[WIP] X Rebirth: The New Frontier
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Any ship with "fuel" type of cargo, it's 'Tanker" variation of Rahanos for example.
But for 1 mission you can just sell them 10 times fo 2500 fuel =)
Can i build Ship part and Ship part (weapon) by myself? can't find such factory in build list of all CV =(((
some more:
1. Station don't get destryed. 2 PCM ships was trying do deastroy a Cantera station for 2 days by know, all modules dead but it still 19% HP
2. Ship production is stuck at 100% no one wan't to take ship part's to shipyard exept player
3. MB couse of no new ships the war's between goverment was ended in first few hour's and know everyone sitting in there borber's.
But for 1 mission you can just sell them 10 times fo 2500 fuel =)
Can i build Ship part and Ship part (weapon) by myself? can't find such factory in build list of all CV =(((
some more:
1. Station don't get destryed. 2 PCM ships was trying do deastroy a Cantera station for 2 days by know, all modules dead but it still 19% HP
2. Ship production is stuck at 100% no one wan't to take ship part's to shipyard exept player
3. MB couse of no new ships the war's between goverment was ended in first few hour's and know everyone sitting in there borber's.
Trup2 wrote:Any ship with "fuel" type of cargo, it's 'Tanker" variation of Rahanos for example.
But for 1 mission you can just sell them 10 times fo 2500 fuel =)
yeah there is more commercial version for that, what when station PMC border is running without fuel cells ?
Is there any ship that can trade fuel cells (more cargo ?)
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
The Fuelcells are only tradeware on this station
some OL ships have double fuel storage, also the Repairship and the Sanahar Supplier (HoA SY) is designed to support fleets with fuel, so the ship can carry a lot of fuelcells
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@Trup2
Shipparts (big/small) can build with "Civ Ship Parts Lot Ship Tech Fab" -Station, available on each regular CV
What stations can't destroyed (macro, or name) are you in zone or did you leave, IZ it is difficult, OOZ the station should blown up (get ownerless and will removed some hours later)
wihout ships to fight, nobody can go fighting - old way was to spawn ships
some OL ships have double fuel storage, also the Repairship and the Sanahar Supplier (HoA SY) is designed to support fleets with fuel, so the ship can carry a lot of fuelcells
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@Trup2
Shipparts (big/small) can build with "Civ Ship Parts Lot Ship Tech Fab" -Station, available on each regular CV
What stations can't destroyed (macro, or name) are you in zone or did you leave, IZ it is difficult, OOZ the station should blown up (get ownerless and will removed some hours later)
wihout ships to fight, nobody can go fighting - old way was to spawn ships
Station wasn't dead IZ or OOZ they were jist shooting it for nonstop but it's HP never drop below 19% =)
I was in de vriz system sector "pured vail (hope i hear it right") zone 1 (don't know how to tranlate it name in english)
Station called Tech lab.
Than'x for clue with ship part production. And plz look why no one of npc or my automate traders want to sell them (mb couse of low profit per run?)
And how mechanic of invasion work's? i mean how many ship's goverment faction need to build till it's ready for fight? wan't try to help them with production
I was in de vriz system sector "pured vail (hope i hear it right") zone 1 (don't know how to tranlate it name in english)
Station called Tech lab.
Than'x for clue with ship part production. And plz look why no one of npc or my automate traders want to sell them (mb couse of low profit per run?)
And how mechanic of invasion work's? i mean how many ship's goverment faction need to build till it's ready for fight? wan't try to help them with production
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
the invasion-mechanic check time by time closer areas (or connected Zones) to attack with dedicated fleets
the fightships for this and secure reasons will normally send to her target areas, if the old job is outdated or not any longer required they will send to a new secure job, if nothing available they will add as escorts to other patroljobs and if there is nothing too they will be marked for invasion fleets
the invasion mechanic should check in front of an final attack order the number of ships in each fleet and send more units (if possible)
thats the theory, in lack of enough ships to reach this point this doesn't happend under documented circumstances
most combats resulting actually in the fact the areas are not always connected and fleets fly through enemy space at travel actions
the fightships for this and secure reasons will normally send to her target areas, if the old job is outdated or not any longer required they will send to a new secure job, if nothing available they will add as escorts to other patroljobs and if there is nothing too they will be marked for invasion fleets
the invasion mechanic should check in front of an final attack order the number of ships in each fleet and send more units (if possible)
thats the theory, in lack of enough ships to reach this point this doesn't happend under documented circumstances
most combats resulting actually in the fact the areas are not always connected and fleets fly through enemy space at travel actions
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
tyranis is units_size_xl_kit_destroyer_01_macro (so XL) to prevent problems you should use a XL ship, preferentially a Carrier modell
then you can replace the macro-file with another one, you simply need to adjust the name-tag inside the file too
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Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction
then you can replace the macro-file with another one, you simply need to adjust the name-tag inside the file too
----
Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction
thxMarvin Martian wrote:Add an update on Git related to the shippart-Teladi-SY-bug and the problematics with station destruction
So if i understand right i must just replace text in units_size_xl_kit_destroyer_01_macro with for example Araun from original game files but save the name of it like this <macro name="units_size_xl_kit_destroyer_01_macro" class="ship_xl">
and then all Tyranis class swaned and builded ships will turn into Araun?
And what files response for initial spawn of ship's in universe?
As i think after scout files game will execute TO_DO SHIP and spawn random ship with needed tag's and size and ship type and hull will be taken from "component' and 'macros"?
Is there any way in future to make added new ship's optional for this mod? couse they seem's a little OP =)
As i think after scout files game will execute TO_DO SHIP and spawn random ship with needed tag's and size and ship type and hull will be taken from "component' and 'macros"?
Is there any way in future to make added new ship's optional for this mod? couse they seem's a little OP =)
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
ship balance is nothing there is someone had a look for right now, the point was a lot of different ships fly around and i use whats available
the macros for most factions are in md/mm_corps__data at first library
if you want to use vanilla shiptypes only, feel free to change the used type of ships, but this isn't "balanced" anyway in my opinion
Tradeships with universal cargo simply working better if you have only a very low number of them then "classic" dedicated variants, so i prefer to use this cargotype ships
Egosoft take use of a lot of Jobships, now the most part need to be done with a much lower number of ships and each trade should give the owner profit in fact the NPCs can run out of money
thats also the problem of the conclusion some posts before as EZ and other cheap stuff dry out after a while, i think the Owner simply runs out of money finally
the macros for most factions are in md/mm_corps__data at first library
if you want to use vanilla shiptypes only, feel free to change the used type of ships, but this isn't "balanced" anyway in my opinion
Tradeships with universal cargo simply working better if you have only a very low number of them then "classic" dedicated variants, so i prefer to use this cargotype ships
Egosoft take use of a lot of Jobships, now the most part need to be done with a much lower number of ships and each trade should give the owner profit in fact the NPCs can run out of money
thats also the problem of the conclusion some posts before as EZ and other cheap stuff dry out after a while, i think the Owner simply runs out of money finally
In few day's i dive deep into XR XML files, and now want to tell that modding egosoft game is awesome, it's really not so hard to understand and change there script's mechanic (basic at least)
I combined few mod's and remove zone highways (thx Realspace), tweak ship's speed to make them travel without road's based on Realistic thrust mod but rewrite it by myself opinion, then i rebalance all fighter weapon (more range for primary and huge damage boost to rocket's) and capital turret's (fix plasma and beam so they can't hit small target's so easy)
Know it's really more fun when 4-5 reaver's fighter's deal a real threat to my trade ship's and 20 of them can kill SUL =)
But back to thread:
1. I was scouting reaver's hidout in devris system but there shipyard can produce only big ships, and there economy is very bad (all station run out of resources in 5 hour's) were they take supply? and how they produce fighters?
2. ACME corp, who are they?
3. I changed prices of ship part's in wares list so they become utlra profit, but npc still don't like them...no one want to trade them even if it gives 1000% profit. What can be wrong?
4. Reavers still spawn in empy heart sector when player in zone, killing one group and there spawn more, and so to evernity =(((
I combined few mod's and remove zone highways (thx Realspace), tweak ship's speed to make them travel without road's based on Realistic thrust mod but rewrite it by myself opinion, then i rebalance all fighter weapon (more range for primary and huge damage boost to rocket's) and capital turret's (fix plasma and beam so they can't hit small target's so easy)
Know it's really more fun when 4-5 reaver's fighter's deal a real threat to my trade ship's and 20 of them can kill SUL =)
But back to thread:
1. I was scouting reaver's hidout in devris system but there shipyard can produce only big ships, and there economy is very bad (all station run out of resources in 5 hour's) were they take supply? and how they produce fighters?
2. ACME corp, who are they?
3. I changed prices of ship part's in wares list so they become utlra profit, but npc still don't like them...no one want to trade them even if it gives 1000% profit. What can be wrong?
4. Reavers still spawn in empy heart sector when player in zone, killing one group and there spawn more, and so to evernity =(((
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
i think it has stopped to work since beta 4.22 (also in cwir classic)
also other mods like faster boarding or bording options does not work since 4.22 and more
it was ok with the first beta.
Something maybe adjustable, balors firing when troopers are flying to the target, and the explosiion kills all the troopers close to the impact.
It would be nice if by "target-update at start of boarding" means attacks stop at troopers launch and fly to target, instead of starting when troopers are all inside ?
would it be like that ?
also other mods like faster boarding or bording options does not work since 4.22 and more
it was ok with the first beta.
Something maybe adjustable, balors firing when troopers are flying to the target, and the explosiion kills all the troopers close to the impact.
It would be nice if by "target-update at start of boarding" means attacks stop at troopers launch and fly to target, instead of starting when troopers are all inside ?
would it be like that ?
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
the boardingscript of NF should work in 4.22
still fired torpedos can't stopped without much cheat-magic, so this won't happend at the moment
the process is right now that as far a boarding is in progress the ships should stop shooting if the hull is below 70%
to get all allies "informed", best start your boardingprocess after target have less then 70% hull, so all should stop attacking asap (without garantie, it always take some seconds)
the problem could now: your ships won't shoot back about defence AI, but captains-AI will still get close to the enemy and taking damage (or take the enemy fire if intended) so send them away before they get to much
still fired torpedos can't stopped without much cheat-magic, so this won't happend at the moment
the process is right now that as far a boarding is in progress the ships should stop shooting if the hull is below 70%
to get all allies "informed", best start your boardingprocess after target have less then 70% hull, so all should stop attacking asap (without garantie, it always take some seconds)
the problem could now: your ships won't shoot back about defence AI, but captains-AI will still get close to the enemy and taking damage (or take the enemy fire if intended) so send them away before they get to much