[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 » Mon, 29. Feb 16, 02:26

I figured out the issue, I just blew up two staples farmery places so let me just upload a fix (with some other minor fixes here and there as well into a 0.9h version)

BlackRain
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Post by BlackRain » Mon, 29. Feb 16, 02:39

0.9h Is uploaded, this should fix station destruction, let me know!


By the way, if you are starting a new game, it may take a very long time before all ships that are supposed to spawn, spawn. A couple of hours, that is.


On another note, if you aren't using MICT and MOCT, you should consider using them with this mod.

unknown entity
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Post by unknown entity » Mon, 29. Feb 16, 02:59

hmm but i still cant kill AES cell fab matrix's. Going to try to kill farmer station now just to see if your fix at least worked.

Edit: yes, you fixed farmer stations but cell fabs/labs are still and issue. I will just compile a list of all effected stations as i go on.

BlackRain
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Post by BlackRain » Mon, 29. Feb 16, 03:02

unknown entity wrote:hmm but i still cant kill AES cell fab matrix's. Going to try to kill farmer station now just to see if your fix at least worked.

Hehe, yeah, I actually tried two things and I thought what fixed the issue was the second thing I did, but it turned out to be the first thing I did, but I just confirmed that the first thing I did works, so I have to actually reupload with the first fix. Give me a couple minutes.

unknown entity
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Post by unknown entity » Mon, 29. Feb 16, 03:04

hehe np XD. I'm just really happy that you made some progress. Other than the cell fabs/farmer stations, the last thing that i experienced problems with was BER TECH LABORATORY I though. So hopefully its possible to fix everything now that you have an idea on whats causing it.

BlackRain
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Post by BlackRain » Mon, 29. Feb 16, 03:08

unknown entity wrote:hehe np XD. I'm just really happy that you made some progress. Other than the cell fabs/farmer stations, the last thing that i experienced problems with was BER TECH LABORATORY I though. So hopefully its possible to fix everything now that you have an idea on whats causing it.
I am fixing it now, all stations should now be working fine.

BlackRain
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Post by BlackRain » Mon, 29. Feb 16, 03:11

Whoever downloaded Version 0.9h Please REDOWNLOAD now, it should be working.


Please let me know if it now works.

unknown entity
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Post by unknown entity » Mon, 29. Feb 16, 03:28

yay i think its working now \o/. Those damn cell fabricators and those space farmers are now going to pay for what they've done.

VincentTH
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Post by VincentTH » Mon, 29. Feb 16, 04:10

FWIW, 16+ hours with 4.0+CWIR+TO (noHOL), FPS remains steady at 50+.

Downloading 0.9h now

Reaperxvii
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Post by Reaperxvii » Mon, 29. Feb 16, 05:57

Good work blackrain, glad you got it fixed :)
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Scoob
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Post by Scoob » Mon, 29. Feb 16, 13:36

BlackRain wrote:0.9h Is uploaded, this should fix station destruction, let me know!


By the way, if you are starting a new game, it may take a very long time before all ships that are supposed to spawn, spawn. A couple of hours, that is.


On another note, if you aren't using MICT and MOCT, you should consider using them with this mod.
Thanks for the update.

While MICT works fine with 4.0, doesn't MOCT currently have issues? I'm avoiding MOCT for that reason, but perhaps I've missed a recent update?

Scoob.

Meme Turtle
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Post by Meme Turtle » Mon, 29. Feb 16, 17:06

Is this mod compatible with other mods like MICT/MOCT, TAF and carrier mod? As I understand mods that add player shipyards are not compatible but what about other mods?

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Post by Reaperxvii » Mon, 29. Feb 16, 17:21

matveich[EG] wrote:Is this mod compatible with other mods like MICT/MOCT, TAF and carrier mod? As I understand mods that add player shipyards are not compatible but what about other mods?
Most mods are compatible with this, he even recommends MICT/MOCT, taf and the Carrier mod are also compatible.

The only mods that aren't are any mods that add player shipyards, because this mod also adds player shipyards.

and any mod like world war x or conquest mod, as these add I'm custom Job scripts as well and lead to conflicts.

Temperary zone builder also won't work but only because blackrain already has something similar incorporated into CWIR
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Reaperxvii
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Post by Reaperxvii » Mon, 29. Feb 16, 17:23

Scoob wrote:
BlackRain wrote:0.9h Is uploaded, this should fix station destruction, let me know!


By the way, if you are starting a new game, it may take a very long time before all ships that are supposed to spawn, spawn. A couple of hours, that is.


On another note, if you aren't using MICT and MOCT, you should consider using them with this mod.
Thanks for the update.

While MICT works fine with 4.0, doesn't MOCT currently have issues? I'm avoiding MOCT for that reason, but perhaps I've missed a recent update?

Scoob.
No both should be working wth 4.0 now :)
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

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risbosix
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Post by risbosix » Tue, 1. Mar 16, 08:40

Good to know,

Is there anything like a "real economy" for X Rebirth ?

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 1. Mar 16, 08:41

This mod makes Factions build their own ships and you can help the war effort militarily or by donating ships you build yourself.

BlackRain
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Post by BlackRain » Tue, 1. Mar 16, 12:46

Sparky Sparkycorp wrote:This mod makes Factions build their own ships and you can help the war effort militarily or by donating ships you build yourself.
Well what happens is that some ships which are spawned use up resources for that faction (this doesn't happen for every ship but for some, this may change in the future). Some ships built at shipyards are in fact also used in jobs (but this isn't that many). Ships built at stations will be used by the faction that built them. Ships you sell to a shipyard will be used by that faction.

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Feedbac on0.9h

Post by VincentTH » Wed, 2. Mar 16, 03:05

@BlackRain

So I start Terran Commander with 0.9g+4.0+TO (no HoL), then a few hours of game time later, upgraded to 0.9h.

Here are my feedbacks:

Difficulty = Hard.
FPS remains at 50+, but occasionally, dipped to low 20s, at which time, a save and reload fixes the FPS.
I notice that at Hard difficulty, HOA only sent 1 lone Arawn to take TBE, and that does not seem to be enough. (Previously, the script sent 2 fully equipped Arawn squads + Balors). I am now at 803-09-21 12:04 game time (36 hours have passed since start), and HOA cannot take out the defending Taranis yet, let alone the station.
Xenon activities in OL and DV do not seen to change much compared to 0.9f, with I's escorted with 2 Ks, overwhelming the poor Canterans.

I now shelve that game, and test the Entrepeneur Start at Very Hard difficulty. If you need a save game to look at the balance, please let me know.

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Re: Feedbac on0.9h

Post by BlackRain » Wed, 2. Mar 16, 04:30

VincentTH wrote:@BlackRain

So I start Terran Commander with 0.9g+4.0+TO (no HoL), then a few hours of game time later, upgraded to 0.9h.

Here are my feedbacks:

Difficulty = Hard.
FPS remains at 50+, but occasionally, dipped to low 20s, at which time, a save and reload fixes the FPS.
I notice that at Hard difficulty, HOA only sent 1 lone Arawn to take TBE, and that does not seem to be enough. (Previously, the script sent 2 fully equipped Arawn squads + Balors). I am now at 803-09-21 12:04 game time (36 hours have passed since start), and HOA cannot take out the defending Taranis yet, let alone the station.
Xenon activities in OL and DV do not seen to change much compared to 0.9f, with I's escorted with 2 Ks, overwhelming the poor Canterans.

I now shelve that game, and test the Entrepeneur Start at Very Hard difficulty. If you need a save game to look at the balance, please let me know.
I noticed that most of the military ships were not spawning right away. The suppression script triggers after a couple minutes which turns the spawns on but I think because there are so many ships spawning with HOL and Teladi DLC that it may not be spawning them. The suppression script isn't triggered again until a few hours later. I didn't have time to fully test so I'm not sure if all fleets are spawning as they should at some point. If you don't mind testing try playing with the job suppression script by changing the time interval at the top of the file. See if HOA spawns fleets.

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Post by VincentTH » Wed, 2. Mar 16, 04:35

OK, will take a look at it.

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