[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 » Sun, 10. Apr 16, 03:24

BoostHungry wrote:Random question: Is anyone having trouble assigning a ship to a station as a miner? I'm only seeing the option for trader. It's a Midir that does have drones and the station does accept what it can mine (ions and plasma).

No, I am able to assign miners just fine.

BlackRain
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Post by BlackRain » Sun, 10. Apr 16, 05:55

Just finished, but I had no time to test and I am too tired so I will try to get things uploaded tomorrow.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 10. Apr 16, 08:55

BoostHungry wrote:Random question: Is anyone having trouble assigning a ship to a station as a miner? I'm only seeing the option for trader. It's a Midir that does have drones and the station does accept what it can mine (ions and plasma).
Unless a mod changes this part of station management, Trading and Mining ships are assigned to be Manager with the same option (Assign for production?). Same wording for Warehouses, even though they don't strictly produce anything.
BoostHungry wrote: Edit: Possibly just due to the fact that there are no available resources within visible range of the station (the sector). I can't imagine anything in this mod causing an issue with this.
IIRC, station-assigned miners in the vanilla game will always work system-wide and every system has every type of resource. However, I think CWIR will temporarily blacklist dangerous zones so it is possible for a Mining ship to be unable to mine in CWIR mod.

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Post by BlackRain » Sun, 10. Apr 16, 16:50

New Version is almost ready but I want to make something clear

It is highly suggested that you start a new game! Or, load a save that has never had CWIR in it. Games with older versions of CWIR, etc. may have unexplained bugs/issues that can't be fixed or figured out.

It is not necessary to start a new game in the sense that you could still play, however, some of the new features or balance changes, etc. may not work as intended. There also may be unexplained issues.

So, it is up to you, but, we will only look into bugs/issues from people who have started a new game or have loaded a save that has never had CWIR in it before.

There is just too much going on and this are quite complex (I have even had problems with loading an old save from previous versions and finding weird bugs not present in a new game).

I know it is annoying to start a new game, but remember, this is not a finished mod and it is now in BETA, but there are still issues and major features being added.
Last edited by BlackRain on Sun, 10. Apr 16, 17:04, edited 1 time in total.

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Post by BlackRain » Sun, 10. Apr 16, 17:03

Ok some news on Version 1.0 Beta C

1) ROC will now build some new stations, they will build 2 new metalworks stations in Scorched Aura and 1 new crystal refinery there too. They will also build a construction shop in Darned Hot Air.

2) Some balance tweaks (also some streamlining, removed all escorts for MEDIUM size freighters so hopefully that will help performance a little)

3) New Station rebuilding script. Does not require save/reload and factions will rebuild their stations. Some minor work needs to be done in Omicron with this (to take into account if Heretic Vanguards conquer OL, but other than that everything is good). In Albion, all factions will rebuild their stations, if HOA conquers PMC territory, they will rebuild PMC stations for themselves, same for PMC in HOA territory. Some unique stations will not be rebuilt unless by original faction

4) Some stations are weird and will look strange until rebuilt fully, like the PMC exchange, this is known and it is because they weren't supposed to be able to be built so they are not in proper build order, etc. No big deal with this.

5) Stations which get boarded and taken over wont have ships coming to them if they are enemy, ships will now stop trading/docking/whatever with stations which were boarded and captured by another faction.

6) You can now help defend a station from being boarded by destroying the troop ship even after marines have boarded the station.


1.0 BETA will be considered finished when our script for NEW STATION construction is finished.


Future plans:
1) Version 1.5 BETA will have new Diplomacy features. Many new options for diplomacy and dealing with factions. Make peace, buy relations, make war, sell stations/zones, profit from boarding stations for a faction, get more information from allies, any other great and amazing ideas we come up with hehe (open to suggestions).

2) Invasion of Player zones (player enemies will seek to wipe you out with invasions based on your military strength in a zone)

3) XENON (completely new mechanics for how XENON invade and destroy and multiply)

4) Code optimization(hopefully for better performance)

BlackRain
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Post by BlackRain » Sun, 10. Apr 16, 17:22

Sparky Sparkycorp wrote:
BoostHungry wrote:Random question: Is anyone having trouble assigning a ship to a station as a miner? I'm only seeing the option for trader. It's a Midir that does have drones and the station does accept what it can mine (ions and plasma).
Unless a mod changes this part of station management, Trading and Mining ships are assigned to be Manager with the same option (Assign for production?). Same wording for Warehouses, even though they don't strictly produce anything.
BoostHungry wrote: Edit: Possibly just due to the fact that there are no available resources within visible range of the station (the sector). I can't imagine anything in this mod causing an issue with this.
IIRC, station-assigned miners in the vanilla game will always work system-wide and every system has every type of resource. However, I think CWIR will temporarily blacklist dangerous zones so it is possible for a Mining ship to be unable to mine in CWIR mod.
The latest mining script will look several times for zones without enemies but if it can't find any, will send the ship to an enemy zone

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Post by BlackRain » Sun, 10. Apr 16, 17:51

New Version uploaded!

Please let me know if there are any weird sounds or weird messages in your log (You will now get more information about factions rebuilding so not those)


Bugs, please report, obviously and again only if from a new game or using a save that never had CWIR before (but preferably new game)

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Reivers passive?

Post by moony » Sun, 10. Apr 16, 17:51

Have started a couple of new games the last few days with Beta Preview B with the gamestart "Terran Commander". Reason for this is because I noticed that in my games the Reivers are completely passive and are easily overrun each time by ROC. This happens rather soon after a new gamestart. I tried it a few times to make sure it is not a fluke, but it is recurrent.

It has worked fine with previous build so I'm wondering if something has changed and others have seen this aswell?

BlackRain
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Re: Reivers passive?

Post by BlackRain » Sun, 10. Apr 16, 17:52

moony wrote:Have started a couple of new games the last few days with Beta Preview B with the gamestart "Terran Commander". Reason for this is because I noticed that in my games the Reivers are completely passive and are easily overrun each time by ROC. This happens rather soon after a new gamestart. I tried it a few times to make sure it is not a fluke, but it is recurrent.

It has worked fine with previous build so I'm wondering if something has changed and others have seen this aswell?
By the way when I say new game, I mean a new game with this version (Version C)


Reivers might have been made weaker, I forgot (meaning lowered amount of ships they spawn)

If too weak, let me know.

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Re: Reivers passive?

Post by moony » Sun, 10. Apr 16, 17:59

BlackRain wrote:
moony wrote:Have started a couple of new games the last few days with Beta Preview B with the gamestart "Terran Commander". Reason for this is because I noticed that in my games the Reivers are completely passive and are easily overrun each time by ROC. This happens rather soon after a new gamestart. I tried it a few times to make sure it is not a fluke, but it is recurrent.

It has worked fine with previous build so I'm wondering if something has changed and others have seen this aswell?
By the way when I say new game, I mean a new game with this version (Version C)


Reivers might have been made weaker, I forgot (meaning lowered amount of ships they spawn)

If too weak, let me know.
Sure, I will give the C version a spin straight away..

but yes, the Reivers are noticeable weaker then a few versions back (too much so imho). Like I said, I hardly see any ships flying around..

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Re: Reivers passive?

Post by BlackRain » Sun, 10. Apr 16, 18:39

moony wrote:
BlackRain wrote:
moony wrote:Have started a couple of new games the last few days with Beta Preview B with the gamestart "Terran Commander". Reason for this is because I noticed that in my games the Reivers are completely passive and are easily overrun each time by ROC. This happens rather soon after a new gamestart. I tried it a few times to make sure it is not a fluke, but it is recurrent.

It has worked fine with previous build so I'm wondering if something has changed and others have seen this aswell?
By the way when I say new game, I mean a new game with this version (Version C)


Reivers might have been made weaker, I forgot (meaning lowered amount of ships they spawn)

If too weak, let me know.
Sure, I will give the C version a spin straight away..

but yes, the Reivers are noticeable weaker then a few versions back (too much so imho). Like I said, I hardly see any ships flying around..

Redownload Version C, I beefed up the reivers a little. Let me know how it goes.

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Re: Reivers passive?

Post by VincentTH » Sun, 10. Apr 16, 19:23

BlackRain wrote:
moony wrote:Have started a couple of new games the last few days with Beta Preview B with the gamestart "Terran Commander". Reason for this is because I noticed that in my games the Reivers are completely passive and are easily overrun each time by ROC. This happens rather soon after a new gamestart. I tried it a few times to make sure it is not a fluke, but it is recurrent.

It has worked fine with previous build so I'm wondering if something has changed and others have seen this aswell?
By the way when I say new game, I mean a new game with this version (Version C)


Reivers might have been made weaker, I forgot (meaning lowered amount of ships they spawn)

If too weak, let me know.
So by saying New game, you mean we have to restart a nes game with 1.0C even for those starting in 1.0a/b?

Duh, but will do that. Station rebuilding in my game has all been messed up!!!
Last edited by VincentTH on Sun, 10. Apr 16, 19:30, edited 1 time in total.

BlackRain
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Re: Reivers passive?

Post by BlackRain » Sun, 10. Apr 16, 19:24

VincentTH wrote:
BlackRain wrote:
moony wrote:Have started a couple of new games the last few days with Beta Preview B with the gamestart "Terran Commander". Reason for this is because I noticed that in my games the Reivers are completely passive and are easily overrun each time by ROC. This happens rather soon after a new gamestart. I tried it a few times to make sure it is not a fluke, but it is recurrent.

It has worked fine with previous build so I'm wondering if something has changed and others have seen this aswell?
By the way when I say new game, I mean a new game with this version (Version C)


Reivers might have been made weaker, I forgot (meaning lowered amount of ships they spawn)

If too weak, let me know.
So by saying New game, you mean we have to restart a nes game with 1.0C even for those starting in 1.0a/b?

Duh, but will do that. Station rebuilding in my game has all bedn messed up!!!
Yes, a NEW GAME should be started with 1.0C even if you already played a and b. The reason is, that C introduces the new rebuilding which is very complex!!!! If you are using a previous version, it may mess up the new way of rebuilding.

The new way of rebuilding is far superior to the old way and will not mess up station construction in your game!

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Post by BlackRain » Sun, 10. Apr 16, 21:50

Started a new game and have been playing for a few hours and the game seems to be working superbly. Let me know if you come across any issues or anything (I know there is one debug message I left in there by accident when player boarding).

Let me know if there are any other weird messages, bugs, etc. but only report if you have started a new game or loaded a game that has never had CWIR Beta 1.0C (and only C).

By the way, I want to add another Large shipyard to OL under the control of Argon government, where do you think a good zone for this is? I am thinking somewhere in Commerce Core? Or somewhere else?


edit-- Thinking Wavy Haze for the Shipyard, might be a good locale since it is close to the gate.

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Post by debstar2610 » Sun, 10. Apr 16, 22:37

Hi, i started a new game, with the Ambitious Entrepreneur,

I travelled to Devries , checked the new stations, ( working ! )
and did some missions.

I boarded a Serin frigate ship : no problem.

There was some Station destruction annoucements.

After reloading, there was this error

Code: Select all

[General] 3474.39 ======================================
[General] 3474.39 ======================================
[=ERROR=] 3474.39 aicontext<BR.lib.range.decode,0x257cd>: Could not decode String-Based Range:
$range= twiroc , Object Name= PMC Invasion Fleet Taranis , Ship Job ID= pmc_heavyfleet_attaTS 
[General] 3474.39 ======================================
[General] 3474.39 ======================================
And minor errors ?

Code: Select all

[General] 3474.39 ======================================
[General] 3474.39 ======================================
[=ERROR=] 3474.39 Error in MD cue md.CWIR_StationConstruction.CV_Arrived<inst:16012>: Error evaluating <event_object_signalled> event object: Component 0x0 does not exist any more
* Expression: $CVShip
[General] 3474.39 ======================================
[General] 3474.39 ======================================
[=ERROR=] 3474.39 Error in MD cue md.CWIR_StationConstruction.CV_Finished_Building<inst:16013>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $CVShip
[General] 3474.39 ======================================
[General] 3474.39 ======================================
[=ERROR=] 3474.39 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Evaluated value 'null' is not of type faction
* Expression: md.Conquer_Mod.Start.$TheListStations.{$k}.owner
[General] 3474.39 ======================================
[General] 3474.39 ======================================
[=ERROR=] 3474.39 Error in MD cue md.Conquer_Mod.Kill_Stations_cue: Evaluated value 'null' is not of type faction
* Expression: md.Conquer_Mod.Start.$TheListStations.{$k}.owner
[General] 3474.39 ======================================
[General] 3474.39 ======================================
After the reload complete,

Code: Select all

[General] 3922.40 ======================================
[=ERROR=] 3922.40 Error in AI script trade.performtraderun on entity 0xf932: Evaluated component 0x0 does not exist any more
* Expression: $targetobject
[General] 3922.40 ======================================
[General] 3922.40 ======================================
[=ERROR=] 3922.40 Error in AI script trade.performtraderun on entity 0xf932: Seller is not a container!
* Expression: $targetobject
[General] 3922.40 ======================================
[General] 4027.28 ======================================
[=ERROR=] 4027.28 Error in AI script trade.performtraderun on entity 0xf940: Evaluated component 0x0 does not exist any more
* Expression: $targetobject
[General] 4027.28 ======================================
[General] 4027.28 ======================================
[=ERROR=] 4027.28 Error in AI script trade.performtraderun on entity 0xf940: Seller is not a container!
* Expression: $targetobject
[General] 4027.28 ======================================

BlackRain
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Post by BlackRain » Sun, 10. Apr 16, 23:47

first error fixed, thanks

other errors are okay, has to do with stations getting destroyed, or CV's trying to build getting destroyed, etc. Should be fine


REDOWNLOAD Version C for the first fix (PMC fleet cant invade twilight without it)

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Post by escondido » Mon, 11. Apr 16, 01:21

ok...i have a situation..

1- star a new game with latest version -check

2- star with 3 taranis and 3 cvs - check

3- put all 5 ships in squad with 1 cv- check

4- fly around in maelstrom to found the HV SHIPYARD- check

5- talk to the shipyard seller to purchase a super carrier - check

6- sell 1 cv to the station - check

7- now in the Owners menu all my ships are gone; save , reload , check again , the same.

8- open the zone map and all my 5 ships are there- check

9 - call them to my squad on by one and they apear again on the owners menu again !!?

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Post by BlackRain » Mon, 11. Apr 16, 01:30

It's probably just some weird thing, don't know.


By the way I forgot to mention that now either RoC or PMC will build the Plutarch overwatch station if they control the zone.

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Post by BoostHungry » Mon, 11. Apr 16, 02:45

BlackRain wrote:REDOWNLOAD Version C for the first fix (PMC fleet cant invade twilight without it)
Save game safe for new games started with Version C today I'm assuming?

Observation:
Started a new game (Version C).
Flew to Far Out and setting up a station with production supplies before joining in on the HOA vs PMC war.
PMC invades Gemstone Manufacture with a few capitals.
HOA has no combat capitals in the zone, but their stations are fending for themselves just fine.
HOA spawns in:
- 4x Freedom Carrier Arawn squads
- 4x Freedom Frigate Balor squads
- 1x Scaldis Battle Star squad
All the squads are accompanied with fighter support, I don't see any smaller capitals in any of the squads.

Thought this was a bit of overkill so figured I'd report it. I'll keep an eye on what they do. I'm expecting a possible frame rate drop if PMC sends in a fleet to try to fight against this force. I have screenshot of the map if you want to see.

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Cadius
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Post by Cadius » Mon, 11. Apr 16, 02:46

How do you properly use player shipyards? I can't transfer construction drones to them anymore, meaning ships take forever to build.

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