[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

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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!
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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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Ricemanu
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Post by Ricemanu » Wed, 23. Aug 17, 20:14

Hmm, i don't have the option to set the amount of Construction URVs within the Manager/Supply Options Window. Maybe it is because the Shipyards were built several versions ago? I'm building a fresh shipyard to see if that fixes anything.

Ezarkal
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Post by Ezarkal » Wed, 23. Aug 17, 21:23

I think you don't have that option because vanilla shipyard were never intended to be owned by players. What I usually do is I load drones on a trade ship, then I use the "transfer ware" command to equip the shipyard.

Be careful, though. When selecting the drones as transferable object, you will have a dropdown menu with multiple transfer options. You will want to select the one that says "equip drones". Otherwise you will store the drones as cargo.
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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Ricemanu
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Post by Ricemanu » Thu, 24. Aug 17, 00:18

Wow, it's so fast :o

You've been very helpful. Now i can really make use of those shipyards :3

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 24. Aug 17, 00:45

8)

Ezarkal
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Post by Ezarkal » Thu, 24. Aug 17, 15:06

Now you can take over the universe. :D
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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Ricemanu
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Post by Ricemanu » Fri, 25. Aug 17, 10:30

Ezarkal wrote:Now you can take over the universe. :D
I'm actually doing this right now and have two huge fleets. But now the PMC stations won't blow up properly...argh!

(And THEY can destroy my stations in minutes!) :D
I love this game soo much, but i feel i'm just going from one problem to the next instead of playing. :D

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Post by BlackRain » Fri, 25. Aug 17, 19:07

Ricemanu wrote:
Ezarkal wrote:Now you can take over the universe. :D
I'm actually doing this right now and have two huge fleets. But now the PMC stations won't blow up properly...argh!

(And THEY can destroy my stations in minutes!) :D
I love this game soo much, but i feel i'm just going from one problem to the next instead of playing. :D
If you are having trouble destroying the station, leave the zone. Or, try going into the zone and looking for parts which aren't destroyed. Sometimes a part may say 0% health but it won't be fully destroyed. also, some parts don't show up on the info menus.

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Ricemanu
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Post by Ricemanu » Sat, 26. Aug 17, 12:15

BlackRain wrote:
Ricemanu wrote:
Ezarkal wrote:Now you can take over the universe. :D
I'm actually doing this right now and have two huge fleets. But now the PMC stations won't blow up properly...argh!

(And THEY can destroy my stations in minutes!) :D
I love this game soo much, but i feel i'm just going from one problem to the next instead of playing. :D
If you are having trouble destroying the station, leave the zone. Or, try going into the zone and looking for parts which aren't destroyed. Sometimes a part may say 0% health but it won't be fully destroyed. also, some parts don't show up on the info menus.
This already helped a lot. Not completely, but very helpful so far.

lostboron
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Post by lostboron » Mon, 4. Sep 17, 03:10

This is a great mod, but I found 2 bugs preventing me from capturing zones, which is what I was mostly hoping to get from the mod.

I used 1.65RC after finishing all the vanilla missions.

I tried to conquer Barren Heart first.

- In Unmet Promise and Sanguine Agony, after destroying ennemies in the zone, I was unable to take control of it because of a "Response Fleet REI Sennin Frigate Raider" in the zone, escorting "nil", and so far away from the zone center that you switch to another zone when trying to reach it. There was no way to destroy that ship, and it was not moving. Eventually I edited my save and moved it towards the zone center so that I could destroy it.

- In Torrid Veil (which is currently controlled by RoC), there is no station and no build spot. I checked by asking an architect to build there, and got an error. Apparently this is an old bug, but it is still present and I do not know how to add or restore deleted build spots...

lostboron
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Post by lostboron » Tue, 5. Sep 17, 03:30

I noticed one or two bugs when xenons try to build a station. After an I and K invaded forty-two, I tried to take control of the zone by destroying them and building a station, making sure no ship from RoC (which controled the zone) was there. That didn't work, I think because I was allied with RoC. I realized that after many hours of trying, and I edited to wiki to add that condition.

My next try to capture the zone consisted of waiting for the xenon to build a station so that they control the zone, so that I can invade and capture it. I looked at a xenon CV arriving with F3, trying to build something. I think the I was in the way. I got a crash to desktop. I tried again, and sure enough, one second after seeing the red area, I got another CTD. When I wait without looking at the xenon CV, it just disappears without building anything.

I guess I will never capture that zone without attacking RoC...

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Marvin Martian
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Post by Marvin Martian » Tue, 5. Sep 17, 08:03

lostboron wrote:My next try to capture the zone consisted of waiting for the xenon to build a station so that they control the zone, so that I can invade and capture it. I looked at a xenon CV arriving with F3, trying to build something. I think the I was in the way. I got a crash to desktop.
the "K" builders seems to be very buggy under some unknown circumstances, you could try to let xenon build the station OOZ, but it could be the k-builder also will disapper

the other option to get the zone from RoC is simple to buy them by diplomatics

Helian
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Post by Helian » Sun, 10. Sep 17, 16:02

Charon_A wrote: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
Have the same issue. Is there any fix for this? Really wanted to try conquest all the universe as a Xenon, but hostile lifeforms at my home station prevent this. And really badly need for exactly one Xenon station - Warehouse for the player to setup auto mining small empire for supply the shipyard. Otherwise i don't realize how to buy new I and K's for my invasion fleet.

iforgotmysocks
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Post by iforgotmysocks » Thu, 21. Sep 17, 13:07

Hmm... i recently started another round and for some reason i'm unable to get rid of the split. I can't take over the sixth scripture so they just keep spawning tons of fighters and 3-4 cap ships every few minutes.

(Yes, there were no other cap ships or stations in the zone, i even wasn't able to build an outpost there when the entire zone was completely empty apart from my cap ship)

Any idea why that's happening? ^^

Thanks. :)

Oberon245
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Post by Oberon245 » Fri, 22. Sep 17, 21:31

Helian wrote:
Charon_A wrote: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
Have the same issue. Is there any fix for this? Really wanted to try conquest all the universe as a Xenon, but hostile lifeforms at my home station prevent this. And really badly need for exactly one Xenon station - Warehouse for the player to setup auto mining small empire for supply the shipyard. Otherwise i don't realize how to buy new I and K's for my invasion fleet.
I have returned to playing again and am running into this same issue. Has anyone found a work around of fix yet?

iforgotmysocks
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Post by iforgotmysocks » Fri, 22. Sep 17, 22:45

Must've been a change how stations are populated. I'm working on a mod that adds a new faction with a similar problem, only that my population pretty much disappeared. Didn't wanna spent much time trying to track it down, but i'll take a look.

Edit: Hmmm, i threw 4.1 and 4.21 in git and didn't come up with anything that could explain it. Inventory item lists have been moved from setup.xml to libraries/parameters.xml, the lists most likely can't be accessed via md.list and that's why we can't buy hyperjump crystalls and probes.

Replacing the lines 207 to 215 in md/conquer_mod.xml with:

Code: Select all

<do_if value="not param.itemtraderlists.junkdealerlists.{1}.indexof.{[ware.inv_probe, 1, 2, 45]}">
					<append_to_list name="param.itemtraderlists.junkdealerlists.{1}" exact="[ware.inv_probe, 1, 2, 45]" />
				</do_if>
				<do_if value="not param.itemtraderlists.equipmentlists.{1}.indexof.{[ware.inv_probe, 2, 5, 85]}">
					<append_to_list name="param.itemtraderlists.equipmentlists.{1}" exact="[ware.inv_probe, 2, 5, 85]" />
				</do_if>
				<do_if value="not param.itemtraderlists.equipmentlists.{1}.indexof.{[ware.inv_hyperdrivecrystal, 8, 15, 85]}">
					<append_to_list name="param.itemtraderlists.equipmentlists.{1}" exact="[ware.inv_hyperdrivecrystal, 8, 15, 85]" />
				</do_if>
        <do_if value="not param.itemtraderlists.equipmentlists2.{1}.indexof.{[ware.inv_probe, 2, 5, 85]}">
          <append_to_list name="param.itemtraderlists.equipmentlists2.{1}" exact="[ware.inv_probe, 2, 5, 85]" />
        </do_if>
        <do_if value="not param.itemtraderlists.equipmentlists2.{1}.indexof.{[ware.inv_hyperdrivecrystal, 8, 15, 85]}">
          <append_to_list name="param.itemtraderlists.equipmentlists2.{1}" exact="[ware.inv_hyperdrivecrystal, 8, 15, 85]" />
        </do_if>
fixes at least the probes and jump crystalls.

Edit2: And i just saw that it was also tried not to spawn lawinforcement npcs, but i'm still getting all the station chatter and relation punishment when shooting on another faction when starting in albion.

Changing the <remove/> line in md/inituniverse.xml to:

Code: Select all

  <remove sel="//cue[@name='CreateLawEnforcementNPCs']"/>
fixes that aswell.
Last edited by iforgotmysocks on Sat, 23. Sep 17, 14:46, edited 4 times in total.

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