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

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

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iforgotmysocks
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Post by iforgotmysocks » Tue, 3. Oct 17, 20:52

The approach was taken that the xenon were already able to disguise themselfs as humans in order to enable the player to play as a xenon hence the xenon gamestart.

Donating should just be giving ur faction something, an asset swap would allow you to get money for whatever u wish to get rid of.

tuyijop
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Post by tuyijop » Tue, 3. Oct 17, 22:06

okay thank you very much for the info ;-)

Exavier724
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Post by Exavier724 » Wed, 4. Oct 17, 09:58

Wow talk about an evolution of mods since I last played X Rebirth about 2 years ago. Very nice work.

Question for you though. I'v been giving my Hiigaran Crossroads cluster an overhaul over the last couple of weeks and wanted to make sure it handles CWIR well. So far it looks like the NPC factions happily lay claim to & make use of the numerous build locations I have in the cluster, which makes my life easier in alot of ways.

However is it possible to, without resorting to spawning the player a bunch of outposts at game start, Prevent the NPCs from laying claim to the entire cluster before the player has a chance to at least start setting up there? Maybe some way to passive force ownership for a time?

I think they took all of two hours to claim all the zones after i enabled the mod lol

Ezarkal
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Post by Ezarkal » Wed, 4. Oct 17, 14:15

I had the same issue with my most recent gamestart. I wanted my own little spot of universe to build in without having to fight, pay or "rent" my initial zones.

My solution was to start the game as vanilla and build the first module of a station in the zones that I wanted for myself. Then I switched to CWIR and the zone's ownership went to me. Now I have my little empire in Bleak Pebble, and I'm trying to help RoC survive both PMC and Reiver onslaught. (Reivers are almost gone, so it's going fairly well.)
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

Exavier724
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Post by Exavier724 » Wed, 4. Oct 17, 16:22

Ezarkal wrote:I had the same issue with my most recent gamestart. I wanted my own little spot of universe to build in without having to fight, pay or "rent" my initial zones.

My solution was to start the game as vanilla and build the first module of a station in the zones that I wanted for myself. Then I switched to CWIR and the zone's ownership went to me. Now I have my little empire in Bleak Pebble, and I'm trying to help RoC survive both PMC and Reiver onslaught. (Reivers are almost gone, so it's going fairly well.)
I've thought about that, but I am hoping I can find a solution that I can apply to multiple zones and not just for the players benefit but possibly reserve zones for specific factions since all my gates open dynamically. Would be annoying to have the Xenon capture the entire cluster because your gamestart dropped you in Maelstrom so thats the only gate initially open and the other faction's assets don't start spawning until their gate opens. :P

But figured I would see if the mod had something in place before I start digging through the scripting to see how they handle the events.

iforgotmysocks
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Post by iforgotmysocks » Wed, 4. Oct 17, 18:59

Hm, it doesn't take much to capture a zone. Outposts are fairly easy to destroy and building ur own only costs you 10 mill.

Would be kinda unrealistic to have factions ignore zones for no reason. ^^
+ U can just create ur own zones whereever u want, but if u don't build an outpost a random faction might just place tveir own and take over the zone.

Boeng01
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Post by Boeng01 » Wed, 4. Oct 17, 20:06

Maybe anyone could help me with a strange behaviour i've seen yesterday while playing around with cwir and mict enabled.

I started an attack on a station with a mixed fleet of 7 L and XL Capitals and a lot of fighters, that where linked to the carriers in my fleet (some light and heavy Sul's). The Capitals where all linked to 1 Tanaris, which should be the main leading ship on this assault.

First of all some of the carriers that had their fighters with them just didn't fly to the pointed position, they just stood still at their last position and didn't move. The leading tanaris came in fast, other ships without fighters also did shortly after, but the carriers just waited. I took all the fighters to my squad and gave the order 'fly to position' again and all ships moved. Like it seems i'm not able to add fighters to carriers since sometimes they just stop moving. Is this known and should i just don't use fighters? Would be sad since a battle looks awesome in my oppinion with all those fighters and drones whirling around.

The second issue is related to the 'Heavy weapons platform' ship. I got two of them in my fleet when starting the station attack, both with high skilled crew (4 star up), so mict should work, even if i don't know if this is related to it. Both ships floated around the station, moved from here to there, turned but they NEVER shot a single shot from the big turrets they got. I could see the turrets getting active, since they popped up and switched the 'lasersights' on but they never fired a shot. To be honest for what i could see, they never came in the right position to shoot since they always floated above the target with the ship's bottom facing to it.

What the hell can i do to get them in the right position and USE those big guns?

Also it would be great to know if i may have done something wrong while installing CWIR and MICT. I used the last CWIR release 1.65RC from Nexus and all the latest files with all supplements form MICT. I just copied alle the needed files in their respective folders in the 'extensions' folder of XR. Both are at least working to a point, since CWIR is active and also MICT sends the combat messages and the 'jump to target' works, at least for some ships.
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tuyijop
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Post by tuyijop » Fri, 6. Oct 17, 03:55

Hi !! no found missions for mk5 hull (khaa'k mission)
and weapon mk3 (eggs fly mission)
i search everywhere on albion omycron and Devries...do you know why ??

:-)

Ezarkal
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Post by Ezarkal » Fri, 6. Oct 17, 14:01

tuyijop wrote:Hi !! no found missions for mk5 hull (khaa'k mission)
and weapon mk3 (eggs fly mission)
i search everywhere on albion omycron and Devries...do you know why ??

:-)
It is unrelated to this mod. Either you simply haven't found them, or you have another issue interfering with the mission. But I can confirm it works fine with CWIR.

BTW, these missions don't show on the bulletin board. You have to find them by looking for "think" mission markers around stations. If that's too much of an hassle, you can look for the "mission computer" mod, which will list out all "hidden" missions on a separate bulletin board.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

tuyijop
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Post by tuyijop » Fri, 6. Oct 17, 14:16

maybe because i play with VR Edition...i go search a mod to take the mk3/5 if i found
thank you for reply :-)

Exavier724
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Post by Exavier724 » Sun, 8. Oct 17, 13:00

Has it been noted that this mod seems to disable the Automatic Supply Options for having your stations auto refill Cargolifters, Attack Drones, and Ammunition? I can do manual refills but when I select automatic I can't set amounts.

I saw a couple pages back someone having the issue with Shipyards and someone mentioned it might be because the Shipyards were never intended for players. However this appears to be affecting ALL my stations, which is a pain when I have 20+ stations to manage lol.

captainradish
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Post by captainradish » Mon, 9. Oct 17, 05:38

Is there any way of finding out what a faction has planned such as in XRM? I'm asking because I'm playing the HoA start and want to directly help the HoA as I have a behemoth ship that is basically a one-ship-navy and can take on a good chunk of the Plutarch fleet at once, but I don't want to hang around a sector forever for the HoA AI to send an invasion fleet to. I have all the HoA licenses, but I can't for the life of me figure out what they are doing.

tuyijop
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Post by tuyijop » Mon, 9. Oct 17, 11:39

HI !! I have a problem.
No Fusion Reactor in game after many hours of game.
Impossible to construct an station
Who can help me please ?

Exavier724
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Post by Exavier724 » Mon, 9. Oct 17, 17:03

tuyijop wrote:HI !! I have a problem.
No Fusion Reactor in game after many hours of game.
Impossible to construct an station
Who can help me please ?
How much money did you give your Architect? If you give them more than $5,000,000 it seems to trigger a special buy mode that while still charging market prices I think skips alot of the delivery issues.

I haven't actually tried it on a game where all the ship tech fabs have been blown up, so I don't know if its only pulling from a production inventory or generating it to help prevent absolute shortfalls/stalls.

It is a somewhat slow process still and you need to keep the amount above 5 million the entire time (if it drops below that it will stop & wait for traders like normal). But might help you.

tuyijop
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Post by tuyijop » Mon, 9. Oct 17, 18:29

oh ok thank you i try this tonight...but when i look on the market i don't see fusion reactor...i see every ware but not fusion reactor...but tonight i try you soluce :-)

Exavier724
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Post by Exavier724 » Mon, 9. Oct 17, 19:04

tuyijop wrote:oh ok thank you i try this tonight...but when i look on the market i don't see fusion reactor...i see every ware but not fusion reactor...but tonight i try you soluce :-)
Well Fusion Reactors are probably the most rare item in X Rebirth. Its not that there arn't alot of producers but that the number of stations that require them is so high that they set out almost immediately after a batch is produced so even if you have a trade agent on every Ship Tech Fab (Albion) or TechnoCore HI-E (OL) it can be tough to spot the orders. Production runs on a 30min cycle (assuming they have the resorces to produce) so sometimes it helps to go through the effort of using the Station Scan mode to scan an entire station to see the timer.

Personally I go with Option B or C... Either make one of the first 2 stations I set up be a Fusion Reactor Producer (with the other being for Reinforced Plates) set to not trade the reactors with NPCs so I can stockpile them, or setup a Home of Light Warehouse with a max buy price order for them to encourage NPCs to deliver them to you instead.

tuyijop
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Post by tuyijop » Tue, 10. Oct 17, 13:21

thank you very much !!! that work with 5000€ on vessel construction...cool :-)

150147
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Indestructable Stations?

Post by 150147 » Sun, 22. Oct 17, 19:31

Great MOD this - enjoying it immensely - except for the following problems.

I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.

Does anyone know a work around for this? because it may be causing my second problem? PMC with only these 3 stations left continually send new CVs (sometimes with heavy escorts) to build other stations I have destroyed and I am constantly having to manage my fleets to continually destroy the CVs - very tedious. Or is this a different problem? I thought that once all of their stations were destroyed - that should be the end of them.

Am I doing something wrong? - any ideas please.

I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.

iforgotmysocks
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Re: Indestructable Stations?

Post by iforgotmysocks » Sun, 22. Oct 17, 21:19

150147 wrote:I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.

I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.
Well, some stations can be a bit tricky to get them destroyed. U can try to have them destroyed while u're in another sector. If that also won't work i wrote u a few lines that will remove all pmc stations from the game.

https://mega.nz/#%21gRhjibYQ%21PW-eXp6y ... l8pu-maoKw

150147
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Re: Indestructable Stations?

Post by 150147 » Mon, 23. Oct 17, 09:03

iforgotmysocks wrote:
150147 wrote:I have taken on PMC and destroyed ALL there stations. They try to rebuild but mostly I am able to kill the CV before it completes building and both the CV and the partly built stations dissappear - except in 3 cases - one PMC Metalworks Yard in Azure Barrier , one PMC Techno Complex in Straining Coppice and one PMC Construction Shop in Frozen Circuit. I can take all 3 down to about 23% hull only then they stay at that level.

I have even looked for a cheat script to destroy/remove the offending stations but the only one available only works for player stations.
Well, some stations can be a bit tricky to get them destroyed. U can try to have them destroyed while u're in another sector. If that also won't work i wrote u a few lines that will remove all pmc stations from the game.

https://mega.nz/#%21gRhjibYQ%21PW-eXp6y ... l8pu-maoKw

Many thanks for your reply.

I have downloaded and extracted the files. I assume that I should now copy the folder into my "extensions" folder in my steam game file. Is this correct? please advise.

Thanks again.

https://mega.nz/#%21gRhjibYQ%21PW-eXp6y ... l8pu-maoKw[/quote]

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