[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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Akaluk
Posts: 6
Joined: Sat, 8. Dec 12, 08:16
xr

Post by Akaluk » Thu, 21. Dec 17, 00:53

How do you get CWIR to work in 4.30?

Game freezes after loading screen when i try to load my save :?:

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Nikola515
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Post by Nikola515 » Thu, 21. Dec 17, 01:57

Reinstalling mods seems to work (for me anyway). If not check your other mods if you have any installed.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

Akaluk
Posts: 6
Joined: Sat, 8. Dec 12, 08:16
xr

Post by Akaluk » Thu, 21. Dec 17, 22:16

You're right, i can start a new game with CWIR but my save wont load anymore :( crashes after the game loads, i get a *bing* after loading then the game freezes. Any idea whats wrong?

iforgotmysocks
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Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks » Sat, 23. Dec 17, 09:22

What mods are u using? :o

LEGO1001
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Post by LEGO1001 » Sat, 30. Dec 17, 06:54

Anyone know were you can buy X4 probes at???

iforgotmysocks
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Post by iforgotmysocks » Sat, 30. Dec 17, 07:08

LEGO1001 wrote:Anyone know were you can buy X4 probes at???
Currently nowhere unless you change a few lines of code. That part of the mod is outdated and needs a small update. I wrote a few pages back how u can fix it, here it is again:
iforgotmysocks wrote: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.

iforgotmysocks
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Post by iforgotmysocks » Sat, 30. Dec 17, 12:39

Hmm.... i was just checking out what the xenon were up to lately...
https://imgur.com/a/wAFji
There might be something wrong here. xD

Edit:
Not just the Xenon. :D
https://i.imgur.com/fafwdXC.jpg

150147
Posts: 350
Joined: Mon, 31. Mar 08, 13:50
x3tc

Post by 150147 » Sun, 31. Dec 17, 09:33

iforgotmysocks wrote:Hmm.... i was just checking out what the xenon were up to lately...
https://imgur.com/a/wAFji
There might be something wrong here. xD

Edit:
Not just the Xenon. :D
https://i.imgur.com/fafwdXC.jpg
I have also had this. Takes a LARGE task force of Fulmekrons to clear the zone. Good Luck!

otto_deluxe
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Joined: Sat, 14. May 05, 10:29
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Post by otto_deluxe » Sat, 6. Jan 18, 14:20

You, sirs, must have insane PCs when those battles do not crash your game. I have a theory about how this happened:
Both factions "saved up" fleet points or ships, and when attacked, sent reinforcements multiple times, which in return proced reinforcements from the other party, and vice versa.
When I attacked a Xenon station for the first time a few days in the save, the Xenon sent ~7 or 8 response fleets of an I, a handful of Ks and each K with a handful of Ns and Ms. Whenever I would get more of my own ships in, they would send more and more.

So my guess is, both your factions didn't lose ships in a long time and just sent reinforcements after reinforcements. It's just a guess, I did not have a look at the code.

iforgotmysocks
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Post by iforgotmysocks » Sat, 6. Jan 18, 19:00

otto_deluxe wrote:You, sirs, must have insane PCs when those battles do not crash your game. I have a theory about how this happened:
Both factions "saved up" fleet points or ships, and when attacked, sent reinforcements multiple times, which in return proced reinforcements from the other party, and vice versa.
When I attacked a Xenon station for the first time a few days in the save, the Xenon sent ~7 or 8 response fleets of an I, a handful of Ks and each K with a handful of Ns and Ms. Whenever I would get more of my own ships in, they would send more and more.

So my guess is, both your factions didn't lose ships in a long time and just sent reinforcements after reinforcements. It's just a guess, I did not have a look at the code.
Nah, the reason was that those xenon were trying to destroy that station for a long time. And for some reason they weren't able to finish it off while i wasn't in zone. So they just stacked up more and more invasion fleets and when i popped into zone they managed to destroy the station and moved on.

Not sure what the reason for AG and HV is (second link [both are green to me]), that they're not fighting it out, but it seems AG are keeping their ships close to the gate and HV is trying to destroy the station. Idk, it's kinda weird. :D

JESS 246
Posts: 573
Joined: Mon, 3. Jul 06, 03:24
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Post by JESS 246 » Sun, 7. Jan 18, 12:11

Hi CWIR Team.

Great mod and it seems to work well.

In a recent post on another subject asking about total station builds as well an earlier post i made to egosoft about total station builds i was informed that this mod dose that, as i've now found out i'm so happy.

Though this mod dose in most part what i've asked for a total station build, but i find it still needs a little work on the the station total builds.

All stations total builds are fine except the shipyards and the drone amounts.

Firstly i'll deal with the shipyards unless i've missed something why are they constantly auto building ships that either are not wanted yet or i would never build, yes i can donate etc, but they are stopping other races from ship build trading.

Is there like i said i may have missed it some way i can stop the auto ship building.

Now i'll deal with the drone amounts and again i may have missed it, but why are the auto amounts so out of proportion either too many of one or not enough of others, yes i can get the manager to resupply, but in the supply menu there is no Construction drone listing.

It would be nice that in station full build there was another option for station requirements somewhat like as listed below.

1: Pick place and station then contractor and build funding, with option self/sale.
2: One of the three build options with or without crew with option of 3-5 star crew at nearest best cost, funds drawn from player account (Funds permitting).
2.1: With fullcrew if for self and allocate the funds for that station manager.
2.2: Without crew if we want to donate to allies, with option to minamil crew ie Manager/Defence/Engineer, The rest hume get it will provide.
2.3 To sell at the full cost of build plus 10-20% on top labour costs and drone/crews. (% etc Open to modders options) .
3: Pick what drones we want and quantity for that type of station.
4.: We can order what type ships and amount to add to that station.

The above would make the total station build more personal player preferences base and not standard as is now.

Though the standard option could come in two parts standard/Full.

Standard as the total build stands now.
Full with the option in my suggestion list.

This is open for CWIR Team thoughts if is liked or if can be added to mod maybe pick my brains for further input/ideas.

If all else fails please can someone tell me which file or where i can change drone amounts or stop shipyards ship auto building.

I'm no modder but any help would be very grateful.

Maybe one of you can upload a file with the drones left out so i can supply them and a file with no ship auto build or at least come with only 2 auto trader builds and 2 random capital combat ship builds.

Thank you cwir team for a very good mod and fulfilling a suggestion i made many moons ago to egosoft about full station builds.

Sorry if this post looks like wuffle and hope you can understand what i was suggesting.

I love all your work guys.

lqvinh
Posts: 74
Joined: Sun, 1. Dec 13, 09:17

Post by lqvinh » Sun, 21. Jan 18, 18:31

Hi,
Could you tell me why the xenon ships are having human pilots? I thought they are supposed to be AI ships?

Thanks for the hard work.
Vincent

xwanderer
Posts: 58
Joined: Sat, 16. Nov 13, 08:51
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Post by xwanderer » Sun, 28. Jan 18, 13:14

Hi there,

I have a little problem with xenon stations that were built in Devries and cannot be destroyed (IZ and OOZ). Their health never drops below 15%. Is this a bug or are there any other mods that can cause this?

Thank you

JESS 246
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Post by JESS 246 » Sun, 28. Jan 18, 13:51

Hi All.

I too have issues with xenon stations like xwanderer they do not want to die.

Though i have seen one totaled in the campaign viv other ships i've looked all over the wreaked stations and there seem to be nothing whole though further checking it seems the the docking pad is bugged and that can still shows active though icon is gone.

To add and not known if anyone else have built or captured a xenon station as i've done both.

I'm having the issue afterwards with the upkeeps i'm asks to stock cargo drones but can't there is no drone dock/storage or is there no trading docks as well like other stations.

Can anyone either a Modder or Egosoft rectify this issues after all they are part of the game and therefore be playable like all other stations.

LudwigSteiner
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Joined: Tue, 30. Jan 18, 23:34

Post by LudwigSteiner » Tue, 30. Jan 18, 23:37

Its been a while since any updates came along, are people still working on this mod or did development cease ?

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Marvin Martian
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Post by Marvin Martian » Wed, 31. Jan 18, 07:17

simply some common bugfixes includet at https://github.com/40712ef4f9/cwir , don't know if BR will update the official packages

actual development time get spend to https://forum.egosoft.com/viewtopic.php?t=394031 / https://github.com/40712ef4f9/nf_a

LudwigSteiner
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Post by LudwigSteiner » Wed, 31. Jan 18, 20:57

So I can stop waiting for the mod to ever reach finished status ? Such a shame.

Ezarkal
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Post by Ezarkal » Thu, 1. Feb 18, 00:54

BlackRain has mentioned at some point that the mod was pretty much finished anyway.
And considering the extend of the changes brought by this mod, I'd say it's pretty awesome. Now I can't imagine XR without it.
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.

150147
Posts: 350
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Boarding Stations?

Post by 150147 » Thu, 1. Feb 18, 18:35

Hi Guys,

I read in the readme/patch notes that you can board and capture stations in this MOD. Has anyone managed to do this yet?

How do you go about it?

:twisted:

LudwigSteiner
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Joined: Tue, 30. Jan 18, 23:34

Post by LudwigSteiner » Fri, 2. Feb 18, 00:51

So I installed the Mod again, even installed ALL the fixes Marvin Martian postet below and it somehow stops my game when I press Enter to open my Menu. I cant move untill I tab out of the game again and join. Is that normal ?

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