[WIP] X Rebirth: The New Frontier

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

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Marvin Martian
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Post by Marvin Martian » Wed, 16. May 18, 21:04

marceldev89 wrote:What I've been seeing is that the normal small traders assigned to warehouses stop buying at 20% warehouse stocklevel. Ships assigned to other stations might still be selling to warehouses but they're mostly busy with supplying the other stations for production.
the problem at Warehouse is the space, i doesn't use simple stocklevel-value, my calculation give similar results, but take a look at freespace too, so sometimes you have only a couple of units but the ships stop buying - this is because you overbook your cargospace

Stocklevel at buying (if your ware is 0/100) is 1 so my numbers are right with 0.2 - 0.0 to prevent to much buyactions

Lupis06
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Post by Lupis06 » Wed, 16. May 18, 23:00

Hey MM! Just got back to Rebirth after leaving it for a while. Saw your mod and it looks awesome. What does it have in common with conquest and war? Because i’m seeing what i pick as my main overhaul mod.

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Marvin Martian
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Post by Marvin Martian » Thu, 17. May 18, 08:13

CWIR was basement of this (assets, some features), but some things need to change from scratch and this is also an enhancement combination of some mods of mine too

Lupis06
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Post by Lupis06 » Thu, 17. May 18, 18:59

so can we build shipyards? are the xenon and other factions aggressive and fighting? looking to build an empire and declare war, but i love the idea of no spawning.

VincentTH
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Post by VincentTH » Thu, 17. May 18, 19:23

Lupis06 wrote:so can we build shipyards? are the xenon and other factions aggressive and fighting? looking to build an empire and declare war, but i love the idea of no spawning.
Build shipyard: Yes (See the mod read me on github for how to build SY, SY being one of the stations that you cannot build directly from a CV, but have to steal or buy the blueprint).


factions aggressive and fighting:
fighting: yes,
aggressive: My previous playthrough is only 5 day old. The only thing I see in terms of war is HOA taking over the Teladi main station (in Verdant Profit). The Xenons are very strong and have run over all of Maelstrom and part of the sector that have AG's shipyard.
IMHO, faction fighting is less aggressive than in CWIR, but I could be wrong, because I only played for 5 game days.

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Marvin Martian
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Post by Marvin Martian » Thu, 17. May 18, 19:55

Problem is here that we do not spawn huge fleets (like in CWIR), so the aggressive behavior is not so present

Npc build stations and protect there space

Lupis06
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Post by Lupis06 » Thu, 17. May 18, 20:12

I love it. I plan on being the aggressive one, so self defense is perfect.

Lupis06
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Post by Lupis06 » Thu, 17. May 18, 20:59

Question, does the mod include carriers or capitals being able to carry fighters or repair them?

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Marvin Martian
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Post by Marvin Martian » Thu, 17. May 18, 21:01

My carriers mod is includet and some other mods too

Lupis06
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Post by Lupis06 » Thu, 17. May 18, 21:09

where can i find all of your mods? just so i stop asking stupid questions and see what they do.

edit. never mind, found a few.

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Marvin Martian
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Post by Marvin Martian » Fri, 18. May 18, 17:59

add a function that will reduce overcounted station-trader/miner again (but can take a while - the process runs only once every few ig-hours)

add a test-feature to select by talking what component the Engineer should repair - new engineer AI is required, in case to be sure remove the Engineer from the ship/station and set again

most changes of latest update was internal stuff to make the NPC-Creation more central

escondido
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Post by escondido » Sat, 19. May 18, 13:13

i have a situation, a have salvage a rec from a xenon K send the sip to the shipyard and no guns ((

VincentTH
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Post by VincentTH » Sat, 19. May 18, 16:00

escondido wrote:i have a situation, a have salvage a rec from a xenon K send the sip to the shipyard and no guns ((
I read somewhere that the salvage process does not restore the ship to 100%. I have to send them to the shipyard and do the upgrade.

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Marvin Martian
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Post by Marvin Martian » Sat, 19. May 18, 17:35

The idea is that the ship get repaired without upgrades, all that you should get at the SY of your trust, with vanilla upgrade ship function
But at Xenon ships i‘m unsure if they have upgradable weaponoptions?

VincentTH
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Post by VincentTH » Sat, 19. May 18, 19:01

Marvin Martian wrote:The idea is that the ship get repaired without upgrades, all that you should get at the SY of your trust, with vanilla upgrade ship function
But at Xenon ships i‘m unsure if they have upgradable weaponoptions?
In my case, I have restored a K to 100%, but it is lacking 9 FFPs, and further repair would not restore them. I just sent it to the SY in District 8 to build the missing FFPs.

I would think if the K is missing some KVIs, then there is no way to restore them, unless it is possible to steal a Xenon K Shipyard blueprint. (This, currently cannot be done, because the Xenon SY has no dockable ports).

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