[MOD] X:R Conquer mod v0.19s Updated 29/09/2015

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DaveDee
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Post by DaveDee »

Yes, I have looked through the file just before starting new game. But we need some more work, to fix it.

Frst of all, about xenons. The only way for them to reach DV is the trip through Omicron Lyrae. WWX mod has made it pretty fair. Don't think you need to simulate that trip, but xenons are TO dangerous for DV space.
Maybe just lowering 'I' spawning chance would work nice.
Also, might be helpful to have variable amount of fighter followers, cause 40+ reivers fighters looks a bit odd.

Next one.
Then something is invading some zone, it is expected that the ships from neighboring zones will try to defend attacked one. In fact we have only some randomly spawned job ships, dying a lot, and several peacefully patroling vessels in neighbor zones not even going to help.

Dont think it's possible to raise patroling ships to organized fight against intruders. So my suggestion is to make reinforcement fleet after some time.
For example we have 1 'K' in Crystal Castle. Player can't destoy it for about 10 minutes, but station is alive. Now canteran+albion forces will form fleet with +/- same power as the intruders one and EWS will inform player about rally in 2 minutes. After failed attempt, we will get huge delay before next one.

I haven't had a chance to test station building, so can't say something right now. From you description, npc will build ONLY strongholds for zone protecting. Think you may also add some life to game by allowing fractions to build new stations in their zones. Especially to replace destroyed ones. Sound like much more balancing to me.
Just spawn new stations doesn't fit the game... so we need to fully organize station production queue: spawn CV > pick building spot > deploy station > submit trade offers > build initial stage > pick new stage > submit trade offers and so on... really dunno how hard it is. Maybe you may use plot stations script for that (builded by HoA in DV). That would create more ways to sell wares, btw.
If it possible, it's fair to limit building of stations. I think 1 initial stage per faction should work fine. So if someone is builting 1st stage of station, new station of that faction cannot be started, until 1st stage is complete.


Anyway, great job so far.
And sry if anythig is not clear. English isn't my main language.
Rubini
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Post by Rubini »

@DaveDee,

Just arrived from my family trip. Then lets start to discuss some of yours comments and ideas. About english, isn´t my native language too, so i have some dificculty to understand some things and also to say exactly what I want to say. :D
Well, lets try it!
EWS - Nice feature, but needs some work.
- Clicking on event monitor should open target map
-I really don't know if this is possible, and if it is, I don't know how to code it. Perhaps someone more X:R code skilled could give us a hand here.
- Event text may contain reporters name (caps name + ship)
A bit more info (zone where the event occurs) is disposable on your PDA/logbook. Also take in mind that this is always related to yours ships and zones, also for all allied zones. So, using the info on logbook and the map you can locate all info that you need. I know that this isn´t ideal, but this is a vanilla X:R design at first. Info about caps name + ships is possible to add but needs code. Conquer_Mod try to uses at first, more simple code as it is already very complex in conecting a lot of cues to work together. It´s doable in future.
- Think it would be nice to make it as an upgradable software
- Humm ... i disagree. The EWS is a necessity for a war game. So, I guess that needs to be disposable since the beggining.
- Event displays for too long, imho.
- I know what you means. I made the EWS messages stay on PDA for 25s, because the voice that you listen is attached to it. This is necessary to avoid a message being played one over another. This is what guarantee it. Perhaps you already have listen others messages that are sometimes one over another. This is because I yet didn´t made all then queued. This is possible to make better and is already on to do list.

PostPosted: Sat, 2. May 15, 19:38 Post subject:
Okay, my my 5 cents.

EWS - Nice feature, but needs some work.
- Clicking on event monitor should open target map
- Event text may contain reporters name (caps name + ship)
- Think it would be nice to make it as an upgradable software
- Event displays for too long, imho.

Invasions - really cool, but overpowered
- 3 titurels with about 10-15 fighters per each was quite hard for early game. Especialy since they were blocking sector with beacon....
- Until i realized that Xenon I may invade DeVries inner sectors... they are really badass. Actually i don't know a way to destroy them without 2-3 Arawns.
- Further is better. Since i could not destroy that wunderwaffle, not to mention pointless NPCs attempts... i tried to raise my fleet. A bit later i got new warning about enemy jump. So now I had two Is right in heart of my empire. About hour ago - new warning. Another two grinders were attacking canteran shipyard. I tried to save it with all my fleet (taranis, 2 balors, 4 titurels and xenon k) but shipyard were destroyed in about 3 minutes. Game Over.
- Meanwhile, the first two xenons didnt do anything with the station at the Crystal Castle. They terrorized the sector for about two hours, but the station was not destroyed.

I'm playing on hard, btw. Maybe Is are a bit easier on med.
As i said you can configure how the Invasions Forces behave. Look here on config file:

Code: Select all

<!-- Invasion force chance for early game.  Default = 1 -->
<!-- This controls the chance for Invasion Force happens by player military force strengh (l and xl ships)-->
<!-- This will be checked before all others settings for Invasion Force -->
<!-- note that also trade xl ships will be counted by half  -->
<!-- "0" will turnoff this feature, then invasion forces will happens since the beggining of the game, use it if you already have some military ships -->
<!-- "1" will enable invasion forces at 50% chance when player have at least 3 military ships (no invasion forces until you have 3 military ships) -->
<!-- "1" will enable invasion forces at 80% chance when player have at least 6 military ships (no invasion forces until you have 3 military ships) -->
<!-- "2" will enable invasion forces at 40% chance when player have at least 6 military ships (no invasion forces until you have 6 military ships) and so on -->
<!-- also note that after the minimum player force be acquired, the more ships you have, bigger is the chance to a Invasion Forces occurs -->
<!-- this is in true a "difficult settings for the mod :P -->
<!-- and also this can be used to control when the "war" will really start -->
<!-- allowing to a more standard game at the beggining, giving more time to you be prepared to war -->
			<set_value name="md.CM_Config.Settings.$PlayerFactor" exact="1" />

<!-- Invasion Force outer chance in percent.  Default = 85 -->
<!-- This controls the chance for a Invasion Force round per cycle (in practice, cycle = delay, see below) -->
			<set_value name="md.CM_Config.Settings.$IFChance_Out" exact="85" />

<!-- Invasion Force inner chance in percent.  Default = 35 -->
<!-- This controls the chance for a Invasion Force creation for each individual faction, if outer (above) chance is acquired. -->
			<set_value name="md.CM_Config.Settings.$IFChance_In" exact="35" />

<!-- Minimum and Maximum Invasion Force delay in seconds.  Default min="300s" max="600s" (dont forget the "s") -->
<!-- This controls the min and max delay for each Invasion Force round -->
			<set_value name="md.CM_Config.Settings.$IFDelay_Min" exact="300s" />
			<set_value name="md.CM_Config.Settings.$IFDelay_Max" exact="600s" />

<!-- Maximum Xenon Invasion Force ships number.  Default = 2 -->
<!-- This controls the max ship number for Xenon Invasion Force. They are too strong. -->
			<set_value name="md.CM_Config.Settings.$XenonMax" exact="2" />
- The first one is a very powerful setting. Note that the same value can be read in two ways. If you want more time to build your fleet just use it at 3 (invasion only will start if you have at least 9 military ships and with a chance of 33%). Setting it to 4 will only start Invasions if you have 12 military ships and always with a (small) chance and so on. So, i guess that this is enough to you start the game as you like it.
- You also can adjust the chance of Inv Forces in a lot of others ways as you can see above. The xenon max ships can be adjustable to only one.

- The number of fighters can be lowered, it´s easy. But i like the amount of then. This makes the fight much more eye candy and interesting. I use a modded "Epic Shields" mod from w.evans (adjusted the shield by a third from original mod) and the fighters aren't a big problem and the overall battles are very good to see and command. Caps ships stay a bit more.

Will reply you last post in few minutes.:wink:
Rubini
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Post by Rubini »

DaveDee wrote:Yes, I have looked through the file just before starting new game. But we need some more work, to fix it.

Frst of all, about xenons. The only way for them to reach DV is the trip through Omicron Lyrae. WWX mod has made it pretty fair. Don't think you need to simulate that trip, but xenons are TO dangerous for DV space.
Maybe just lowering 'I' spawning chance would work nice.
Also, might be helpful to have variable amount of fighter followers, cause 40+ reivers fighters looks a bit odd.
- I don´t know how WWX made it for Xenons. Can you clarify it to me?
Anyhow, I agree, xenon is something that needs balance. It´s very easy for me to limit them to just make INv Forces over their original system or lowering its forces or its frequency. All easily doable. Let me know exactly what you think about and lets code it.
- The fighters number issue i already commented in the post above. As I said i like them this way as this is a "war" mod. Anyway it´s easy to code too. Including a lower number only for pirates.
Next one.
Then something is invading some zone, it is expected that the ships from neighboring zones will try to defend attacked one. In fact we have only some randomly spawned job ships, dying a lot, and several peacefully patroling vessels in neighbor zones not even going to help.

Dont think it's possible to raise patroling ships to organized fight against intruders. So my suggestion is to make reinforcement fleet after some time.
For example we have 1 'K' in Crystal Castle. Player can't destoy it for about 10 minutes, but station is alive. Now canteran+albion forces will form fleet with +/- same power as the intruders one and EWS will inform player about rally in 2 minutes. After failed attempt, we will get huge delay before next one.
- vanilla game will continue to spawn its job's ships because i didn't touch jobs.xml file as WWX did. I saw a lot of times the vanilla patrols ships engaging Conquer_Mod ships in combat as it must do. What Conquer_mod do here is warning you, the player, with the EWS, saying that a INv Force have arrived on a zone or saying that a ship detected enemy ships. So, open your map, take a look on the enemy force strength and go there with your force if you want it (or just send a force). This is not enough?
I haven't had a chance to test station building, so can't say something right now. From you description, npc will build ONLY strongholds for zone protecting. Think you may also add some life to game by allowing fractions to build new stations in their zones. Especially to replace destroyed ones. Sound like much more balancing to me.
Just spawn new stations doesn't fit the game... so we need to fully organize station production queue: spawn CV > pick building spot > deploy station > submit trade offers > build initial stage > pick new stage > submit trade offers and so on... really dunno how hard it is. Maybe you may use plot stations script for that (builded by HoA in DV). That would create more ways to sell wares, btw.
If it possible, it's fair to limit building of stations. I think 1 initial stage per faction should work fine. So if someone is building 1st stage of station, new station of that faction cannot be started, until 1st stage is complete.
- For now i guess that is too complicated to make Ai build stations on the go.
Obviously i already thinked about this possibility but the more I try to think in how it could integrated to the game the more i see how it is difficult to code. See, stations on game are surgically put here and there. They have masstraffic and trade ships in jobs.xml file. I guess that this is possible in a future releases but i will only look deep at this issue after we have a complete and well working Conquer_mod first.

======================================

And to finish, here some things that i want to think about/code if possible:

- some pirates factions don't have any station on vanilla. Conquer_mod only build Inv. Forces for factions that have at least one station. This is necessary to the game have an end sometime. So, to these pirates factions comes to the game, we need to add at leats one station to them. Can be a simple one. It´s doable.

- As you said, stations aren't being destroyed OOZ. This is a vanilla design and also" hardcoded". But I already fixed it. It is working very good and will be into the next release. So, AI will really destroy stations. Humm ... what consequences this will bring to the game? The first thing that I can think about is that player needs to build news ones to the game goes ahead. Perhaps helping the allieds to build some? What you think?

- As we discussed above - what about Xenons? Will they must invade as any other faction? With which strength? They must build strongholds?

================================

What I already made for v0.15:
- Strongholds have now minefields. I put mines all around strongholds, in a distance between 3- 6km, more or less 150-300 mines.

- On the same subject, deleted that annoying minefield in Fell Affliction (the vanilla game traits it as a nebula, so its infinite).

- Stations are now destructible OOZ. It works very well and can be configurable (it´s threshold and chance). This was done on fight.attack.object.capital.xml file and on the main mod file.

- Stronghold can be made now for invaded zones that are empty from enemies (or are empty from enemies after combat). Before it was made only for Retaliation forces or in others rare situations.

- On Conquer_Mod, only these factions have a military power: [faction.heartofalbion, faction.plutarch, faction.canteran, faction.argongovernment, faction.xenon, faction.familyryak, faction.sovereignsyndicate, faction.reivers, faction.hereticvanguards]. All others factions are neutral or allied (support) for above main factions. Before v0.15 in rare situations others factions could make strongholds or even build retaliation forces. This is fixed now.

- And i'm working now in making the Inv. Forces more smart: they will aim for Gates, Jump Beacons and zones with resources at first.

Uff! Excuse me by the long post. :P
tomchk
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Post by tomchk »

@Rubini: It's great to see this mod moving forward. I might have more to add later, but I wanted to make sure you know about this mod, which does a fantastic job at building NPC/AI stations (for which the player or the AI can provide building materials). Perhaps a minor modification of this mod (for example, removing the "mission" element) would be perfect for your mod. True building would be so much better than spawning, in my opinion. Thanks!

http://steamcommunity.com/sharedfiles/f ... =387690011
DaveDee
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Post by DaveDee »

-I really don't know if this is possible, and if it is, I don't know how to code it. Perhaps someone more X:R code skilled could give us a hand here.
Dunno... can't remember any mod with this feature. Maybe it's not possible for modders.
A bit more info (zone where the event occurs) is disposable on your PDA/logbook. Also take in mind that this is always related to yours ships and zones, also for all allied zones. So, using the info on logbook and the map you can locate all info that you need. I know that this isn´t ideal, but this is a vanilla X:R design at first. Info about caps name + ships is possible to add but needs code. Conquer_Mod try to uses at first, more simple code as it is already very complex in conecting a lot of cues to work together. It´s doable in future.
The only reason i have suggested that - there may be deadly delay between report and you actually find which ship was reporting, resulting sometimes in ship loss. It will be not so critical, if you find a way to add linking to pda.
- Humm ... i disagree. The EWS is a necessity for a war game. So, I guess that needs to be disposable since the beggining.
Okay, just think it will bring a bit more immersion.
- The number of fighters can be lowered, it´s easy. But i like the amount of then. This makes the fight much more eye candy and interesting. I use a modded "Epic Shields" mod from w.evans (adjusted the shield by a third from original mod) and the fighters aren't a big problem and the overall battles are very good to see and command. Caps ships stay a bit more.
Actually, there is one more problem for me here. I just have unexplained lag every time someone tries to aim Skunk. Dunno why, dunno how to fix. 10+ fighters, targeting me at the same time, are causing huge lag.
I'd like to have some configurable multiplier here.
- I don´t know how WWX made it for Xenons. Can you clarify it to me?
Xenons from WWX need to make all the way from Maelstorm to DeVries, or even Albion by themselves, with several jumps and jumpgate passing. So chance to meet them in DV is greatly reduced. It was so long ago, don't know about current situation.
Anyhow, I agree, xenon is something that needs balance. It´s very easy for me to limit them to just make INv Forces over their original system or lowering its forces or its frequency. All easily doable. Let me know exactly what you think about and lets code it.
K is fine. Just lower chance a bit. I is too overpowered. Maybe keep it for stronghold siege?
vanilla game will continue to spawn its job's ships because i didn't touch jobs.xml file as WWX did. I saw a lot of times the vanilla patrols ships engaging Conquer_Mod ships in combat as it must do. What Conquer_mod do here is warning you, the player, with the EWS, saying that a INv Force have arrived on a zone or saying that a ship detected enemy ships. So, open your map, take a look on the enemy force strength and go there with your force if you want it (or just send a force). This is not enough?
In my situation, two Is were terrorizing center of canteran space for about 2 hours. And two albion Arawns were peacefully resting in the nearby zone. It's all about logic, why can't they help protect their home?
- For now i guess that is too complicated to make Ai build stations on the go.
Possible for sure, but may take too much work. As @tomchk mentioned above, there are already some mods with that feature. Filling holes after npc stations destruction only by player may lead to monopoly, and that isn't very fun in this game. And, as i said earlier, it will give player one more way to shake off some wares.
- some pirates factions don't have any station on vanilla. Conquer_mod only build Inv. Forces for factions that have at least one station. This is necessary to the game have an end sometime. So, to these pirates factions comes to the game, we need to add at leats one station to them. Can be a simple one. It´s doable.
How about hide them in empty space? That make sense at least for me. 2-3 stations per faction in different places.
So, AI will really destroy stations. Humm ... what consequences this will bring to the game? The first thing that I can think about is that player needs to build news ones to the game goes ahead. Perhaps helping the allieds to build some? What you think?
I dont se any other way, except fair station building by npcs, as i said before. Player may help or not, but eventually station will be done even without his help... except in DeVries, with ruined economy.
As we discussed above - what about Xenons? Will they must invade as any other faction? With which strength? They must build strongholds?
Going to think about them a bit more, can't find golden middle atm.
Actually, it would be wery cool to give them stations. They have several unique stations, but, obviously, they need some other way to build stations.
Rubini
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Post by Rubini »

DaveDee wrote: The only reason i have suggested that - there may be deadly delay between report and you actually find which ship was reporting, resulting sometimes in ship loss. It will be not so critical, if you find a way to add linking to pda.
OK, suggestion noted. It is in todo list. But you always can make EWS more sensible and make more quick warnings. In config file.
Actually, there is one more problem for me here. I just have unexplained lag every time someone tries to aim Skunk. Dunno why, dunno how to fix. 10+ fighters, targeting me at the same time, are causing huge lag.
I'd like to have some configurable multiplier here.
Noted. In todo list for next release.
Xenons from WWX need to make all the way from Maelstorm to DeVries, or even Albion by themselves, with several jumps and jumpgate passing. So chance to meet them in DV is greatly reduced. It was so long ago, don't know about current situation.
I will try to make a scalable (or something like that) and configurable chance to they be meeted from Maelstorm to DeVries. Thanks for the suggestion!
K is fine. Just lower chance a bit. I is too overpowered. Maybe keep it for stronghold siege?
Ok, noted, will rework Xenon also with the idea above
In my situation, two Is were terrorizing center of canteran space for about 2 hours. And two albion Arawns were peacefully resting in the nearby zone. It's all about logic, why can't they help protect their home?
This is a vanilla issue. IIRC a vanilla spawned job's ship will not change zones looking for enemy ships.This happens because vanilla jobs.xml spawn these ships with a specific command, normally a zone patrol move, what makes them stay where they are. Perhaps in WWX mod things are different because BlackRain remade all the jobs.xml, but I'm not sure . What i saw for sure is, indeed, Conquer_MOd fleets changing nearby zones looking for enemies after sometime.

Possible for sure, but may take too much work. As @tomchk mentioned above, there are already some mods with that feature. Filling holes after npc stations destruction only by player may lead to monopoly, and that isn't very fun in this game. And, as i said earlier, it will give player one more way to shake off some wares.

@tomchk,
Yes, i´m awared about this mod and I guess that its "idea" can be integrated in Conquer_Mod in near future in a way. I never played with it yet, but isn´t possible to already use it with Conquer_Mod, since now?
How about hide them in empty space? That make sense at least for me. 2-3 stations per faction in different places.
I will try to discover if they have any zone, if not will give to them at least one zone on their native system/sector with a small pirate station as we have for reivers. It´s easy to code. Is in the todo list.

Going to think about them a bit more, can't find golden middle atm.
Actually, it would be wery cool to give them stations. They have several unique stations, but, obviously, they need some other way to build stations.
Xenons are a badass. A really bad trupe that is rare but if you meet some they will destroy a lot of things before defeat. I guess that isn't possible to see them as a normal faction. And this is their main role on vanilla , no? Looking this way i guess that they may not build strongholds and also its station must be very difficult to find and to destroy.
BlackRain
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Post by BlackRain »

WWX has custom navigation, patrol and fight scripts which are not in Vanilla or anywhere else. Ships spawned by WWX are capable of going to different zones, sectors and galaxies. It is a complicated script. Once this mod has been developed a little more and things are looking good then I can work with Rubini to make a version of this for WWX.

Rubini, as soon as you feel you are ready, please let me know.
tomchk
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Post by tomchk »

@Rubini: Yep, the NPC build station mission mod works fine with yours. I was wondering if you could also use part of it to replace station spawning in yours (that's how I believe yours works), which would greatly increase realism and also add more sinks.

A combination of your mod, WWX, and actual station building would provide so much of what players have wanted. I look forward to seeing that! Then if we could make sure the average player knows about them and can still get achievements with them installed (I think), the world might give this game another chance!
Rubini
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Post by Rubini »

BlackRain wrote:WWX has custom navigation, patrol and fight scripts which are not in Vanilla or anywhere else. Ships spawned by WWX are capable of going to different zones, sectors and galaxies. It is a complicated script. Once this mod has been developed a little more and things are looking good then I can work with Rubini to make a version of this for WWX.

Rubini, as soon as you feel you are ready, please let me know.
Hi BlackRain,

I guess that after next release all main features will be finished and depurated. Then i will be ready. Probably one more week ahead. :wink:
Rubini
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Post by Rubini »

tomchk wrote:@Rubini: Yep, the NPC build station mission mod works fine with yours. I was wondering if you could also use part of it to replace station spawning in yours (that's how I believe yours works), which would greatly increase realism and also add more sinks.

A combination of your mod, WWX, and actual station building would provide so much of what players have wanted. I look forward to seeing that! Then if we could make sure the average player knows about them and can still get achievements with them installed (I think), the world might give this game another chance!
Hi mate,

For now the unique station that is really built by Conquer_mod is the "stronghold". The others original vanilla ones, if destroyed, and later that zone is reconquered by AI, will be rebuilt by code, exactly in same place and as they are before. What I think that you guys are suggestion is for AI really build new stations after the stronghold (after conquer a zone). I see a huge difference in code, balance and integration when the player choose what and where to build something. But when the time comes and the code allow it I will look at this feature for sure. :wink:
DaveDee
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Post by DaveDee »

Just started new game.

Decided to set
$IFChance_Out exact="65"
Settings.$XenonMax exact="1"
etherythig else to default.

After 3 hours of game i got already 3 xenons 'I's. Two of them are partoling empty zone (don't remember the name), 1 was attacking zone with 3 farm stations. There was vanilla arawn, heading right to 'I', so i decided to form a fleet from all my ships to defend this zone.

'I' finished with one of the stations and Arawn was destroed pretty fast, leaving my taranis+2 'K's (XenonHunt2 mod) in a very unpleasant situation.
I decided to draw my ships, but right after jump i've got message about arrival of the cavalry. 3 Scaldis with tons of fighters jumped in!
They were all destroyed too... but 'I' was damaged enough to give me a chance to board it. Lost about third of my marines under massive fire, but now i have my own grinder!

In other words, that was epic!

Now to the constructive part.
I think you may fix balance a bit by prohibit to invade at the same zone, until current invaders are still alive. Or make another check, for example 65% for second fleet, 35% for third etc...
I'm pretty sure, that i will get 3rd 'I' soon enough in that empty zone, making it almost impossible to clear it.
Rubini
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Post by Rubini »

DaveDee wrote:Just started new game.

Decided to set
$IFChance_Out exact="65"
Settings.$XenonMax exact="1"
etherythig else to default.

After 3 hours of game i got already 3 xenons 'I's. Two of them are partoling empty zone (don't remember the name), 1 was attacking zone with 3 farm stations. There was vanilla arawn, heading right to 'I', so i decided to form a fleet from all my ships to defend this zone.

'I' finished with one of the stations and Arawn was destroed pretty fast, leaving my taranis+2 'K's (XenonHunt2 mod) in a very unpleasant situation.
I decided to draw my ships, but right after jump i've got message about arrival of the cavalry. 3 Scaldis with tons of fighters jumped in!
They were all destroyed too... but 'I' was damaged enough to give me a chance to board it. Lost about third of my marines under massive fire, but now i have my own grinder!

In other words, that was epic!

Now to the constructive part.
I think you may fix balance a bit by prohibit to invade at the same zone, until current invaders are still alive. Or make another check, for example 65% for second fleet, 35% for third etc...
I'm pretty sure, that i will get 3rd 'I' soon enough in that empty zone, making it almost impossible to clear it.
Great history DaveDee!
Do you not tried that setting that just allow invasions after you have, lets say 9 or 12 military ships first? Perhaps this can make your life easier.

I'm already cooking next version with a reworked Xenon AI. Among others adjusts, I will make more options only for xenon, including the percent chance for "I" and "k" individually.

The actual version already have a check pass to not overload a zone with invasion forces but I also think that this needs to be more effective. I will look at it again in v0.15. Thanks by the suggestion. :wink:
DaveDee
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Post by DaveDee »

Do you not tried that setting that just allow invasions after you have, lets say 9 or 12 military ships first? Perhaps this can make your life easier.
Nah. Not good for testing purposes.
DaveDee
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Post by DaveDee »

Just noticed, that you are changing hull hp for some reason. Why for?
Not only reivers, but generic canteran junkstations. Maybe cause they have same parts? But, obviously, 10k is too low...
Should be in description too, anyway.
Rubini
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Post by Rubini »

DaveDee wrote:Just noticed, that you are changing hull hp for some reason. Why for?
Not only reivers, but generic canteran junkstations. Maybe cause they have same parts? But, obviously, 10k is too low...
Should be in description too, anyway.
From the readme:
- added the files to make pirates stations a bit more easy to be destroyed by your ships (a vanilla bug).
The junk stations (pirates and canteran) have a bug (intentional?) that not allow them to be destroyed. The ships (ai) will be there eternally shooting cables and wrecks parts and it will be never destroyed. Lowering some of its hull parts value is just an workaround, not a definitive fix anyway, but works for now.
DaveDee
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Post by DaveDee »

But only 10k? It's weaker than cheapest fighter ingame.
The problem is, that those parts are practically used as storage units, holding stuff. So every single domelh may destroy big part of wares.
Not a big deal for consuming only station, but i just pity them :D
Rubini
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Joined: Mon, 7. May 07, 05:17
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Post by Rubini »

Well, it was experimental in v0.14. I can assure you that with exception of the player itself, even with this lower hull, capships will not destroy it easily because that "bug" that i pointed on the above post. In v0.15 they are already raised again because now we have a real OOZ capships x station working, so no more necessary this lower value. :wink:
Rubini
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Post by Rubini »

Luanda wrote: hi, just a quick question. can ews warn me while im in menus or on map?
Hi Luanda,

Testing v0.15 i have an opportunity to pay attention on your question matter:
Yes, you can listen all EWS and others voiced warnings also when in menus or holomap. Version 0.15 will have all then queued, so all them you be played in its own time.
DaveDee
Posts: 285
Joined: Sat, 18. Oct 14, 13:10
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Post by DaveDee »

Hi there!

I think i found some problems.

1 - i've got about 5-10 outposts in every sector of OL. Most of them are in empty space, but several ones are in habital zones.

2 - there is very strange situation in zones with outpost. Local police doesn't belong to AG. Instead of this, they are piloted by pirates and xenons (o_O). Station seems to be friendly with them, by i got "silent' reputation loss upon shutting them down. Currently find only 2 zones. Will try to confirm later.

3 - Xenon fighters (only from mod) are piloted by... pilots. I mean humans.
Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini »

DaveDee wrote:Hi there!

I think i found some problems.

1 - i've got about 5-10 outposts in every sector of OL. Most of them are in empty space, but several ones are in habital zones.

2 - there is very strange situation in zones with outpost. Local police doesn't belong to AG. Instead of this, they are piloted by pirates and xenons (o_O). Station seems to be friendly with them, by i got "silent' reputation loss upon shutting them down. Currently find only 2 zones. Will try to confirm later.

3 - Xenon fighters (only from mod) are piloted by... pilots. I mean humans.
Thanks again by the feedback!
1. Sorted for v015. The Stronghold already had a routine to avoid Empty Space or Unknown name zones and also to not build more than one. But it had some leaks that are now fixed. Thanks!
2. By outpost i guess that you means Stronghold (in mod ref.), no? The stronghold build routine don't mess with law enforcement neither police or masstraffic. So, dunno why you have this on your game. Please try to confirm it, make sure that isn´t another mod that made it, and report back.

Edited: any zone that is captured and later a stronghold or any station is built by the conqueror, it will be them the new ownership, so probably this the situation that you found here. Let me know any new found about this.

3. Will look at this. I guess that is a simple line change.

BTW, v015 is almost done:
- All EWS messages queued (only emergency ones are not)
- New Xenon routine that will generate much less invasions in distant clusters (as Dv and Albion), less powerful forces and less frequent at all, but yet a threat as it must be.
- Invasions forces algorithmic redone. Now the factions will look for valuable zones first: gates, jumpbeacons, rare resources (nebulas) and superhighway gates . A complex calc that add a value for each zone using the above POI (points of interest), the enemy forces amount on that zone and also the attacker capacity based on its own stations number.
- Pirates stations added to SS and Heretic Vanguard. Now they are on the war.
- OOZ fix for capships x stations. Now Stations will be really destroyed if the attacker have the necessary strength and time. Iif the stations don't destroy the attacker force before.
- New stronghold routine that fix some small bugs as commented on above post and others.
- Minefield all around strongholds.
- New options in config: now is possible to adjust the escort fighters number for Invasion/Retaliation forces.
- And a lot of small refinements that i can´t recall now.

Ah. Was forgetting one very interesting: Now we have 2 version of conquer mod: The full, all main factions at war (the one that we had until now) and a short one: the war and relations are as in default game but PMC is allied with Pirates and will try to attack Canteran and player faction, conquering its zones, destroying its stations. To survive you need to protect canteran and defeat PMC and Pirates. To really defeat a faction you need to destroy all its stations (and should build new ones). Xenon is also at war with all factions and will invade all. All others features from "full" version are present too.
Last edited by Rubini on Mon, 11. May 15, 15:42, edited 1 time in total.

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