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Posted: Fri, 2. Feb 18, 08:03
by Marvin Martian
whats the meaning of "installed ALL the fixes"?
the both github links are individual mods, the .....4f9/cwir package have included some bugfixed here posted in the thread
the second section of my post is another mod, this based on cwir and have same assets but is totally different in basic work, because for some features cwir was a dead end, this need a new start of mod and game, so you can't combine NF and CWIR in one game, use the one or the other, but never ever together
Posted: Fri, 2. Feb 18, 11:09
by xwanderer
Seems like the Xenon stations haven't been fixed. PMC and HoA are trying to destroy the invincible stations so things get stuck somehow
Posted: Sat, 3. Feb 18, 15:39
by BlackRain
lqvinh wrote:Hi,
Could you tell me why the xenon ships are having human pilots? I thought they are supposed to be AI ships?
Thanks for the hard work.
Vincent
They are synthetic people! The Xenon have moved on from just simple AI programs and have been creating synthetic people in order to terraform the universe and replace it with perfect lifeforms!
Posted: Sat, 3. Feb 18, 15:40
by BlackRain
LudwigSteiner wrote:So I can stop waiting for the mod to ever reach finished status ? Such a shame.
The mod is considered finished and has been for a very long time other than the occasional fix Marvin so graciously provides.
Posted: Sat, 3. Feb 18, 15:41
by BlackRain
xwanderer wrote:Seems like the Xenon stations haven't been fixed. PMC and HoA are trying to destroy the invincible stations so things get stuck somehow
This happens sometimes for any station. There is just something ridiculously wrong with all the stations and they don't always get blown up. Try going into the zone or locating a piece that isn't officially blown up and blowing it up. Sometimes a piece will get down to 0 hp but it wont be blown up for some reason.
Re: Boarding Stations?
Posted: Sun, 4. Feb 18, 08:45
by 150147
150147 wrote:Hi Guys,
I read in the readme/patch notes that you can board and capture stations in this MOD. Has anyone managed to do this yet?
How do you go about it?
I guess no body has tried this then.
Posted: Sun, 4. Feb 18, 11:56
by JESS 246
Hi 150147
I haven't captured a station yet but assuming it's done in a similar way to ships though you could hack systems with hack drone to weaken the station before boarding.
There is a cheat mod that bypasses all this and clam the stations without the effit, try this "Simoom's Lantern - Ultimate Cheat Menu" on steams workshop if you like.
Sorry can't be much help and delay in answering.
Re: Boarding Stations?
Posted: Sun, 4. Feb 18, 18:09
by Marvin Martian
150147 wrote:150147 wrote:Hi Guys,
I read in the readme/patch notes that you can board and capture stations in this MOD. Has anyone managed to do this yet?
How do you go about it?
I guess no body has tried this then.
You need to talk to your Marineofficer then you can transfer Marines from Skunk to a Squadship of yours with free space in his dronebay
so it is possible to have more then the 50 Marines from the skunk available at boarding
you can start the boarding of a station(or ship) by call one of your Squadships with the marines in dronebay - here a new attack command is available
but the drones get started immediately, so send your ship into a good position
####
anyway, add an update to (github)cwir to solve the undestructable stations
Posted: Mon, 5. Feb 18, 09:32
by 150147
JESS and Marvin,
Thanks for your replies,
I'll try this.
Marvin,
where will I find this github and the update? Please help.
Posted: Wed, 7. Feb 18, 11:38
by Marvin Martian
Use the default selected RC Branch
Posted: Wed, 7. Feb 18, 13:29
by 150147
Marvin Martian wrote:
Use the default selected RC Branch
Thanks
Posted: Sat, 17. Feb 18, 15:45
by Buzz2005
Hyper jumps are bugged?
Have a mercury in my squad and want to jump him anyware and everything is in order, hyper crystals, the zone has beacon and the mercury has fuel but after the success msg the ship is still in the same place minus the fuel cells?
And also the same thing when I have a arwan in my squad and the rest follows the arwan, only the arwan escort did the jump and the arwan is in the same place?
Posted: Sun, 18. Feb 18, 18:28
by alexalsp
Tell me. The latest version of CWIR is from this link, or from a link from the header. ?
https://github.com/40712ef4f9/cwir
CWIR on this link, displays a lot of errors in the log file.
https://drive.google.com/file/d/1HKbeCL ... sp=sharing
Only CWIR + 2 DLC
XR 4.30
Posted: Mon, 19. Feb 18, 08:31
by Marvin Martian
the problem is the mod-folder
the mod need to named cwir\ but github add the "brunch" so it called "cwir-RC" or "cwir-master", so default paths doesn't work - damn, hate that gh sh*t
Posted: Mon, 19. Feb 18, 16:45
by alexalsp
Sorry. Forgot to rename the folder.
Later I'll check it again.
Posted: Mon, 19. Feb 18, 16:51
by Marvin Martian
isn't your fault, this should always working
if there is no way to force the right foldername at unpacking it might be better to place the mod-folder into a lower level to prevent wrong foldernames
Edit:
change the folders, so same game as in NewFrontier
Posted: Mon, 19. Feb 18, 18:54
by alexalsp
I renamed the folder to CWIR, no errors. Only small errors.
Code: Select all
[=ERROR=] 1.00 Tried to active state for job ID xen_destroyer_albion_diff_01, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_destroyer_albion_diff_02, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_fighter_patrol_albion_diff_01, which is not valid!
[General] 1.00 ======================================
[General] 1.00 ======================================
[=ERROR=] 1.00 Tried to active state for job ID xen_fighter_patrol_albion_diff_02, which is not valid!
[General] 1.00 ======================================
Charming ...)))
I did not see in the topic links to your new mod - NewFrontier
Or is it not ready yet?
Posted: Mon, 19. Feb 18, 19:35
by Marvin Martian
the next CWIR step ...
BR isn't much active last time, so link is not at the first post
maybe you can add the existing ship-patches for BridgeMod at the the new nf_*** folders too - shipmacros are identical to cwir and some-ships models
Posted: Tue, 20. Feb 18, 00:54
by alexalsp
Ok. I will look at it.
Posted: Sat, 24. Feb 18, 17:42
by alexalsp
I have a question. The latest version of CWIR contains autocrew mod?