Page 218 of 243

Posted: Thu, 8. Dec 16, 10:15
by risbosix
BlackRain wrote:Ship recycle mod by jth is what you are looking for. It was made for my shipyard mod

No time to work on new game starts and I would like to start working on new X R mod in the near future if I can.
Hi,

I've been following your mod for quite some times now and i'm about to try but is it to possible to put in the main page a list of the recommanded mod ?

I don't want to spend hours dealing with bug & so on

Thanks, can't wait for your next project to take shape !

Posted: Thu, 8. Dec 16, 14:23
by Ezarkal
There's a short list of compatible/incompatible mods on the CWIR wiki, which is linked to the main page.

https://www.egosoft.com:8444/confluence ... patibility

Although compatible mods are far from limited to this list, it's a place to start.
I used to play with about 30 mods on, without problems.

For other mods, I'd say try to install them 1-2 at a time, and see if things work as intended.

Posted: Thu, 8. Dec 16, 16:37
by BlackRain
Mods that change combat scripts might have issues or be incompatible. Any mods that change shipyards or changes jobs.xml would also have problems.

Most mods should be fine otherwise.

Posted: Fri, 9. Dec 16, 00:33
by Rei Ayanami
So, since it seems that HOL was the last DLC we'll get for X:R i'm finally gonna try your mod for the next few hundred hours. :P
However, a question :
ZacKPloK wrote:3. CWIR and TO. You supply a special file on Nexus and I am not sure for what. Teladi Outpost? Toride? But all DLC are required anyway?
I would like to know this aswell, since the installation-/requirements descriptions are a bit vague. The first topic post says "YOU NEED HOL AND TO!!!" and the readme says "just extract it to your expansions folder and it'll work", which leads to believe that one only needs the main "CWIR 1.60RC" files for HOL and TO.

However then you also have the "CWIRto" file which can be downloaded separately despite TO, according to the first page, being required for the main files. I assume that "TO" means "Teladi outpost DLC" (TO can mean so much nowadays :roll: Toride for example). So is this optional "CWIRto" file required or not if you want to use it with both the HOL and TO DLCs or not?

Can't wait to test your mod. :)

Posted: Fri, 9. Dec 16, 11:38
by BlackRain
The CWIR to file just adds npc construction to TO, so you should add it if you want that.

Posted: Fri, 9. Dec 16, 22:16
by Rei Ayanami
BlackRain wrote:The CWIR to file just adds npc construction to TO, so you should add it if you want that.
Alrighty, thank you very much ! :)

Posted: Mon, 12. Dec 16, 18:14
by RaifalM3n
this mod is epic... hope to see updates soon

Posted: Mon, 12. Dec 16, 20:15
by vadiolive
Increase rate or make immune damage on production modules can be great
Awalys crippling entire universe economy in fews hours after fresh start because this :)

Posted: Tue, 13. Dec 16, 03:56
by Scoob
Hi all,

I've been away a while and just started a new game fresh with 1.6.

I have a query regarding the default escort scripts in CWIR, as I'm experiencing some odd behaviour. I'm aboard a Stromvok Fury Cruise, which is the leader of a Lepton Armadillo Frigate. The Lepton follows the Stromvok fairly well, with one exception: it'll regularly zoom off to another Zone, saying it's engaging another ship. I thought at first that this was a ship that'd left my current Zone, with the Lepton giving chase, however, after this occurred several times I realise this is not the case.

In summary, an escort ship regularly zooms off to an apparently random zone, to attack a random enemy. This ships targets has no relevance to the lead ships orders or active Zone.

Example: I order the Stromvok to attack all enemies in Zone Fourty-Two, current Zone for Stromvok and Lepton is Gushing Sprint. Both ships fly to Fourty-Two, Stromvok moves to engage hostiles. Lepton Arrives, then dashes off to Fervid Corona, leaving the Stromvok alone.

This happens repeatedly. Note: I'm using the default CWIR combat scripts, MICT is not enabled in this game.

Cheers,

Scoob.

Posted: Tue, 13. Dec 16, 14:51
by Scoob
Am I missing something? Escorting ships simply refused to stick with their leader, regularly flying off after targets that are not, and never were, in the lead ships target patrol zone.

I assume I'm falling foul of some vanilla bug here, I might have to re-install MICT to see if that fixes it.

Scoob.

Posted: Tue, 13. Dec 16, 21:04
by Thufar
Scoob,

I'm not experiencing your issue per se, but I do occasionally have an Engineer on a ship that is "Supporting (some other ship its not working on)". I recall that engineer and reassign another, and it fixes the issue. When I assign the defaulting engineer to another ship, all seems well.

That said, might try assigning a different crew to that ship.

Regards,
Thu

Posted: Tue, 13. Dec 16, 21:22
by Sparky Sparkycorp
Thufar wrote:Scoob,

I'm not experiencing your issue per se, but I do occasionally have an Engineer on a ship that is "Supporting (some other ship its not working on)". I recall that engineer and reassign another, and it fixes the issue. When I assign the defaulting engineer to another ship, all seems well.

That said, might try assigning a different crew to that ship.

Regards,
Thu
Any chance the Engineer is remotely repairing the other ship with his drones? One of w.evans' mods introduced that.

Posted: Tue, 13. Dec 16, 22:25
by w.evans
re: engineers repairing other ships, wouldn't be surprised if something like that is included with CWIR. Marvin helped a lot with that (or wrote it, or gave it to me to steal, i forget) and i understand that he's been working on CWIR quite a lot.

Posted: Tue, 13. Dec 16, 23:24
by BlackRain
Yeah CWIR had repairing of other ships and such integrated. As for escort issues, there shouldn't be any. Maybe some conflict somewhere or old scripts (no longer exist) running on the NPCs.

Posted: Wed, 14. Dec 16, 00:05
by Scoob
BlackRain wrote:Yeah CWIR had repairing of other ships and such integrated. As for escort issues, there shouldn't be any. Maybe some conflict somewhere or old scripts (no longer exist) running on the NPCs.
I deleted the old CWIR folder, replaced it with the new one, before starting a new game. Shouldn't be any old scripts running, but something weird is happening.

Not to worry though, using broadcast commands, while a little clunky, allows me to work around the issues :)

Scoob.

Posted: Thu, 15. Dec 16, 12:26
by BlackRain
I'm not talking about cwir scripts. It could be another mod, like MICT or something. Something is conflicting if it isn't working.

Posted: Thu, 15. Dec 16, 14:08
by Scoob
BlackRain wrote:I'm not talking about cwir scripts. It could be another mod, like MICT or something. Something is conflicting if it isn't working.
I'm not running MICT this time, though I'll double-check my mod list.

The odd thing is, sometimes the escorts seem to work perfectly, then they just get stuck, no longer following their leader. The classic, add/remove squad and re-assigning to the leader wakes them up.

Scoob.

Posted: Thu, 15. Dec 16, 15:36
by Scoob
Btw: with the automatic ammo feature for player-owned capital ships, what triggers a reload?

I've been in several battles, first one my Lepton Armadillo Frigates spam missiles like crazy, then they appear to run out for ages - my changing Zone doesn't appear to trigger a reload - before eventually firing missiles again a couple of hours later.

Is there a set trigger event for missile reloading?

Scoob.

Posted: Thu, 15. Dec 16, 16:52
by BlackRain
Scoob wrote:Btw: with the automatic ammo feature for player-owned capital ships, what triggers a reload?

I've been in several battles, first one my Lepton Armadillo Frigates spam missiles like crazy, then they appear to run out for ages - my changing Zone doesn't appear to trigger a reload - before eventually firing missiles again a couple of hours later.

Is there a set trigger event for missile reloading?

Scoob.
Well Marvin added code for reloading ammo but I'm not sure how it works since I never tried it myself. Might need to manually do it

Posted: Thu, 15. Dec 16, 16:59
by Scoob
It does seem to work, but not consistently. I mean, several times my Lepton AF's have stopped firing missiles for a while, only to start again several encounters later.

Not to worry, I'll keep an eye on it, maybe there's some sort of timer before they reload? I know when I used another mod that did this once before, they only reloaded when OOZ from the player. So, you'd have a fight, either leave, or send them away and back to you and they'd reload.

Scoob.