[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 32
- Joined: Fri, 2. Jun 17, 17:22
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?
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?
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.
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 )
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
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
Its in my UT CaC ModI3laze wrote:Do you mean your UT cac mod? Or is there a assets folder in this mod. Guess I'll find out when I look later after I finish work, that's why I'm unsure where and which files you mean.
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
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
Hey everyone.
Getting back in the game and I'm a bit rusty. Two questions :
- I remember the possibility to disconnect a CV from a station. Is that still a thing? If yes, how to do so?
- I also remember reading somewhere that stations could mine the required resource in sector without having to use mining ships. How can I do that?
Thanks.
Getting back in the game and I'm a bit rusty. Two questions :
- I remember the possibility to disconnect a CV from a station. Is that still a thing? If yes, how to do so?
- I also remember reading somewhere that stations could mine the required resource in sector without having to use mining ships. How can I do that?
Thanks.
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- Posts: 32
- Joined: Fri, 2. Jun 17, 17:22
Hi guys, the first time I use the mod, i constantly recieve notifications of a friendly fleet invading or retaliating, but I start a new game(several games by now) and I never get any of those notifications again, i'm currently attaking PMC(they do create invasion fleet, I already lost 3 titurels to them) in albion/auspictios excavation, I saw a RoC construction vessel making a overwatch besides mine, but I don't see any canteran invasion fleet, nor ear about any Hearth of albion invasion or attacking station in Far Out.
what's is happening? I didn't change anything on the mod, and I not longer receiving any of those notificacions(nor distant station destruction). The only notifications I get is from AutoTraders ship doing bussines.
And I think(at least Hearth of Albion) is indeed making invasion because I saw an Arawn attaking PMC warehouse in The Big Empty but I got no notification of that, I notice it because I was entering Far Out from Ascendancy.
what's is happening? I didn't change anything on the mod, and I not longer receiving any of those notificacions(nor distant station destruction). The only notifications I get is from AutoTraders ship doing bussines.
And I think(at least Hearth of Albion) is indeed making invasion because I saw an Arawn attaking PMC warehouse in The Big Empty but I got no notification of that, I notice it because I was entering Far Out from Ascendancy.
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- Posts: 32
- Joined: Fri, 2. Jun 17, 17:22
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- Posts: 32
- Joined: Fri, 2. Jun 17, 17:22
I solve the problem I'm being having with the CWIR mod, that uses to much RAM. The issue was I didn't download the Lost sector mod, only the update, and when the game was loading the savegame it began to used a lot of RAM, I don't know why but that was creating a havoc in the game, I download the lost sector version 1.25 and them apply the 1.26 update and everything was smothly since then, loading is faster and the RAM being used is no more than 3 GB, at least until now. Of course I had to begin a new game in order to the Lost sector create all the stuff and work well , sadly. But happy because the game is running well again.
thanks all the modders to make this game great, I love CWIR mod.
Nice work guys.
thanks all the modders to make this game great, I love CWIR mod.
Nice work guys.
hi, i have a problem.i bought two stations tru doplomacy option. however they are both not 100% complete and damaged resulting in less production. my question is how do i repair and finish them. i tryed ataching CV to them but i get the error "station incompatible [missing buildspot]" or something like that ( i did use the CV from the correct zone) , i got the mod that alows u to place engineer in ur own stations to atempt to atleast repair them but the engineer sits on " reparing" and the hull% stays the same. so what do i do
im plaing 4.00
im plaing 4.00
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- Posts: 32
- Joined: Fri, 2. Jun 17, 17:22
i doubt it. any CV can Repair any Station Type. only the Build Options are restricted by the CV type (and this is only a soft restriction - you can pass the build process any Station macro to build)skullwarrior wrote:You have to match the CV class with the station class, albion CV with albion stations, DeVries CV with DeVries stations an so on, let me know if this helps
the problem is that the Map Stations dont have a build spot to which they are attached to, and therefore no CV can attach itself to the Station (build spot) which is required for Repairs.
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
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
Yeah if the station was one spawned at creation of the game (defined by zones) then you can't attack a CV to it. I would either get the engineer mod and put an engineer on the station to repair it, or sell that particular station and build a new one. Or just keep it the way it isUniTrader wrote:i doubt it. any CV can Repair any Station Type. only the Build Options are restricted by the CV type (and this is only a soft restriction - you can pass the build process any Station macro to build)skullwarrior wrote:You have to match the CV class with the station class, albion CV with albion stations, DeVries CV with DeVries stations an so on, let me know if this helps
the problem is that the Map Stations dont have a build spot to which they are attached to, and therefore no CV can attach itself to the Station (build spot) which is required for Repairs.
BlackRain wrote:Yeah if the station was one spawned at creation of the game (defined by zones) then you can't attack a CV to it. I would either get the engineer mod and put an engineer on the station to repair it, or sell that particular station and build a new one. Or just keep it the way it isUniTrader wrote:i doubt it. any CV can Repair any Station Type. only the Build Options are restricted by the CV type (and this is only a soft restriction - you can pass the build process any Station macro to build)skullwarrior wrote:You have to match the CV class with the station class, albion CV with albion stations, DeVries CV with DeVries stations an so on, let me know if this helps
the problem is that the Map Stations dont have a build spot to which they are attached to, and therefore no CV can attach itself to the Station (build spot) which is required for Repairs.
as i said i DID get the engineer mod and i did put engineers inside the stations but despite the engineer status being "repairing" the hull% doesnt go up it stays the same and i have had the stations for awhile now.
the stations are probably there from the begining of the game : two med dispenceries in smokesack zone at the top most albion sector.i guess i cant finish them then, but why isnt the engineer rapairing
- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24965
- Joined: Sun, 2. Apr 06, 16:38
The manual download options work fine for me without having to register on nexusmods.com.
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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!