[WIP] X Rebirth: The New Frontier

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

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hxusa1202
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Post by hxusa1202 » Wed, 13. Jun 18, 06:01

I've been using this mod for a long time,great mod!

But,there are two big problems.

1.Since the last few versions,long-distance weapons are no longer working properly.like Balor and Sucellus,they move to the right place,but don't fire with their torpedo and main gun any more.
Testing conditions:xr4.3,only nf_a,no other mods

2.The last version,updated yesterday,something wrong with move.undock.The normal running tradeships were destroyed.
I used yat2 and mt_xrcls for trading and logistics.Is there a compatible problem?

Thank a lot!

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Marvin Martian
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Post by Marvin Martian » Wed, 13. Jun 18, 09:54

thanks for the feedback, i remove the code from move.undock, in theorie this should run once or twice in a short time - so all other situations seems to be a "problematic situation" and as a last resort the ship have to "end"

i will take a look why this is called so much times in that mod

about the long range weapons, i have the suspicion this could be because of additional_targets-parameter if this is effecting not only one situation

edit:
Shooting should be fixed now, like in the old days, additional_targets doesn't work and block Mainweapons shooting overall

VincentTH
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Post by VincentTH » Wed, 13. Jun 18, 20:52

Marvin Martian wrote:thanks for the feedback, i remove the code from move.undock, in theorie this should run once or twice in a short time - so all other situations seems to be a "problematic situation" and as a last resort the ship have to "end"

i will take a look why this is called so much times in that mod

about the long range weapons, i have the suspicion this could be because of additional_targets-parameter if this is effecting not only one situation

edit:
Shooting should be fixed now, like in the old days, additional_targets doesn't work and block Mainweapons shooting overall
Now I k ow why I kept losing freighters recently. I thought it was those HV pirates disguised as DW that killed them!!!

Thanks hxusa!!

@Marvin Martian,

I notice that there are Deepwater ships with lots of HV/SS escorts. The ships do not seem to be undercover because they are blue, but their escorts are red.

Is this intended or something is wrong?

Timianer
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Post by Timianer » Thu, 14. Jun 18, 22:38

another problem with the NPC cover function.
i have PMC at -30

now are flying ships in my sectors around, that have the cover from my faction .. mostly little mining ships from plutarch.
they are also in my property list as PL (i thing thats stand for Player) Somthing name
This ships can i funny sell to other shipyards or spend them to other factions .. :lol:

nooo im dosent say.. skip the dumm cover function out ^^
you know that im hate this function ^^
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 » Fri, 15. Jun 18, 10:16

Timianer wrote:nooo im dosent say.. skip the dumm cover function out ^^
you know that im hate this function ^^
you are welcome to present a better solution to prevent stupid miners to get destroyed at enemy space :roll:

seriously, if Egosoft have implemented this damn cover fuction up to the end, nobody does get notice of this ships, like it is intendet!!!!!
but this crap half done function, doesn't do the one or another type of task in a usefull way

Timianer
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Post by Timianer » Sun, 17. Jun 18, 10:23

hmm
i have thing about it a little bit.

is there no way to replace the factions to another zone, which have no mining ressources in there space ?
that are mostly the pirate factions , and only 2 ore 3 if i have the Map right in my head.
hmm ok i thing HoA has also no valid minig ressources in there space.
maybe its simpler to add ressources this home sectors of the factions instead of relocating them.
in the later game, if the factions expand its there own risk to send mining ships in enemy zones, but on the start they have a save zone for mining.
--
second idea
is there no way to set mining ships to an neutral faction, that are not showing as an enemy ?.. also for the player in red .. hmm
----
third idea
where , to remove some second ressources from factorys.
this should also remove many mining ships from the game without big balancing loss, but maybe with less performance losses in the final, when 1000th of the mini mining ships are flying around.
---
hmm... all bull ? :D
let me think about it a little bit longer .

and at the end a hint:
my shipyard was buld in emty space.. i rename it.. and now no ships take cover in this zone. My sector patrol shoots on after another of this mini mining ships from PMC.. I almost feel sorry for PMC..^^ but only almost

i have hollydays.. time to watch the WM and thing about this problem ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

spccasey
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Post by spccasey » Sun, 17. Jun 18, 14:28

Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.

VincentTH
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Post by VincentTH » Sun, 17. Jun 18, 16:44

spccasey wrote:Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.
Someone had the same problem before. I forgot how it was resolved. You may want to sroll back a few pages looking for it.

spccasey
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Post by spccasey » Sun, 17. Jun 18, 19:18

VincentTH wrote:
spccasey wrote:Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.
Someone had the same problem before. I forgot how it was resolved. You may want to sroll back a few pages looking for it.
Well the whole fix is pointless if I cant dock my CV at the shipyard. They keep on flying to the XL port and just sitting there with action saying waiting for free docking space. I think the capital ship in my XL docking port that wont be released is causing my SY to not work properly.

VincentTH
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Post by VincentTH » Sun, 17. Jun 18, 21:33

spccasey wrote:
VincentTH wrote:
spccasey wrote:Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.
Someone had the same problem before. I forgot how it was resolved. You may want to sroll back a few pages looking for it.
Well the whole fix is pointless if I cant dock my CV at the shipyard. They keep on flying to the XL port and just sitting there with action saying waiting for free docking space. I think the capital ship in my XL docking port that wont be released is causing my SY to not work properly.
@ spccasy, @Marvin Martian

There is a bug in the current github codes (6/15/18) that you can't attach a CV to a station. I had to fall back to the 5/16/18 version (a month old) in order to attach a CV to a station. Something broke it!!!!!

@spccasy You may want to roll back to a not too old version to address the CV problem. I used the 5/16 version because I know for sure that that version works.

Perkel
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Post by Perkel » Mon, 18. Jun 18, 10:14

yooo github link doesn't work !

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X2-Illuminatus
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Post by X2-Illuminatus » Mon, 18. Jun 18, 10:45

Fixed.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 18. Jun 18, 12:07

X2-Illuminatus wrote:Fixed.
Oops, thank you :)

Timianer
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Post by Timianer » Tue, 19. Jun 18, 11:48

hm hm hm..
docking and detach also works with the prior version, but fighting against stations is horrorble.
trying now an Arwan MK2.. old problem flying around.. shoot the defence , but not more.
yea i know...
try rocket spamming ships.. but that isnt a fix for the problem.

second problem in the same scenario..
if i shoot down the defence of an station.. (that i can do faster with the skunk as my 2 Arwan mk2 .. :roll: ... and going out of the zone the defence of that station goes horrorble fast up..
you can see.. evry 2-4 secs comes new weapons back...
result..
a station with with hardly any defence left shoots nearly down my ships..OOS
and IS the ships does nearly nothing
------------
im also make a rollback to 5/16/18 version. (thx TH that this is alway up for us)
Seems that was the only version where everything still worked halfway ;)

+++++++++++++
another bug
i have bording the pirate shiptek and small ships combo station from SUW
after repairing i cannot click properties productions or trade offers.
this result in a blank ui screen there im never came back .
only reload an old save helps.

but ..
dont give up ..
sometimes all is working.. :!: :wink:
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 » Tue, 19. Jun 18, 13:30

the at previous version i changed some Buildlocations closer to the center, don't know why all of you have stations only at this single buildlocation most far away :roll:
CV self do work fine for me and haven't changed - i had believe this haven't much effect at running games so i add them to prevent problems at very close zones

anyway, cancel that change to a later point

i would assume to not always switch versions around,
in case new build have a huge new bug, you can use earlier commits by open them with <> button on right side of commits list - so you can simple download an "older" build and you have no need to use something very old

in case you also could do a backup of your data previously at an update, so you can pick out related files only - this seems also a common method in gerneral

spccasey
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Post by spccasey » Tue, 19. Jun 18, 23:58

Is anybody else having problems were your produced Ship parts wont be deliver to own Shipyard? For some reason, they only keep like 15 ship parts in the inventory at the shipyard and wont allow anymore unless it gets below 10 ship parts. I look at my stations that produces ship parts and they have like 130+ ship parts in inventory. Then I set the trading ship parts to other factions to no. They still wont take any to the shipyard. If they do, its usually the amount to bring my SY inventory to 15. My storage at the SY for SP Is set to 800. How can I get my SY to allow more than 15 Ship parts without me manually transferring wares to it?

VincentTH
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Post by VincentTH » Wed, 20. Jun 18, 02:42

spccasey wrote:Is anybody else having problems were your produced Ship parts wont be deliver to own Shipyard? For some reason, they only keep like 15 ship parts in the inventory at the shipyard and wont allow anymore unless it gets below 10 ship parts. I look at my stations that produces ship parts and they have like 130+ ship parts in inventory. Then I set the trading ship parts to other factions to no. They still wont take any to the shipyard. If they do, its usually the amount to bring my SY inventory to 15. My storage at the SY for SP Is set to 800. How can I get my SY to allow more than 15 Ship parts without me manually transferring wares to it?
Do you have a freighter serving the SY? I do, and I don't see the problem you have. My shipyard and URV BTO are well stocked.
Last edited by VincentTH on Wed, 20. Jun 18, 03:25, edited 1 time in total.

spccasey
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Post by spccasey » Wed, 20. Jun 18, 02:54

yea, I even tried with 2. They go get everything else besides ship parts.

VincentTH
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Post by VincentTH » Wed, 20. Jun 18, 07:24

spccasey wrote:yea, I even tried with 2. They go get everything else besides ship parts.
Then check the skill of your Manager, and if that is OK (4* or better in Management and Leadership), un-assign the freighters, and re-assign to the manager

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Marvin Martian
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Post by Marvin Martian » Wed, 20. Jun 18, 13:50

add an update to Mercenary plunder ships, you can now "convince" them to not target your property

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