[WIP] X Rebirth: The New Frontier

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VincentTH
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Post by VincentTH » Sun, 3. Jun 18, 19:23

Marvin Martian wrote: @Timianer
Like previously said, covering of traders isn‘t in use actually and replaced by a hireing option- so it doesn‘t make sense to discuss this again
Use latest Version to have working fightAI against stations, maybe this will also change expanding speed
I must have missed this "hiring option". Can you elaborate on how it works?

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Marvin Martian
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Post by Marvin Martian » Sun, 3. Jun 18, 20:15

it's at todo, testing should run with Deepwater Mercs to hire for plunder missions, trading work will be there maybe at the future, actual only ACME Jobtraders out there

about the StationBoarding
i think you use to much toooooooooooooo slow ships, i just send a Phimacron and the boarding seems to work fine, i would suggest to use a the Faster OL ships, or something Bomecron with 600-Slot as single ship or any fast Dronecarrier in alterntive
you can also use by special modification a couple of the Styrmir M-class ships with 30 slot "Marinespace" and transfer them with a high armed carrier close to the target and start there the boarding

maybe i will find time to add some command-options to the boarding(squad)ships to force them to release just right now, or got remove from squad

Timianer
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Post by Timianer » Sun, 3. Jun 18, 21:59

Timianer wrote:all this...
hmm maybe an new bug. or a feature...

In my new game i have selct the Terran Commander Start.
I build my home Sectors in "Dämmerwache"
All was fine , exept the point that now after a while of playing the PMC guarder Suls are spawning, like in the vanilla game after the Gate was blocked through the pmc.

I watched it closely, threw out some Targon seekers to see where.
Mostly about 150km behind the gate, just like in vanilla.
They definitely can't get through the gate and don't jump near the gate like all the other ships.

Its ok for me to fight against the PMC.. that was the goal to start this gamestart.. but i will fight reguar and not agains spawning ships..
evry 20 min the same spawning ships.. light sul , Heavy sul.. light .. heavy..

So.. is this wanted or is there still a standard script running now and they spawn forever ?
and what is about this ?

is that regular that they "Wächter Träger Suls" are spawning and re spawning ...
i have now bording and sell the 6. and destroyed 4... in the last 4 -5 hours..
seems that they always respawn...

The gate is saved fron me with an outpost.. but i dont want plaster the whole sector with outposts, especially since they can't be removed.
------------------------
Edit
Hmm or is that the case, because i have enabled " jump to zone "
maybe the ships jump direct to this point ?

hmm was that so, that the original jump to zones mod also lets NPC jumps ? dont remeber..
then i must disable the feature to jump tru gates.. hmm
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Sun, 3. Jun 18, 23:07

Marvin Martian wrote:it's at todo, testing should run with Deepwater Mercs to hire for plunder missions, trading work will be there maybe at the future, actual only ACME Jobtraders out there

about the StationBoarding
i think you use to much toooooooooooooo slow ships, i just send a Phimacron and the boarding seems to work fine, i would suggest to use a the Faster OL ships, or something Bomecron with 600-Slot as single ship or any fast Dronecarrier in alterntive
you can also use by special modification a couple of the Styrmir M-class ships with 30 slot "Marinespace" and transfer them with a high armed carrier close to the target and start there the boarding

maybe i will find time to add some command-options to the boarding(squad)ships to force them to release just right now, or got remove from squad
Agreed. If I remove the I and the Arawn, it works fine. I believe Station Collision has something to do with it: The large and slow ships (I and Arawn) cannot get close enough to deliver its payload of marines.

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Marvin Martian
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Post by Marvin Martian » Mon, 4. Jun 18, 08:14

i think so
need to optimice the AI here on some points, maybe i should also add some status stuff

--
@Timianer
probably related to the bug CUEs not run after loading the savegame like intended (so nescessary maintain stuff won't processed) - official ES answer is still outstanding, first result of someone official is "can't replicatred, everything works fine"

Timianer
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Post by Timianer » Mon, 4. Jun 18, 16:33

hm ok thx for the info.
maybe helpful.
With the HoA gamestart in my previous Game im didnt noticed the PMC Wächter Suls in Dämmerwache.
I build my starting Factorys in the same spot , but all was clear ,also after many reloads.

maybe it comes not, if plutarch are an enemy from begin.
In my current game i have make them to an enemy by myself after a while of playing .

now i have call over diplomatic "etwas weniger feindseelig"..
hope it helps a littlebit ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Thu, 7. Jun 18, 05:36

This problem went back to the days of CWIR:

I boarded the REI Shipyard in Sanguine Agony. The XL dock is building a Tyranis. Now, I have no way of either canceling it or force the build to progress. I got a stuck ShipYard.

Shooting the ship does not work nor ordering my fleet to attack it (they won't do it)

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Marvin Martian
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Post by Marvin Martian » Thu, 7. Jun 18, 09:04

in Order we have now Buildlocations under each SY maybe it will help to remove effected Buildstage and rebuild by CV will test this when i find time for - sadly "clear" / "reset" buildmodule do not help here

VincentTH
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Post by VincentTH » Thu, 7. Jun 18, 16:55

Marvin Martian wrote:in Order we have now Buildlocations under each SY maybe it will help to remove effected Buildstage and rebuild by CV will test this when i find time for - sadly "clear" / "reset" buildmodule do not help here
Thanks Marvin. If there is a way to destroy the module, and rebuild, that would work.

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Marvin Martian
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Post by Marvin Martian » Thu, 7. Jun 18, 17:51


VincentTH
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Post by VincentTH » Fri, 8. Jun 18, 16:26

Marvin Martian wrote:you can try https://forum.egosoft.com/viewtopic.php?t=385055
Thanks, will give it a try.. Hopefully, the architect will retrieve the correct macro from the Shipyard, because there is no more REI CV in my game.
Last edited by VincentTH on Fri, 8. Jun 18, 19:38, edited 1 time in total.

Timianer
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Post by Timianer » Fri, 8. Jun 18, 19:33

hmm good to know this link.
Let us know if it works.
---------
now to my "Problem"
maybe a bug, maybe a feature ^^

after allying with AR and DV the AR builds her ships now also at the DV shipyard.
Thats a little bit anyoing.. because im never seeing what he was try to build.
the ships are not on the list in the DV shipyard.
The AR uses so the blueprint feature ? ^^
so i can spend hours to wait until an AR ship is ready... just to be able to build another sucellus MK2 for me again...
the 2. problem is, that they so catch all the DV ressources for ship building..

in fact.. the AR builds now on 2 (maybe 3 with the jss shipyard) shipyards parralel...
hmmm
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Fri, 8. Jun 18, 19:42

You can see what the ship dealer is building in the Show process status (or something like that, currently at work, and get on the Egosoft forum while boss is not looking :-)

You can also see the queue of ships currently in the log if you put the mouse on top of that status after you place,an order to clone a ship.

Also if you don't want your shipyard to accept NPC order you can turn it off

@Marvin Martian

There may be a potential bug here, as I sometime see my SY in Devries build an ROC Tyranis, which means that my SY is building an undercover pirate ship for REI

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Marvin Martian
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Post by Marvin Martian » Fri, 8. Jun 18, 21:10

An Enemy should not able to take an order (and here is no cover), but in case the relation drops between Order and build the ship will taken by the SY owner - so cover order, cover build = no way!!!

The factions use all SY they can get „in range“ but prefer her own

Only Xenon use multiple orders (in case possible) otherwise the SY would not in use

About OL Ships, Problem is maybe they have a lot of weapons - maybe in a future release there could add a Option what factions alowed to build and what ships - but this is a unbelievable maybe

Timianer
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Post by Timianer » Fri, 8. Jun 18, 22:58

ok thx.
now i have the problem that another user has already mentioned.

after a week playing the FPS drops to under 20..
i think there are to many ships, small ships and tha
that slowly but surely bursts the AI and eats the CPU.

This is the downside when almost everything has to be calculated and without big raw spawn cheats.

Went somehow within 2-3 days from 80 to 50 to under 20fps.
i've been running a lot of shinza during that time... and the people have expanded madly.

and that's in all sectors now, worst of all in albion, there's just a slide show.
in Devries it still works, because there only I expand, but a look in 1 albion sector..there partly fly around about 20 universal transporters per zone ^^

It's not a graphical problem.. the card gets bored at 20% load, probably rather the CPU, because it just has to calculate way too much because of the masses of real ships I think.

don't know if bigger merchant ships would solve the problem.
or a limitation of the maximum number of stations that a fraction may have.
who knows.

so im take a break from X
don't feel like starting over a third time right now.
See u later all 3 ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 01:59

Timianer wrote:ok thx.
now i have the problem that another user has already mentioned.

after a week playing the FPS drops to under 20..
i think there are to many ships, small ships and tha
that slowly but surely bursts the AI and eats the CPU.

This is the downside when almost everything has to be calculated and without big raw spawn cheats.

Went somehow within 2-3 days from 80 to 50 to under 20fps.
i've been running a lot of shinza during that time... and the people have expanded madly.

and that's in all sectors now, worst of all in albion, there's just a slide show.
in Devries it still works, because there only I expand, but a look in 1 albion sector..there partly fly around about 20 universal transporters per zone ^^

It's not a graphical problem.. the card gets bored at 20% load, probably rather the CPU, because it just has to calculate way too much because of the masses of real ships I think.

don't know if bigger merchant ships would solve the problem.
or a limitation of the maximum number of stations that a fraction may have.
who knows.

so im take a break from X
don't feel like starting over a third time right now.
See u later all 3 ^^
If you would lower the difficulty, the game would generate less ships.

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 03:27

Marvin Martian wrote:you can try https://forum.egosoft.com/viewtopic.php?t=385055

1. Comm the Architect
2. Select Show construction plan and then Repair
3. Instead of giving you the repair menu it will now offer a sub menu with two options
4. Repair (standard Repair)
5. Specialist Repair
The repair option is not available in step 2.

[EDIT] Never mind, after attaching, I have to build stage 1 to proceed.

[EDIT 2]
It does not work for Shipyard. It WILL work for any other stations. The problem with SY, is that it will fix the cradle, but all Ship Dealers are gone!!!! :-(

On an unrelated note, about boarding:

If I send too many ships during boarding op, which exceed the capacity of a station, the extra ships will be stuck. It is not a matter of collision detection or the the ship being slow at all. It would help if scanning a station would reveal its boarding strength

Timianer
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Post by Timianer » Sat, 9. Jun 18, 11:59

@ Vincent
I had always played on simple;)
----------
thx for the info.
hmmm
have you tried to destroy the part of the shipyard who would build the ship from the Pirates ?
maybe the ship would so also destroid ... hmm
i think 30 -40 3 star rockets from the skunk should be enough
----
i think the problem with 3 Party mods is, that they dosent support the Cwir inside stations.
i have tryed to destroy a outpost from me with the station destroy and recycle mod a few days ago.. it also dosent work "no docking point avaible" or so was the error massage from this mod at that time.

hmm 2 ^^
i have an save from my last game, befor the frams going down..
hmm
i think i will testing what happens , if i give the universal Transporters a jump drive.. maybe the Factions so does not use so many of this tiny ships..
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

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Marvin Martian
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Post by Marvin Martian » Sat, 9. Jun 18, 12:26

In case Shipdealers are missing, remove Manager and add them again, in theory this should Start the required process, in case that not work use a new Manager

Timianer
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Post by Timianer » Sat, 9. Jun 18, 14:10

good to know.
-
in my test.. jumpdrive for the uni transporter m ship dosent work ^^
so im double the cargo capacity to 50.000 m³
this works..
I'll get back to you in a few days to see if there's a flood of mini ships anyway, or not :)
Have Fun ! :D
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

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