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 area :lol:
"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
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

I meant that it is suprising that changing ownership in zones.xml does not work :) Yeah its always PMC owned, which is a shame for the <blanked out spoilers> etc :)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

YorrickVander wrote:I meant that it is suprising that changing ownership in zones.xml does not work :) Yeah its always PMC owned, which is a shame for the <blanked out spoilers> etc :)
Either it doesn't work or the game isn't reading the file for some reason.
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

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

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>
Maybe a typo in the xpath made yours not work? Anyway it throws an error about unable to generate law enforcement for HoA

Code: Select all

[=ERROR=] CharacterDB::FindNPCGenerator(): unable to find NPC generator for tags [tag.lawenforcement], race null, factions [faction.heartofalbion]
which looks pretty trivial to add in.

EDIT : I see the issue, zone.xml edit only works on new game starts :(
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

Found some middle ground. Adding this to my InitializeFactions cue

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>
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.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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

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>
Maybe a typo in the xpath made yours not work? Anyway it throws an error about unable to generate law enforcement for HoA

Code: Select all

[=ERROR=] CharacterDB::FindNPCGenerator(): unable to find NPC generator for tags [tag.lawenforcement], race null, factions [faction.heartofalbion]
which looks pretty trivial to add in.

EDIT : I see the issue, zone.xml edit only works on new game starts :(
I did try it with a new game and it didn't work. Hmm, I will have to look it over again.

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...
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

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 :P

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>
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).
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

YorrickVander wrote: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 :P

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>
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).
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.
Reaperxvii
Posts: 357
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii »

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
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

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 :

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"> 
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.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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.
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.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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 :

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"> 
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.
Done, thanks.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

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.

Return to “X Rebirth - Scripts and Modding”