[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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SolVali
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Post by SolVali » Sun, 23. Oct 16, 21:58

BlackRain wrote:
SolVali wrote:
BlackRain wrote:
SolVali wrote:
BlackRain wrote:That is very old. It depends what start you pick. Most starts are neutral to PMC. Read the wiki for info on features

Also, there is no ROC campaign so not sure what you mean
By RoC campaign, i mean RoC start. I'm just not sure if they intend to keep PMC neutral for RoC by reading that quote.
PMC is never neutral to ROC.
I see what i have done, i thought i was automatically allied with RoC like i was with plutarch when i played their campaign, but i'm not. It's me that was neutral to plutarch. Is this going to stay this way? Or going to change?
Is what going to stay this way? If you want to be enemies with plutarch, just go and attack them. There should also be a ROC start where you start hostile to PMC
I tried the RoC start but i wasn't automatically hostile to PMC, i had to allie with RoC. Is that going to stay? The option to allie?

BlackRain
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Post by BlackRain » Sun, 23. Oct 16, 22:27

SolVali wrote:
BlackRain wrote:
SolVali wrote:
BlackRain wrote:
SolVali wrote:
BlackRain wrote:That is very old. It depends what start you pick. Most starts are neutral to PMC. Read the wiki for info on features

Also, there is no ROC campaign so not sure what you mean
By RoC campaign, i mean RoC start. I'm just not sure if they intend to keep PMC neutral for RoC by reading that quote.
PMC is never neutral to ROC.
I see what i have done, i thought i was automatically allied with RoC like i was with plutarch when i played their campaign, but i'm not. It's me that was neutral to plutarch. Is this going to stay this way? Or going to change?
Is what going to stay this way? If you want to be enemies with plutarch, just go and attack them. There should also be a ROC start where you start hostile to PMC
I tried the RoC start but i wasn't automatically hostile to PMC, i had to allie with RoC. Is that going to stay? The option to allie?
There is more than one start in Devries I think, one was definitely as a commander for the ROC where you are allied with ROC and enemies to PMC as far as I remember.

VincentTH
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Post by VincentTH » Mon, 24. Oct 16, 18:40

@Blackrain

IIRC, the Terran Commander start where the player starts in Forty Two with an ROC Fury cruiser would be neutral to PMC.
As matter of fact, IIRC, the HV/Xenon/HOA starts are the only ones that have PMC hostile on the get go.

Of course the above is from my (failing) memory, so it may not be entirely accurate.

BlackRain
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Post by BlackRain » Tue, 25. Oct 16, 12:36

I'll look into it. New version should be out this weekend

VincentTH
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Post by VincentTH » Fri, 28. Oct 16, 21:16

Rice wrote:they missed the "Blue " Highways now they are flying next from them to the issued destination

that's how it lookslike in many parts of the Galaxy ! :D
[ external image ]

due that problem, the focus of the sectormap is quite broken while it is normally accessible with the hotkeys/buttons it bears problems when you tries to zoom in it while you wants to setup patrol missions for your ships.

but it's just a "Funnote" ;)
I have seen this problem, but since I have not played CWIR recently, I don't know if it has been fixed.

Basically, it happens to S/M ships on Escord Orders. Once the escorted ship jump to a new zone in a new sector, the escort would try to follow, but their path finding codes fail to use the Super Highway.

I have observed this when I played the Xenon start, with S Collector mining Ions/Plasma in Blurred Reflection. I have assigned some P/M/N to escort the S Collector, but they all end up in the inter-sector space, trying to follow the S Collector which took the highway, but the escort did not.

It also happens to L, XL ships on "Attack this ship" order too!!!!

DoomyMcDoom
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Post by DoomyMcDoom » Sat, 29. Oct 16, 23:36

Hey guys i need some advice on a problem I've encountered in regards to the station capture feature.Doing the HV start I've started assimilating the ROC as my empire,Issue has happened when I've captured their cap shipyard which unfortunately has an ROC succules almost finished waiting for parts(classic ROC)..well now the station has 6 dealers instead of the normal 3 which i imagine is pretty awkward for all involved,the construction ship site seems indestructible and also allows me to have the station in fleet somehow?needless to say the game goes to black screen of death pretty fast.
I'm a pleb when it comes to the tech aspects so any advice would be appreciated on how to edit the save thanks

BlackRain
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Post by BlackRain » Sun, 30. Oct 16, 14:05

DoomyMcDoom wrote:Hey guys i need some advice on a problem I've encountered in regards to the station capture feature.Doing the HV start I've started assimilating the ROC as my empire,Issue has happened when I've captured their cap shipyard which unfortunately has an ROC succules almost finished waiting for parts(classic ROC)..well now the station has 6 dealers instead of the normal 3 which i imagine is pretty awkward for all involved,the construction ship site seems indestructible and also allows me to have the station in fleet somehow?needless to say the game goes to black screen of death pretty fast.
I'm a pleb when it comes to the tech aspects so any advice would be appreciated on how to edit the save thanks
Yeah, there are issues when capturing a shipyard which is currently constructing a ship. As of right now, you shouldnt try capturing a shipyard which is currently constructing, it bugs it out.

BlackRain
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Post by BlackRain » Sun, 30. Oct 16, 14:12

CWIR Version 1.6

1) Lots of minor bug fixes/improvements
2) Config option to turn on or off free missile reload for player ships
3) Some support for lost sectors and TO (station construction features) - Optional files

roy35150
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Post by roy35150 » Sun, 30. Oct 16, 15:42

Thx

What is TO???

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Rice
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Post by Rice » Sun, 30. Oct 16, 16:31

Wildguess would be Teladi Outpost the first DLC
Edit: but it's probably something else
[ external image ][ external image ][ external image ]
Eine der hoffnungsreichsten Lebenslagen ist die, wenn es uns so schlecht geht, dass es uns nicht mehr schlechter gehen kann. [Felix Krull]

roy35150
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Post by roy35150 » Mon, 31. Oct 16, 14:30

Thx for the reply...

Well ive got both dlc and am using lostsectors but just not sure if i should use all 3 files or not?

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Marvin Martian
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Post by Marvin Martian » Mon, 31. Oct 16, 14:40

Basic CWIR package is always required
in Case you use TeladiOutpost you need the optional TO-package too and then copy the extracted md/-folder with his XML-file into CWIR/ folder
... same with LostSectors-Mod and LS-package

roy35150
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Post by roy35150 » Mon, 31. Oct 16, 15:14

Great :)

Thank you...

Gabeux
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Post by Gabeux » Tue, 1. Nov 16, 03:39

Hey everyone.

Been playing with the mod on a post-plot heavily modded (around 75+ mods) save..and damn, it's a blast. Rather literally. :P

I started getting a lot of freezes yesterday, every 5-10 minutes. I proceeded to slowly remove mods (and discovering around 3 of them were included in CWIR), and after a lot of searches I noticed someone who used Combat Tweaks [MICT/MOCT] had those type of freezes too.
So if anyone ever has that issue, try disabling MOCT and using MICT 0.66 CES Compatible version instead. This recommendation is buried in this thread, so just getting this clear out there.

I'm not sure wether the problem is on MOCT or MICT, but I noticed a lot of lags in IZ combat, and the freezes may have been caused by OOZ combat.

I also had CES installed and I disabled it since I'm not sure if it will make any difference. Disabling ships and stations is a LOT more reliable now, and somehow ships are way better at positioning themselves when attacking stations and whatnot. I was getting a ton of issues with ships withdrawing from combat and going inside/through stations with MICT 0.7 + CES (without CWIR) and it's not happening anymore. Phew. :)

A few questions, just to be sure:
1) Is CWIR affected in any way by the difficulty setting?
2) A lot of times, I can't seem to order an Outpost CV (via Map - Plot Course menu), even though the zone is clear of enemies and enemy stations. Could this mean some other faction has queued an outpost there?
3) Is there anyway to know what factions (especially allies) are up to, other than SpyNet warnings?

Thanks!

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Rice
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Post by Rice » Tue, 1. Nov 16, 04:19

what is " CES" it'S sometimes confusing with all those abbreviations ^^
[ external image ][ external image ][ external image ]
Eine der hoffnungsreichsten Lebenslagen ist die, wenn es uns so schlecht geht, dass es uns nicht mehr schlechter gehen kann. [Felix Krull]

Babberdeggl
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Post by Babberdeggl » Tue, 1. Nov 16, 05:42

combat enhancement scripts

beaver1981
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Post by beaver1981 » Tue, 1. Nov 16, 23:01

CES is not compatible with CWIR since it brings it´s own "fight.attack.object.capital" script which does quite the same and can´t be replaced.
The only feature that´s missing in comparison to CES is the changes on the drones and the launching of attack.drones.

By the way the CWIR version of this script is much more performant, I think.

pref
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Post by pref » Wed, 2. Nov 16, 07:12

I got some requests for a CWIR version of autocrew.
Could someone help me and tell where the code parts are that create a player station/ship?
Guess patching the architect script alone will not cut it any more.

Gabeux
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Post by Gabeux » Wed, 2. Nov 16, 07:53

Hmm two features seem to have broken for me:

- Building Outposts and Sending Probes
- Boarding and Fleet Supported Boarding. All of a sudden, I can't board anything. Can't use the menu to Start Boarding on my capships either.

Since I run a save with a ton of mods, I don't really expect much. But anyone ever bumped into those?

EDIT:
I turned on the debuglog and couldn't find anything worth it. So I removed every mod that touches on boarding - including CWIR - loaded, saved, loaded the new save.
Now everything works again.
I'm not sure how I broke Probes and Outposts, but I think I broke boarding by managing to transfer marines (via Marine Officer - Move Troops) to a Xenon I on my squad. On my new save where everything is working, Xenon I seems unable to receive marines, so things don't break.

@pref
I ended up searching about the debuglog and turned it on, but I haven't tested your files again since boarding was broken.
I'll get back to you in a day or two.

BlackRain
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Post by BlackRain » Wed, 2. Nov 16, 22:30

I don't think people know how good our combat scripts are. They have all been updated and improved on by Marvin Martian. There really isn't anyone more capable.

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