[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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.
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.
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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.
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I am fixing it now, all stations should now be working fine.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.
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Good work blackrain, glad you got it fixed
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
Thanks for the update.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.
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.
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Most mods are compatible with this, he even recommends MICT/MOCT, taf and the Carrier mod are also compatible.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?
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
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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- Joined: Thu, 29. May 14, 19:03
No both should be working wth 4.0 nowScoob wrote:Thanks for the update.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.
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.
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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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.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.
Feedbac on0.9h
@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.
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.
Re: Feedbac on0.9h
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.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.