[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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BlackRain
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Post by BlackRain » Tue, 11. Jul 17, 00:27

ravayen wrote:soooo any response to my issue? or is this an ongoing problem?
This is difficult for me to answer because i havent played in quite a while. Maybe Marvin hs some ideas? I've currently started testing out the new mod we are working on but i'm not testing combat at this yime.

ravayen
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Post by ravayen » Tue, 11. Jul 17, 06:58

whos marvin? and you're modding a game you dont play? now thats commitment to modding :)
I do have another question which im sure being a damned good modder you could answer and i know its not exactly/directly related to this mod buuut.
Since using this mod i've taken all of maelstrom for HOA and no matter which jobs i adjust (making my own patch) xenon still instantly respawn, is there some other file that controls xenon spawning when the player is in sector/zone.
I think they are tied to player presence somehow and its damned annoying and fps killing, all i want to do is either halve the number or put a timer on them respawning but the jobs.xml seems to have no effect on xenon in maelstrom after it's taken over.
I know the cwir jobs file doesn't really change vanilla spawns so much patching in quota changes to vanilla jobs seems to do nothing hence asking if another file (MD?) could be spawning ships aswell.

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Marvin Martian
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Post by Marvin Martian » Tue, 11. Jul 17, 11:03

first of all, thanks for reporting, we mostly working on different mod-setups, vanilla + single mod only is sometimes less tested :/

actual cwir isn't in use because we workling on the other thing

about reports
some npc_architect differences seems to be located to Capital-Bridge-Mod, i think we will find a suitable solution for both sitations (with&-out)

we will see to add an bugfix-release

the "spawn" of defence&invasion-fleets is managed by MD meanwhile in CWIR, you can adjust this in CM_Config.xml
md.CM_Config.Settings.$XenonMax
md.CM_Config.Settings.$Squad
md.CM_Config.Settings.$Wing

ravayen
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Post by ravayen » Tue, 11. Jul 17, 14:23

thanks for the reply didnt know you were working on another mod looks great btw hope it works out .
The issue with ships not firing on stations usually happens when ships are too close to one another which is ok to live with.
As for the spawning i'm pretty sure its not cwir but a vanilla thing that i cant seem to find, just thought i'd ask while i was here but nps i'll figure it out :)
good luck with the other mod.

BlackRain
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Post by BlackRain » Tue, 11. Jul 17, 16:38

ravayen wrote:thanks for the reply didnt know you were working on another mod looks great btw hope it works out .
The issue with ships not firing on stations usually happens when ships are too close to one another which is ok to live with.
As for the spawning i'm pretty sure its not cwir but a vanilla thing that i cant seem to find, just thought i'd ask while i was here but nps i'll figure it out :)
good luck with the other mod.
Obviously i was playing rebirth while modding haha. CWIR hasnt been worked on much in many months now. It is pretty much done, so it shouldnt be too much of a surprise. I just started getting back into playing rebirth because of our new mod. Of course my writing/translating takes up the majority of my free time though.

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Post by ravayen » Wed, 12. Jul 17, 00:05

i'll be honest i don't think i'd ever have the patience or commitment to build a mod as large as this one and def not the one ya doing especially for free i can honestly say the world would be lacking in much of it's current tech if it wasn't for people who think like you.
I have since made a thread asking about my spawning issue as it's a vanilla oddity and someone has been kind enough to start helping.
Keep up the good work guys and if i could offer any advice for the future it would be 'look to 4x games' you know the ones where you control a faction against ai factions i believe you would find alot of economy/military inspiration there :)
Peace.

Shadore
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Post by Shadore » Mon, 17. Jul 17, 23:04

I experienced the same situation where xenon ships would keep spawning. Did you capture their big station? Xenon seem to have the ability to jump to their stations. And clearing out Maelstrom isn't enough. They also have a lot of territory in DLC areas.

A while back I captured a xenon cv and had a contractor build the big station because building it myself wouldn't allow me to build the segments that build ships. Eventually xenon started spawning like crazy because they teleport to their stations. It isn't as much of an issue if you own the station yourself, but if a npc faction, like HoA or the contractors, own the station the xenon will start showing up in large amounts. If you want to stop xenon lag disasters, then you have 2 options. You can try wiping out their stations completely in Maelstrom, even if it means losing their special station. Or 2 you can pick the start that makes you friendly to xenon which will result is the xenon not considering their territory under attack so they won't send in reinforcements.

If you were planning on editing files anyway, you can try editing your save file to make yourself and HoA friendly to the xenon. That way there won't be waves of xenon reinforcements jumping in causing lag disasters.

And by friendly I mean neutral. If you make the xenon allies then your ships will move to aid xenon ships who are fighting guys you don't want to be enemies with.

ravayen
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Post by ravayen » Thu, 20. Jul 17, 13:32

@shadore my main problem was in fact a bug with the 'ship in distress' mission but i did find quite a few cwir jobs with ridiculously low respawn times which after reducing the number and increasing the time to around 3600 or more had a massive effect on fighters in the area.
Open up the cwir jobs file and at around line 6980 start searching for (<time interval=) in the xenon jobs
you will find a number with really short spawn times that end up being back to back, i also changed some from spawning in zone to spawning in either cluster or sector to add some randomness to it but that was a personal preference.
Some of them are designated escorts so you dont have to change them, they only spawn if the lead ship does
Hope this helps.

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Post by Raevyan » Sun, 6. Aug 17, 02:40

Hi,

I have some Problems with a Player shipyard from cwir. I decided to Build an OL shipyard and used the Replicate ship Option to Build a new Xenon I. Is there any Chance to See the Progress of Ship Construction? The Ship is now Building for very Long Time and i have the feeling it got stuck. I did delivered Ship Construction Materials als requested to the shipyard and Ressource Status says nothing is missing but the Ship won't finish. Any ideas why the Ship won't finish?

Ezarkal
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Post by Ezarkal » Sun, 6. Aug 17, 07:15

What you could do is order a ship at one of your other captial ship dealers. Just before confirming the deal, you will see a list of wares required and available at the shipyard. If any wares are missing (or low on stock), they are the one that are stalling your replication process.

If no wares seems to be missing, then the only thing I would think of is you don't have enough construction drones equipped to the shipyard.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

Raevyan
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Post by Raevyan » Sun, 6. Aug 17, 11:05

Ressources are fine, i also ordered a ship to deliver additional ressources for one more Xenon I. The shipyard has 15 Construction Drones equiped (none in use). I think i added them after starting to build the ship. The ship model also already looks complete to me.

Ezarkal
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Post by Ezarkal » Sun, 6. Aug 17, 14:48

rene6740 wrote:The ship model also already looks complete to me.
That rigs a bell to me, then. It happened to me at least once when a ship got stuck for hours until it left the shipyard. I don't know what caused the bug, but if I recall correctly it just went away with time. I'd suggest to give it a few hours, go ooz for a while and the problem might solve itself.

It's a bit of grasping at straw, though. More experienced players/modders might have a better solution.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

Raevyan
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Post by Raevyan » Sun, 6. Aug 17, 22:54

Ezarkal wrote:
rene6740 wrote:The ship model also already looks complete to me.
That rigs a bell to me, then. It happened to me at least once when a ship got stuck for hours until it left the shipyard. I don't know what caused the bug, but if I recall correctly it just went away with time. I'd suggest to give it a few hours, go ooz for a while and the problem might solve itself.

It's a bit of grasping at straw, though. More experienced players/modders might have a better solution.
I guess you were right. I gave it a few more hours (~4) and the shipyard indeed finished the ship.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 6. Aug 17, 23:01

When this has occurred to me in vanilla games, I have traveled OOS, saved, and reloaded the game. This has triggered the ship to undock.

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Post by lqvinh » Tue, 8. Aug 17, 19:30

This happens to me in both vanilla games and cwir games, and I think there's a problem with the shipyard's construction drones.
If I go to another zone and use comm to place an order to build a ship, it finishes pretty fast. But when I sit near the shipyard to place an order, or enter the shipyard's zone during ship construction, the ship takes forever to be finished.
And when I fly closer to see what is going on, I notice that the drones keep flying all over the ship even the model look completed. And after a long time, when the last construction drone docks in the shipyard, the ship is finally undocking.

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Charon_A
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Post by Charon_A » Sun, 20. Aug 17, 00:05

Started as a xenon, all NPCs on xenon matrix are hostile, the only 2 who are not hostile are ship dealers. So I cannot hire or trade. Is this a known issue?
CWIR 1.65RC-493-1-65
And thanks for the great mod guys! Just started but looks very promising!
Be careful about reading health books. You may die of a misprint.
---Mark Twain---

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Ricemanu
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Post by Ricemanu » Wed, 23. Aug 17, 17:37

I've been using this Mod for a while now, really good! I think something weird is happening though: My owned shipyards build ships extreeeemely slow. Is this intended and can it be changed somewhere?
Thank you so much again.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 23. Aug 17, 17:51

Ricemanu wrote:I've been using this Mod for a while now, really good! I think something weird is happening though: My owned shipyards build ships extreeeemely slow. Is this intended and can it be changed somewhere?
Thank you so much again.
How many Construction URVs are available for ship construction. A low number probably slows the construction rate down.

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Ricemanu
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Post by Ricemanu » Wed, 23. Aug 17, 18:22

Sparky Sparkycorp wrote:
Ricemanu wrote:I've been using this Mod for a while now, really good! I think something weird is happening though: My owned shipyards build ships extreeeemely slow. Is this intended and can it be changed somewhere?
Thank you so much again.
How many Construction URVs are available for ship construction. A low number probably slows the construction rate down.
Easy answer to a problem that was haunting me for a year now :D (Not continuously though.) I assume they share the Construction URV pool with the ones used for outfitting ships?

Ezarkal
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Post by Ezarkal » Wed, 23. Aug 17, 18:47

No. The URV pool for outfiting ships is in the station storage. URVs used to build ship must be equipped to the station, the same way you would equip cargolifter Urvs.
Oh, and shipyard tends to take a lot of these construction urvs to be efficient. I try to have at least 50-60, and even then I can get some delays when building 3 ships at once.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

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