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

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BlackRain
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Post by BlackRain » Tue, 28. Jul 15, 20:34

I made a silly mistake in the job suppression script for suppressing PMC fleets attacking far out when they lose the big empty, it is supposed to turn them off but I made a mistake so they wont turn off. Will need to release a mid alpha between 0.4 and 0.5 to fix it. Will also fix the npc spawn issue. Also gave reivers a little more firepower.

By the way, for those that think this mod is only combat/empire related, they are wrong. This mod is for traders/builders too. Now that I removed the negative rep with PMC a trader can play the field profiting off the war or a builder can fill in gaps in the economy with stations and such. You don't have to get involved with the war at all. I am actually making quite a bit of money as an independent trader in my current game.

Scoob
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Post by Scoob » Tue, 28. Jul 15, 20:47

BlackRain wrote:By the way, for those that think this mod is only combat/empire related, they are wrong. This mod is for traders/builders too. Now that I removed the negative rep with PMC a trader can play the field profiting off the war or a builder can fill in gaps in the economy with stations and such. You don't have to get involved with the war at all. I am actually making quite a bit of money as an independent trader in my current game.
I'm doing the same. As I added this mod to a post-plot game, I have the Plot URV Forge producing drones...and, you'll never guess what, NPC's actually BUY my stuff, so I'm making good money! I've just added a Construction Shop for RMP production and that's selling really well too. Note that I was -17 with PMC after the plot, but v0.3 of this mod set me to -25 which is a bit more dangerous for my traders!

Oh, as per my prior posts, I have been directly targeted and attacked by a Xenon fleet - that was scary! So, there is SOME combat, I'm just not so well equipped lol.

Scoob.

BlackRain
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Post by BlackRain » Tue, 28. Jul 15, 21:27

Scoob wrote:
BlackRain wrote:By the way, for those that think this mod is only combat/empire related, they are wrong. This mod is for traders/builders too. Now that I removed the negative rep with PMC a trader can play the field profiting off the war or a builder can fill in gaps in the economy with stations and such. You don't have to get involved with the war at all. I am actually making quite a bit of money as an independent trader in my current game.
I'm doing the same. As I added this mod to a post-plot game, I have the Plot URV Forge producing drones...and, you'll never guess what, NPC's actually BUY my stuff, so I'm making good money! I've just added a Construction Shop for RMP production and that's selling really well too. Note that I was -17 with PMC after the plot, but v0.3 of this mod set me to -25 which is a bit more dangerous for my traders!

Oh, as per my prior posts, I have been directly targeted and attacked by a Xenon fleet - that was scary! So, there is SOME combat, I'm just not so well equipped lol.

Scoob.
Well you are in Devries, which can be dangerous. If you set up shop in Albion, little more safe depending who your enemies are

w.evans
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Post by w.evans » Tue, 28. Jul 15, 21:33

Scoob wrote:I had to retreat my Taranis (the leave combat command) and after doing so the ship would no longer attack. Whether given an explicit Attack command, a more generic Patrol command or assigned to a stations DO, the Taranis just sits there, turning very very slowly. It did show "Attacking Xenon I" but it never actually did so after retreating, never got close enough to.
If you have MICT installed and your Taranis has a 4+ star crew, could be MICT. They try to retreat and refuse to get close to enemies if their shields get low.

edit: just noticed that it happened after ordering the ship to withdraw. Not MICT, then, although it could be MICT keeping it from attacking if the ship's shields are low.
Last edited by w.evans on Tue, 28. Jul 15, 21:40, edited 1 time in total.

Saquavin
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Post by Saquavin » Tue, 28. Jul 15, 21:34

BlackRain wrote: Are you in the zone or OOZ? They don't send a CV by the way. If HOA has a capital ship in the zone, they will eventually spawn an outpost. Try removing your ships from the zone or get out of the zone if you are in it. They should build one.
I stayed in zone for 15 min, and OOZ for 1 hour (but my taranis was in zone all the time).
Strange you say they don't send a CV, because I've destroyed 2 PMC CV during big empty siege (outpost destroyed, but pmc exchange still alive).

Will try to remove everything, but as you said, your log show one error for HOA police in big empty :(

Talking about CV, you say we have to capture one to build a shipyard which will build the new ships. I already found many ships in already known shipyards, so will I have some more new ships with shipyard built from captured CV (which faction BTW ?)

BlackRain
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Post by BlackRain » Tue, 28. Jul 15, 21:38

Saquavin wrote:
BlackRain wrote: Are you in the zone or OOZ? They don't send a CV by the way. If HOA has a capital ship in the zone, they will eventually spawn an outpost. Try removing your ships from the zone or get out of the zone if you are in it. They should build one.
I stayed in zone for 15 min, and OOZ for 1 hour (but my taranis was in zone all the time).
Strange you say they don't send a CV, because I've destroyed 2 PMC CV during big empty siege (outpost destroyed, but pmc exchange still alive).

Will try to remove everything, but as you said, your log show one error for HOA police in big empty :(

Talking about CV, you say we have to capture one to build a shipyard which will build the new ships. I already found many ships in already known shipyards, so will I have some more new ships with shipyard built from captured CV (which faction BTW ?)
PMC has some CV's that spawn for purposes of you capturing them, if you want.

Not all new ships require you to capture a CV and build your own shipyard. Also, you can build some shipyards by buying a CV from a normal shipyard. Some of the new ships can only be built by capturing special CV's. The normal ships by faction can be built by building a faction shipyard from a CV you buy. Or you can just buy some of the faction ships (new ones) from the shipyards. There are a lot of options.

Scoob
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Post by Scoob » Tue, 28. Jul 15, 21:42

w.evans wrote: If you have MICT installed and your Taranis has a 4+ star crew, could be MICT. They try to retreat and refuse to get close to enemies if their shields get low.
Hi w.evans,

No, I've been thinking about it but as CWIR incorporates parts of it I didn't want to risk upsetting things, even though BR thinks it'll be ok. However, I wonder if that particular behaviour is one of the things CWIR has incorporated already? My Taranis's shield was very low at the time, so it would explain things.

Scoob.

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Post by Saquavin » Tue, 28. Jul 15, 21:43

Ok. I'm asking as I'm already building an albion shipyard from a bought CV. Even if I like testing, I don't feel the need of building one more shipyard if he is useless.
I've found some new ships from Albion, Devries, and Omicron, but if I understand, I have to capture a special CV to build a shipyard which will produce new "hidden" ships.
Some hint of where we can find those CV ? PMC ones are ok ?

BlackRain
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Post by BlackRain » Tue, 28. Jul 15, 21:45

Scoob wrote:
w.evans wrote: If you have MICT installed and your Taranis has a 4+ star crew, could be MICT. They try to retreat and refuse to get close to enemies if their shields get low.
Hi w.evans,

No, I've been thinking about it but as CWIR incorporates parts of it I didn't want to risk upsetting things, even though BR thinks it'll be ok. However, I wonder if that particular behaviour is one of the things CWIR has incorporated already? My Taranis's shield was very low at the time, so it would explain things.

Scoob.
CWIR Includes MICT (You just dont need a 4 star captain, it will always work that way)

So, yeah, this is what happened most likely.

Just to be clear, CWIR Includes the MICT.move.escort.capital script which controls capital movement when escorting (including when escorting you the player) CWIR does not include any other parts of MICT so if you want all the other parts, you need to download MICT

BlackRain
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Post by BlackRain » Tue, 28. Jul 15, 21:51

Saquavin wrote:Ok. I'm asking as I'm already building an albion shipyard from a bought CV. Even if I like testing, I don't feel the need of building one more shipyard if he is useless.
I've found some new ships from Albion, Devries, and Omicron, but if I understand, I have to capture a special CV to build a shipyard which will produce new "hidden" ships.
Some hint of where we can find those CV ? PMC ones are ok ?
Well, there are different shipyards.

Albion shipyard produces all ALBION faction ships including the new ones I added.

The Devries shipyard produces all ROC Faction ships, including the new ones I added.

The Omicron shipyard produces all Argon faction ships.

If you want the Experimental shipyard (which produces my version of the Titan armory ships including Albion traders/miners) then you need to capture the right PMC CV. Not every PMC CV can build this shipyard. It can be found somewhere in Albion.

If you want to build the Pirate ships, you need to capture a Reiver CV in Devries. This includes building the small shipyard for Reiver small fighters.

If you want to build the PMC/XENON tech FIGHTER shipyards then you need to capture the right PMC CV. This is not the same CV as the experimental shipyard. This will allow you to build the PMC/Xenon Tech dockyard and the PMC/Xenon tech small parts lot. These build the Golem, Moebius and Drostan Torpedo bomber.

Saquavin
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Post by Saquavin » Tue, 28. Jul 15, 22:01

TY for detailled answer. Going to play now ! ;)

Scoob
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Post by Scoob » Tue, 28. Jul 15, 22:03

Thanks for the confirmation re: MICT Blackrain.

Btw: did you know that the shipyard in DeVries sells a SECOND CV (base price 1cr) which can reportedly build the "Experimental Shipyard" as well both the "PMC Xenon Dockyard" and the "PMC Xenon Tech Ship Complex", I assume this is unintentional. I actually debated telling you about this as was gonna have a play... ;)

Scoob.

BlackRain
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Post by BlackRain » Tue, 28. Jul 15, 22:03

Scoob wrote:Thanks for the confirmation re: MICT Blackrain.

Btw: did you know that the shipyard in DeVries sells a SECOND CV (base price 1cr) which can reportedly build the "Experimental Shipyard" as well both the "PMC Xenon Dockyard" and the "PMC Xenon Tech Ship Complex", I assume this is unintentional. I actually debated telling you about this as was gonna have a play... ;)

Scoob.
ARGH!!! haha. Let me fix that! thanks

Saquavin
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Post by Saquavin » Tue, 28. Jul 15, 23:19

Love you Scoob, no more hunting for me :p

Scoob
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Post by Scoob » Tue, 28. Jul 15, 23:32

Saquavin wrote:Love you Scoob, no more hunting for me :p
Lol, better buy those unique CV's quickly, I expect they'll be gone next update :)

Scoob.

BlackRain
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Post by BlackRain » Wed, 29. Jul 15, 00:39

Okay, after all day of testing, I think I got all the bugs kinked out. There will still be some debug spew due to br.move.patrol but it is expected. Other than that, everything is working exactly as it should for the time being.

So now, the discussion needs to go to strategy. How should each faction play out exactly? Let us get a good discussion going about it and I will add the code in to hopefully simulate it as good as I can. Give me as much details as possible. Try to focus on one faction at a time per post if you are posting about it and again DETAILS!!!!!

Also, features. What would you like to see or not see? Even if it can't be done, let us get out our wishlists. This could include combat, empire or economic related. Rubini and I will try to do everything we can, if it is possible or feasible.

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Post by Scoob » Wed, 29. Jul 15, 02:20

Quick question and / or a feature request:

Can you prevent NPC shipyards from starting a build if they have insufficient resources. Several times this game I've had to sell my precious hoard of Fusion Reactors and Podkletnov Generators in order that the AI can finish a build.

A question related to the above, are NPC constructed ships "real" yet, or they simply spammed resource sinks that jump to oblivion ultimately? If so, having them stop the player being able to build is even more annoying. If this mod makes ship construction real however, then I'm effectively "helping the war effort" when I supplies the ware an NPC ship construction project needs.

Scoob.

BlackRain
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Post by BlackRain » Wed, 29. Jul 15, 02:34

Scoob wrote:Quick question and / or a feature request:

Can you prevent NPC shipyards from starting a build if they have insufficient resources. Several times this game I've had to sell my precious hoard of Fusion Reactors and Podkletnov Generators in order that the AI can finish a build.

A question related to the above, are NPC constructed ships "real" yet, or they simply spammed resource sinks that jump to oblivion ultimately? If so, having them stop the player being able to build is even more annoying. If this mod makes ship construction real however, then I'm effectively "helping the war effort" when I supplies the ware an NPC ship construction project needs.

Scoob.
Well, NPC ships being built has not been changed, however, ships spawned by CM use up resources in the Shipyard. Eventually, all ships spawned will use up resources. So, you are helping the war effort in that way (you can imagine the ships being built are going off to fight)

I am going to look into ships built serving a purpose, though, and see what I can do. Maybe I can link them to my patrol script and at least have them go off and fight, instead of move.die. Don't expect fancy mechanics here, though, like real war tried to do (have fleets form up and such and then go fight).

The idea would be simple, if a ship is built, go off and fight somewhere (like HOA builds a ship and the ship will patrol in ALBION, or ROC builds a ship and the ship will patrol in DEVRIES).

Maybe with traders built, we can have them go off and be universe traders and miners go off and be free miners (I will look into it)

*Requests added on to the new request list

tomchk
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Post by tomchk » Wed, 29. Jul 15, 02:50

@BlackRain: That sounds fantastic! My biggest complaint with the game is that too much is fake rather than being a meaningful part of the simulation (like ships being built just to be deleted). Anything you can do, and everything you all have already done, to replace "fake" with "real" is greatly appreciated. Please keep it up!

BlackRain
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Post by BlackRain » Wed, 29. Jul 15, 03:09

tomchk wrote:@BlackRain: That sounds fantastic! My biggest complaint with the game is that too much is fake rather than being a meaningful part of the simulation (like ships being built just to be deleted). Anything you can do, and everything you all have already done, to replace "fake" with "real" is greatly appreciated. Please keep it up!
I am on it! Wish me luck! Let you know soon if I am successful

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