[WIP] X Rebirth: The New Frontier

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

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SiD_azer
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Post by SiD_azer » Wed, 15. Nov 17, 21:11

the debug log:

Logfile started, time Wed Nov 15 21:09:33 2017
[General] 0.00 ======================================
[=ERROR=] 0.00 [Movie.LoadFormat] File videos/logo_publisher.mkv: avformat_open_input = -2 'No such file or directory'
[General] 0.00 ======================================
[General] 6.94 ======================================
[=ERROR=] 6.94 Error while loading the Lua file: 'ui/addons/ego_gameoptions/gameoptions.lua' for addon 'ego_gameoptions': '[string "ui/addons/ego_gameoptions/gameoptions.lua"]:1: unexpected symbol near 'then''
[General] 6.94 ======================================
[General] 6.94 ======================================
[=ERROR=] 6.94 Initialized UI but addon 'ego_gameoptions' is not loaded.
[General] 6.94 ======================================

SiD_azer
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Post by SiD_azer » Wed, 15. Nov 17, 21:13

Marvin Martian wrote:because without _base, nothing should be enabled

try to remove from nf_base the subst_01.cat/dat, this is only a test suggested from Unitrader to separeate the Savegames from vanilla, but effected the UI/LUA stuff so is very problematic to have them up-to-date and could be responsible to your Menu problem
will try that also

SiD_azer
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Post by SiD_azer » Wed, 15. Nov 17, 21:17

Working with that fix,

but what is herschel mod ? i can't find it ?

Trup2
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Post by Trup2 » Thu, 16. Nov 17, 14:47

SiD_azer wrote:Working with that fix,

but what is herschel mod ? i can't find it ?
I don't know to really...


In Space of opportunity Teladi ship's build from old component's. They don't want to use unipart system =)

In 40 hours of gameplay NPC was able to:

1. Build many high tech station's and dry out food and energy storage of whole Albion

2. Recognize that it doesn't look good, and begin a mass build of food and energy (saw 12 station builded at once)

Know it looks pretty balanced if see statistic to 1 system, interesting one that there seem no way to enter market easy know, NPC corps give you huge competition.

3. Logistic of npc is horrible like in vanilla, there can be 20km between 2 stations but now one will get good from one to another. Seem station's haven't got there own ship's and free trader's always choose most profit run and never get to buttom of orders

SiD_azer
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Post by SiD_azer » Thu, 16. Nov 17, 17:58

i have an issue with a pmc mission, it ask to sell tem around 25000 unit of fuel cell, but i can't buy more than 2500 per ship, i did not find ship allow transport of fuel cell in pmc/hoa

i'll try this mod : Rahanas Refueling

Trup2
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Post by Trup2 » Thu, 16. Nov 17, 18:16

Any ship with "fuel" type of cargo, it's 'Tanker" variation of Rahanos for example.

But for 1 mission you can just sell them 10 times fo 2500 fuel =)


Can i build Ship part and Ship part (weapon) by myself? can't find such factory in build list of all CV =(((

some more:

1. Station don't get destryed. 2 PCM ships was trying do deastroy a Cantera station for 2 days by know, all modules dead but it still 19% HP

2. Ship production is stuck at 100% no one wan't to take ship part's to shipyard exept player

3. MB couse of no new ships the war's between goverment was ended in first few hour's and know everyone sitting in there borber's.

SiD_azer
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Post by SiD_azer » Sun, 19. Nov 17, 10:25

Trup2 wrote:Any ship with "fuel" type of cargo, it's 'Tanker" variation of Rahanos for example.

But for 1 mission you can just sell them 10 times fo 2500 fuel =)


yeah there is more commercial version for that, what when station PMC border is running without fuel cells ?

Is there any ship that can trade fuel cells (more cargo ?)

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Marvin Martian
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Post by Marvin Martian » Sun, 19. Nov 17, 11:14

The Fuelcells are only tradeware on this station

some OL ships have double fuel storage, also the Repairship and the Sanahar Supplier (HoA SY) is designed to support fleets with fuel, so the ship can carry a lot of fuelcells

---
@Trup2

Shipparts (big/small) can build with "Civ Ship Parts Lot Ship Tech Fab" -Station, available on each regular CV

What stations can't destroyed (macro, or name) are you in zone or did you leave, IZ it is difficult, OOZ the station should blown up (get ownerless and will removed some hours later)

wihout ships to fight, nobody can go fighting - old way was to spawn ships

Trup2
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Post by Trup2 » Sun, 19. Nov 17, 11:49

Station wasn't dead IZ or OOZ they were jist shooting it for nonstop but it's HP never drop below 19% =)

I was in de vriz system sector "pured vail (hope i hear it right") zone 1 (don't know how to tranlate it name in english)

Station called Tech lab.


Than'x for clue with ship part production. And plz look why no one of npc or my automate traders want to sell them (mb couse of low profit per run?)

And how mechanic of invasion work's? i mean how many ship's goverment faction need to build till it's ready for fight? wan't try to help them with production

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Marvin Martian
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Post by Marvin Martian » Mon, 20. Nov 17, 08:51

the invasion-mechanic check time by time closer areas (or connected Zones) to attack with dedicated fleets

the fightships for this and secure reasons will normally send to her target areas, if the old job is outdated or not any longer required they will send to a new secure job, if nothing available they will add as escorts to other patroljobs and if there is nothing too they will be marked for invasion fleets
the invasion mechanic should check in front of an final attack order the number of ships in each fleet and send more units (if possible)

thats the theory, in lack of enough ships to reach this point this doesn't happend under documented circumstances :roll:

most combats resulting actually in the fact the areas are not always connected and fleets fly through enemy space at travel actions

SiD_azer
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Post by SiD_azer » Mon, 20. Nov 17, 12:46

could you add support for assault urv in this mod ?

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Marvin Martian
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Post by Marvin Martian » Mon, 20. Nov 17, 15:19

didn't they removed from production queue already in vanilla game?

i do not see a good reason to add this non-defence-type drone again to the game, in hardly all cases they are still useless (beside the problem no defence-AI will handle this type)

Trup2
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Post by Trup2 » Tue, 21. Nov 17, 15:49

Can i delete some of ship's added by this mod?

Tyranis outlook is make me sad =))

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Marvin Martian
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Post by Marvin Martian » Tue, 21. Nov 17, 16:00

on running game not a good idea i think

you also could write an "patch-mod" what remove the necessary codelines in the mod, or simple replace the macro with your prefered modell-but same macro-name
but this will only work on fresh starts

improvement ideas always welcome too

Trup2
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Post by Trup2 » Tue, 21. Nov 17, 16:07

i Think i will survive to start a new game, so how can i delete new ship and replace it first spawn with something vanilla?

found folder ASSETS-->UNITS-->SIZE L what to do then?

MB there is some RTFM to modding XML to read?

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Marvin Martian
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Post by Marvin Martian » Tue, 21. Nov 17, 16:30

tyranis is units_size_xl_kit_destroyer_01_macro (so XL) to prevent problems you should use a XL ship, preferentially a Carrier modell
then you can replace the macro-file with another one, you simply need to adjust the name-tag inside the file too

----

Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction

Trup2
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Post by Trup2 » Tue, 21. Nov 17, 17:31

Marvin Martian wrote:Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction
:D :D thx


So if i understand right i must just replace text in units_size_xl_kit_destroyer_01_macro with for example Araun from original game files but save the name of it like this <macro name="units_size_xl_kit_destroyer_01_macro" class="ship_xl">

and then all Tyranis class swaned and builded ships will turn into Araun?

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Marvin Martian
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Post by Marvin Martian » Tue, 21. Nov 17, 17:56

in theory, yes

Trup2
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Post by Trup2 » Tue, 21. Nov 17, 18:07

And what files response for initial spawn of ship's in universe?

As i think after scout files game will execute TO_DO SHIP and spawn random ship with needed tag's and size and ship type and hull will be taken from "component' and 'macros"?

Is there any way in future to make added new ship's optional for this mod? couse they seem's a little OP =)

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Marvin Martian
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Post by Marvin Martian » Tue, 21. Nov 17, 23:09

ship balance is nothing there is someone had a look for right now, the point was a lot of different ships fly around and i use whats available

the macros for most factions are in md/mm_corps__data at first library

if you want to use vanilla shiptypes only, feel free to change the used type of ships, but this isn't "balanced" anyway in my opinion
Tradeships with universal cargo simply working better if you have only a very low number of them then "classic" dedicated variants, so i prefer to use this cargotype ships

Egosoft take use of a lot of Jobships, now the most part need to be done with a much lower number of ships and each trade should give the owner profit in fact the NPCs can run out of money
thats also the problem of the conclusion some posts before as EZ and other cheap stuff dry out after a while, i think the Owner simply runs out of money finally

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