[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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Archaeosis
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Post by Archaeosis » Tue, 23. May 17, 14:50

Are there combat scripts included in the mod?

I ask this because whenever I order my ships to attack big stations they only reactively return fire if the station fires on them. As soon as the station's guns are gone, my ships stop firing even though they're endlessly circling the target station with attack orders.

Switching lead ships' defence officers to "attack enemies" instead of defensive mode makes them and their subordinates fire on stations correctly, but escorts will then chase fighters to other zones, so end up scattered all over the place and become useless.

I'm not sure if this is to do with default combat scripts or those in the mod, but I found it incredibly frustrating to sit between these two problems when using the latest patches here on 4.1, so have given up again for now. As ever there's that sinking feeling where whenever you go into too much detail somewhere in Rebirth, issues spring up which make it all seem far too tiring to bother dealing with.

kyrah
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Post by kyrah » Wed, 24. May 17, 11:10

Archaeosis wrote:
I ask this because whenever I order my ships to attack big stations they only reactively return fire if the station fires on them. As soon as the station's guns are gone, my ships stop firing even though they're endlessly circling the target station with attack orders.
Exactly the problems i saw too.


(Its a brand new game. I have seen some fights meanwhile. This part is fine.)

BlackRain
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Post by BlackRain » Wed, 24. May 17, 15:58

kyrah wrote:
Archaeosis wrote:
I ask this because whenever I order my ships to attack big stations they only reactively return fire if the station fires on them. As soon as the station's guns are gone, my ships stop firing even though they're endlessly circling the target station with attack orders.
Exactly the problems i saw too.


(Its a brand new game. I have seen some fights meanwhile. This part is fine.)
You must make sure the ships are set to attack it doesnt matter what the order says, go into defense officer settings and switch it to attacking. Even if it alreafy is just switch to defense and then attacking. Let me know if that works, again im not talking about the order given but the settings in the menu for the defense officer

Warnoise
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Post by Warnoise » Fri, 26. May 17, 17:26

I still can&t play the game because my sucellus and balor ships just fly randomly and never listen to attack commands.

It is frustrating tbh

BlackRain
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Post by BlackRain » Sat, 27. May 17, 01:19

Warnoise wrote:I still can&t play the game because my sucellus and balor ships just fly randomly and never listen to attack commands.

It is frustrating tbh
Did you do what I said to do above? You have to go into the defense officer menu and switch it from defense to attack or even if it already says attack, try changing it to defense and then attack

Then reissue command

As for the balor maybe it ran out of missiles. Try leaving the zone

There is no way the ships aren't attacking unless something is wrong.

Archaeosis
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Post by Archaeosis » Mon, 29. May 17, 01:08

Yup, switching the defence officers to attack mode works just fine, but as I mentioned it means all subordinate ships in a fleet start peeling off and chasing single fighters, even jumping to other sectors to chase those that manage to get to a super-highway. To avoid that issue you have to manually order all defence officers during every station attack and remember to reset them all and recall any ships that flew off while you were doing that, which is a bit of a pain.

But anyway, all of this is a moot point if it's not anything to do with the mod altering combat scripts, and from what you've said it very much looks like that's the case. Just another Egosoft AI quirk to delight us all, I suppose. Fleets never really work anyway, I suppose I'm better off just pushing forward with a squad of 5 Fulmekrons or something.

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Marvin Martian
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Post by Marvin Martian » Mon, 29. May 17, 19:59

Warnoise wrote:I still can&t play the game because my sucellus and balor ships just fly randomly and never listen to attack commands.
please try this reworked files (overwrite the old)
CWIR 1.65RC :: Fight Patch (for testing)

captainradish
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Post by captainradish » Mon, 29. May 17, 23:14

Can anyone say how well this works with mods that add new sectors? I'm specifically referring to the Transcend mod. I'm just curious if anyone can tell me before I start a new game with the new sectors.

BlackRain
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Post by BlackRain » Tue, 30. May 17, 00:08

captainradish wrote:Can anyone say how well this works with mods that add new sectors? I'm specifically referring to the Transcend mod. I'm just curious if anyone can tell me before I start a new game with the new sectors.
It works fine with transcend its just this mod wont affect transcend much. There will be some impact from it, like more places for universe traders to trade but it wont change spawns and fleets and such in transcend.

captainradish
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Post by captainradish » Tue, 30. May 17, 00:10

Sounds good. Thanks for the quick reply!

EDIT: One addition question: I noticed somewhere that CWIR doesn't work with the campaign start. I'm curious why as it seems to work flawlessly with it.

Warnoise
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Post by Warnoise » Tue, 30. May 17, 03:49

Marvin Martian wrote:
Warnoise wrote:I still can&t play the game because my sucellus and balor ships just fly randomly and never listen to attack commands.
please try this reworked files (overwrite the old)
CWIR 1.65RC :: Fight Patch (for testing)
Thank you very much man. I will test it as soon as i get home today.

Just to make sure, by "Overwrite the old" do you mean that i just have to copy/paste this folder in the pre-existing cwir folder? Or do i need to delete the old cwir and install this one?

Thank you

UniTrader
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Post by UniTrader » Tue, 30. May 17, 06:17

Warnoise wrote:
Marvin Martian wrote:
Warnoise wrote:I still can&t play the game because my sucellus and balor ships just fly randomly and never listen to attack commands.
please try this reworked files (overwrite the old)
CWIR 1.65RC :: Fight Patch (for testing)
Thank you very much man. I will test it as soon as i get home today.

Just to make sure, by "Overwrite the old" do you mean that i just have to copy/paste this folder in the pre-existing cwir folder? Or do i need to delete the old cwir and install this one?

Thank you
just extract this Archive into the CWIR folder and overwrite all existent files. the Archive only contains the changed files, not the whole mod.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

kyrah
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Post by kyrah » Tue, 30. May 17, 09:13

BlackRain wrote:
You must make sure the ships are set to attack it doesnt matter what the order says, go into defense officer settings and switch it to attacking. Even if it alreafy is just switch to defense and then attacking. Let me know if that works, again im not talking about the order given but the settings in the menu for the defense officer
I see this behavior at npc ships. For Example their are 2 HvA Arawn trying to destroy PMC Mineral Station in Big Empty for ages. Cant change them to attacking.

Warnoise
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Post by Warnoise » Wed, 31. May 17, 03:08

Marvin Martian wrote:
Warnoise wrote:I still can&t play the game because my sucellus and balor ships just fly randomly and never listen to attack commands.
please try this reworked files (overwrite the old)
CWIR 1.65RC :: Fight Patch (for testing)
Alright i tested it. I made sure all DO are in attack mode (I followed Blackrain's suggestion) The ships listen to commands this time and fire.

However, the behavior is still different from 1.6 CWIR in X:R 4.0

All Ships crews are 5 stars.

-When assigned an attack command, Sucellus moves towards the target this time but it just fights like a normal battleship i.e it doesn't keep its distance and face the target with its main cannon like it used to in 4.0.
Also it stop firing at a station without surface elements (tried this on a Reivers station in Sanguine Agony yesterday)

-Balor is the same as Sucellus, it fires its missiles properly, but, unlike in 4.0, it doesn't keep its distance and face tha target, it flies close to the target and fires its missiles while hitting it with its side weapons. It also stops hitting a station once the station's surface elements are all destroyed.

-I also noticed something when i assign a "move to coordinates" command to a group of ships under my command. Some ships move to the assigned point no problem, but others just don't move at all. When i check their actual command it says "Waiting for orders" or something like that.

End.

I am sorry maybe it would be better if I had a tool where i can catch the log.

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alexalsp
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Post by alexalsp » Wed, 31. May 17, 09:45

I am sorry maybe it would be better if I had a tool where i can catch the log.
start the game with parameter

Code: Select all

-logfile debuglog.txt
log be write in files

c:\Users\******\Documents\Egosoft\X Rebirth\*******\

Each full restart of the game will overwrite the log.

http://savepic.ru/14187305.jpg

http://savepic.ru/14185257.jpg

I3laze
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Post by I3laze » Fri, 2. Jun 17, 01:49

I just bought a station through diplomacy that is not complete. How do I get the CV that is working on it to leave so I can use my own? The CV attached just stays blue.

BlackRain
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Post by BlackRain » Fri, 2. Jun 17, 15:04

I3laze wrote:I just bought a station through diplomacy that is not complete. How do I get the CV that is working on it to leave so I can use my own? The CV attached just stays blue.
You need to supply the cv with resources so it completes the building

skullwarrior
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Post by skullwarrior » Fri, 2. Jun 17, 17:39

I have an issue with this great mod, I begin to notice that when the game is loading a savegame, it uses a lot, A LOT, of ram, then when it load a few seconds later the ram used drops rapidly. Sometimes when I need to reload the last savegame, the game crashes "insufficient memory", I open the task manager and i see the game using all available ram. I check and is this mod, when I disable it, the game is only using 1.5gb of ram, all the time.
What's happening with the mod that make this huge use of ram when loading a savegame?, it happens between 55% - 100% of the savegame load. Is anything I can do to modify the mod in order to reduce this issue?

I3laze
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Post by I3laze » Tue, 6. Jun 17, 00:57

Has anyone had problems with energy freighters filling the cargo with jump fuel? Hybrids don't do it. It stops my freighters from being able to trade in energy wares. Oh and they are subordinates to stations. I have to use a save editor to remove the fuel from the energy bays. My game does have quite a few mods so it could be nothing to do with this great mod. Any ideas for me would be great thanks.

UniTrader
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Post by UniTrader » Tue, 6. Jun 17, 01:10

i may be guilty for this. please delete the files under assets in my Manager Mod. this removes the dual compatibility for Fuel and Energy for Energy Storage (a feature i didnt test enough :oops: )
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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