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

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unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 07:51

Im not sure what egosoft could have changed to mess with the destructible stations, but I've only been able to get them down to about 13% and nothing happens. I destroyed every station in lookout alpha before 4.0 so I rarely miss things when it comes to destroying every module. Idk if it even has anything to do with hull strength or not because the station usually disappear when there is nothing left to destroy.

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Post by BlackRain » Sun, 28. Feb 16, 15:46

Reaperxvii wrote:
unknown entity wrote:
Reaperxvii wrote:Stations CAN still be killed (idk about ships killing them but my test laser still killed it)

Gonna test a fleet next

**EDIT** 10 fulmekrons made short work of a Cell recharge fab also, you might try rebroadcasting the attack order if they do get hung up.

but to Clarify Station destruction IS still working with 9g
I'm just going to disable mods and hopefully i can narrow down the culprit. I've using the free play start and just attacking the first station i see with 15 fulmekrons(by using cheat mod), but still nothing.
Check my Edit 2 unknown, it does seem to be bugged out, some station can be killed while others can't (gonna test more)


**EDIT 3** Confirming not all stations can be killed ----> http://imgur.com/cbtRjBW

Nothing on the station can be killed and the hull is holding at 8%, Is it possible they upgraded overall station hull strengths?


Station destruction has always been wonky. Did you try leaving the zone while the ships were attacking the station? Sometimes leaving the zone and then going back in a couple of times will get the station to blow up. I will look at the station destruction code, but it should be working. Sometimes there is some weird piece that wont get destroyed or wont be registered at first, or something you need to personally destroy yourself.

VincentTH
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Post by VincentTH » Sun, 28. Feb 16, 18:05

@BlackRain

I started a new game, and turn on the GUI debug log, then copy + paste error messages as they pop up:

Updated Debug log

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Post by BlackRain » Sun, 28. Feb 16, 19:08

VincentTH wrote:@BlackRain

I started a new game, and turn on the GUI debug log, then copy + paste error messages as they pop up:

Updated Debug log
There will be some errors. Most of those are either harmless or not related. The only one I don't know is the one with br.move.escort. May be that lead ship was killed and it messed up not sure.

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Post by BlackRain » Sun, 28. Feb 16, 19:38

BlackRain wrote:
VincentTH wrote:@BlackRain

I started a new game, and turn on the GUI debug log, then copy + paste error messages as they pop up:

Updated Debug log
There will be some errors. Most of those are either harmless or not related. The only one I don't know is the one with br.move.escort. May be that lead ship was killed and it messed up not sure.
If anyone can please observe whether ships are traveling to different sectors and different clusters. Let me know because ego soft changed some things with that and I want to make sure it is working ok.

unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 20:37

BlackRain wrote:
Reaperxvii wrote:
unknown entity wrote:
Reaperxvii wrote:Stations CAN still be killed (idk about ships killing them but my test laser still killed it)

Gonna test a fleet next

**EDIT** 10 fulmekrons made short work of a Cell recharge fab also, you might try rebroadcasting the attack order if they do get hung up.

but to Clarify Station destruction IS still working with 9g
I'm just going to disable mods and hopefully i can narrow down the culprit. I've using the free play start and just attacking the first station i see with 15 fulmekrons(by using cheat mod), but still nothing.
Check my Edit 2 unknown, it does seem to be bugged out, some station can be killed while others can't (gonna test more)


**EDIT 3** Confirming not all stations can be killed ----> http://imgur.com/cbtRjBW

Nothing on the station can be killed and the hull is holding at 8%, Is it possible they upgraded overall station hull strengths?


Station destruction has always been wonky. Did you try leaving the zone while the ships were attacking the station? Sometimes leaving the zone and then going back in a couple of times will get the station to blow up. I will look at the station destruction code, but it should be working. Sometimes there is some weird piece that wont get destroyed or wont be registered at first, or something you need to personally destroy yourself.
Nothing is working, the two cell fabs in steady mole are invincible no matter what i do. In fact, the moment i leave the zone they start repairing parts of the station very rapidly and i end up destroying them again. I can assure you though, that EVERY single part of the station was destroyed, but sometimes they just repair things anyways. I will try blowing up other stations, perhaps its just the cell fabs.

Edit: Ok i was able to destroy a cell recharge fac in gemstone, so I will compile a list of indestructible stations when i come across them.

Edit 2: could it be possible that the new hacking feature(to get rare items for crafting) could be causing this? Whenever i travel around the wreckage of the cell fabs/farmerys i notice that there are a ton of canisters floating around in space near all the debris. Is it possible that these specific stations are the only way of getting these materials and that they are industructible to preserve those materials?

Bugged stations:
AES CELL FAB MATRIX
WF STAPLES FARMERY(experienced these indestructible stations in two different sectors)
BER TECH LABORATORY I
Last edited by unknown entity on Sun, 28. Feb 16, 21:49, edited 1 time in total.

BlackRain
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Post by BlackRain » Sun, 28. Feb 16, 21:49

unknown entity wrote:
BlackRain wrote:
Reaperxvii wrote:
unknown entity wrote:
Reaperxvii wrote:Stations CAN still be killed (idk about ships killing them but my test laser still killed it)

Gonna test a fleet next

**EDIT** 10 fulmekrons made short work of a Cell recharge fab also, you might try rebroadcasting the attack order if they do get hung up.

but to Clarify Station destruction IS still working with 9g
I'm just going to disable mods and hopefully i can narrow down the culprit. I've using the free play start and just attacking the first station i see with 15 fulmekrons(by using cheat mod), but still nothing.
Check my Edit 2 unknown, it does seem to be bugged out, some station can be killed while others can't (gonna test more)


**EDIT 3** Confirming not all stations can be killed ----> http://imgur.com/cbtRjBW

Nothing on the station can be killed and the hull is holding at 8%, Is it possible they upgraded overall station hull strengths?


Station destruction has always been wonky. Did you try leaving the zone while the ships were attacking the station? Sometimes leaving the zone and then going back in a couple of times will get the station to blow up. I will look at the station destruction code, but it should be working. Sometimes there is some weird piece that wont get destroyed or wont be registered at first, or something you need to personally destroy yourself.
Nothing is working, the two cell fabs in steady mole are invincible no matter what i do. In fact, the moment i leave the zone they start repairing parts of the station very rapidly and i end up destroying them again. I can assure you though, that EVERY single part of the station was destroyed, but sometimes they just repair things anyways. I will try blowing up other stations, perhaps its just the cell fabs.

Edit: Ok i was able to destroy a cell recharge fac in gemstone, so I will compile a list of indestructible stations when i come across them.

Edit 2: could it be possible that the new hacking feature(to get rare items for crafting) could be causing this? Whenever i travel around the wreckage of the cell fabs/farmerys i notice that there are a ton of canisters floating around in space near all the debris. Is it possible that these specific stations are the only way of getting these materials and that they are industructible to preserve those materials?

Bugged stations:
AES CELL FAB MATRIX
WF STAPLES FARMERY(experienced these indestructible stations in two different sectors)

The fact that some stations are destroyed just fine shows it is working but there may be another issue. The cell recharge factory doesn't have many parts to it so it might have something to do with that.

If you don't mind helping me test this out, can you please do the following and then report back to me?

Open up the conquer_mod.xml in the MD folder of the mod. Find the following lines


<do_if value="$Flag1 lt 1 or $Stations.{$i}.hullpercentage lt 25 or ($Flag1 lt 25 and $Stations.{$i}.hullpercentage lt 25)" >


Change to the following:

<do_if value="$Flag1 lt 1 or $Stations.{$i}.hullpercentage lt 75 or ($Flag1 lt 75 and $Stations.{$i}.hullpercentage lt 80)" >


Let me know if you can destroy the stations after changing that.

unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 22:09

Still not working even after i changed that line of code by using notepad++. Those damn cell fabs wont disappear.

BlackRain
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Post by BlackRain » Sun, 28. Feb 16, 22:16

unknown entity wrote:Still not working even after i changed that line of code by using notepad++. Those damn cell fabs wont disappear.
Try leaving the zone first, waiting a little and then coming back into the zone.

Meanwhile I will look into those specific stations and see if they added the indestructible tag to them.

unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 22:22

I've been trying that but no luck. Basically any station that is destructible will disappear extremely quickly, and if they arent destructible my ships will shoot at nothing indefinitely. The cell recharge fab and the shipyard are the only two stations ive had success with so far, and they literally take like 5 minutes to vaporize using 15 fulmekrons.

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Post by BlackRain » Sun, 28. Feb 16, 22:26

unknown entity wrote:I've been trying that but no luck. Basically any station that is destructible will disappear extremely quickly, and if they arent destructible my ships will shoot at nothing indefinitely. The cell recharge fab and the shipyard are the only two stations ive had success with so far, and they literally take like 5 minutes to vaporize using 15 fulmekrons.
Can you send me your save?



IF you can upload it to drop box or something I can quickly look into it.

unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 22:44

https://www.dropbox.com/s/4565vxrgryoun ... ml.gz?dl=0

I think this one is it. This save is after i destroyed(well turned it in to debris, not actually destroyed) the first cell fab, and i spawned in a bunch of ships/equipment using cheat mod to destroy the first station that you spawn next to after starting a free play character.
Last edited by unknown entity on Sun, 28. Feb 16, 22:49, edited 1 time in total.

BlackRain
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Post by BlackRain » Sun, 28. Feb 16, 22:49

unknown entity wrote:https://www.dropbox.com/s/4565vxrgryoun ... ml.gz?dl=0

I think this one is it. This save is after i destroyed(well turned it in to debris, not actually destroyed) the first cell fab, and i spawned in a bunch of ships using cheats and what not to destroy the first station that you spawn next to after starting a free play character.
Ok, I am testing with a new game right now, I just destroyed the Plutarch exchange, going to try the staples farmery now.

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Post by BlackRain » Sun, 28. Feb 16, 22:53

unknown entity wrote:https://www.dropbox.com/s/4565vxrgryoun ... ml.gz?dl=0

I think this one is it. This save is after i destroyed(well turned it in to debris, not actually destroyed) the first cell fab, and i spawned in a bunch of ships/equipment using cheat mod to destroy the first station that you spawn next to after starting a free play character.

By the way, are you using MICT and MOCT?

unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 22:56

MICT/MOCT?

Edit: i figure you mean misc iz combat tweaks? I originally had it turned on, but i turned it off when i was trying to fix the problem. Its possible that save had it on though.
Last edited by unknown entity on Sun, 28. Feb 16, 23:03, edited 1 time in total.

BlackRain
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Post by BlackRain » Sun, 28. Feb 16, 23:02

unknown entity wrote:MICT/MOCT?

Combat mods by w.evans. How low did you get the hull too? Did you destroy every single part? Curious because I am attacking a staples farmery now, hp of station is at 18% but it still has many parts not destroyed.

unknown entity
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Post by unknown entity » Sun, 28. Feb 16, 23:04

Usually 10%-13% or so on average, and then nothing happens and there is nothing left to destroy. Unless they happen to add some really weird parts that i cant find, but usually station scan does the trick so i rarely miss any parts.

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Post by BlackRain » Sun, 28. Feb 16, 23:27

unknown entity wrote:Usually 10%-13% or so on average, and then nothing happens and there is nothing left to destroy. Unless they happen to add some really weird parts that i cant find, but usually station scan does the trick so i rarely miss any parts.

Well, I got it down to 9%, seems to be the lowest, I can't find anything else to destroy. They didn't change anything in the macro or components so I am not sure why it is not getting destroyed. Hmm.

Willkiller1234
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Post by Willkiller1234 » Mon, 29. Feb 16, 00:39

How do you take over a sector from an enemy?

BlackRain
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Post by BlackRain » Mon, 29. Feb 16, 02:10

Willkiller1234 wrote:How do you take over a sector from an enemy?

You have to destroy all stations and ships of the faction that owns the zone, if there are no other capital ships from ANY OTHER faction in there and you have capital ships in there, the zone will become yours. It will only stay yours if you build a station there, though.

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