[MOD] World War X - Version 3.2- 07-17-2015 updated

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Wed, 15. Jul 15, 16:31

Sparky Sparkycorp wrote:Having compared the average costs of top-tier wares (RMP, FRs etc) to the total average cost of their ingredients, there are no profits/markups there.

Well I am playing around with a 50% mark up right now. So far I like it but I will need feedback. It makes shipyards profitable. Not just big shipyards but small shipyards too

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Thu, 16. Jul 15, 23:36

Hey BlackRain,

About your boost-to-doom question, this from your BR.move.nohighway:

Code: Select all

        <start_boost object="this.ship" />
        <move_to object="this.ship" destination="$targetzone" usehighways="false" finishonapproach="false" forceposition="false">
          <position value="$targetpos" />
		</move_to>
        <stop_boost object="this.ship" />
If you added something like a <do_if value="$wwx.subordinates? and $wwx.subordinate.{1}.$wwx.ReadytoBoost" > right before the <move_to ... > node, the boost event should still be caught by your BR.move.escort.capital, and your lead cap ship should activate boost engines, but not move until subordinates signal that they're ready.

Then something like a <do_elseif value="@$wwx.commander.exists"> for subordinates to signal $wwx.ReadytoBoost exact="true" followed by their own <move_to ... >

And a catch-all <do_else> for ships that aren't in a squad.

Might work. Haven't tried it yet, though.

.......
edit: No, wait. That first do_if won't make the lead ship wait for subordinates. It'll just resolve false, and land straight into the do_else. Hmm.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Thu, 16. Jul 15, 23:50

Im not too concerned with the boosting, if it worked it would be cool, but at least I have a warp in place now. They will sometimes boost to follow but other times warp. It is good enough until a way to get it to function properly works.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Fri, 17. Jul 15, 03:13

Working on a new version right now with some changes. Still testing, but added w.evans escort code to my escort script. Making changes to the jobs file to lower certain spawns, hopefully increase performance and give a little more of a threat. Made some other changes, added in selling to your player shipyard ship dealer (with a mark up of 50% which will hopefully bring good profits). The small ship dealer should especially be profitable too (although a lot of repetitive selling there).

Decided to increase shielding on all capital ships. Changed the Titan's armory ships a little for balancing (changed hull HP and such). Changed cost of some small ships (like Drostan and Golem).

Some other small tweaks.

Will upload asap.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Fri, 17. Jul 15, 23:45

New version is up.

Version 3.2

-- Can now sell ships to your own ship dealer for a 50% mark up (Shipyards and small shipyards are now profitable). Ships you board and capture and then sell to your own shipyard will also give you the 50% mark up (cutting out the middle man so to speak)

-- Added MICT code to my escort script (thanks goes to w.evans). I haven't tested it a lot so hopefully it is working.

-- Balance changes to titan's armory ships

-- Changes to Sennin frigate ships (speed, besieger weapons)

-- Other small fixes and some clean up stuff.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Sat, 18. Jul 15, 01:18

BlackRain wrote:-- Added MICT code to my escort script (thanks goes to w.evans). I haven't tested it a lot so hopefully it is working.
I hope so too! :)

Odd, I ran the game with WWX active, and it didn't update. Unsubscribed, re-subscribed, still didn't work. Unsubscribed, deleted the old worldwarx directory, then re-subscribed, and it still wouldn't download. Your mod page says that a new version was uploaded about an hour and a half ago, though, so should be there.

edit: exited and restarted steam then restarted the game, and I still have your 3.10, dated 14th July.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sat, 18. Jul 15, 05:33

w.evans wrote:
BlackRain wrote:-- Added MICT code to my escort script (thanks goes to w.evans). I haven't tested it a lot so hopefully it is working.
I hope so too! :)

Odd, I ran the game with WWX active, and it didn't update. Unsubscribed, re-subscribed, still didn't work. Unsubscribed, deleted the old worldwarx directory, then re-subscribed, and it still wouldn't download. Your mod page says that a new version was uploaded about an hour and a half ago, though, so should be there.

edit: exited and restarted steam then restarted the game, and I still have your 3.10, dated 14th July.
I will check!

--edit I just checked and it appears to be up there. It should say 3.2, today's date.

User avatar
alexalsp
Posts: 1839
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Sat, 18. Jul 15, 09:18

Hi BlackRain

You forgot again to update Russian language. :D :D :D

pls use this link for update lng file - https://yadi.sk/d/HK9F3FXthwC6M
:P :roll:

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Sat, 18. Jul 15, 12:42

BlackRain wrote:I will check!

--edit I just checked and it appears to be up there. It should say 3.2, today's date.
Problem appears to be either on my end, or Steam. I can't seem to be able to download anything from the workshop. Tried subscribing to a bunch of other things in there, and none of them downloaded, but they're all still marked "subscribed." Was last able to download on the 16th, two days ago.

edit: sorry, stupid mistake on my end. I apparently accidentally deactivated "Steam Workshop Downloads" from the in-game extensions menu. Everything's downloading again! I now have 3.20 dated 17.July.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Sat, 18. Jul 15, 13:24

Hey BlackRain,

Just looked through your new br.move.escort.capital from wwx 3.20, and it looks ok, except you seem to have reactivated my experimental compatibility stuff with Marvin's carrier mod:

Code: Select all

<do_if value="$iscarrier?">
	<do_if value="@$MICT_FeedbackAll or @$MICT_FeedbackMisc">
		<show_notification caption="'=== MICT Squad Maneouvering ==='" details="'Carrier Mod detected. \n %1 running move.generic.carrier.'.[this.ship.knownname]" queued="false" prioity="8"/>
		<write_to_logbook category="general" text="'Carrier Mod detected. \n %1 running move.generic.carrier.'.[this.ship.knownname]"/>
	</do_if>
	<run_script name="'move.generic.carrier'" sinceversion="5">
		<param name="destination" value="$target"/>
		<param name="endintargetzone" value="true"/>
	</run_script>
</do_if>
<do_else>
	<do_if value="@$MICT_FeedbackAll or @$MICT_FeedbackMisc">
		<show_notification caption="'=== MICT Squad Maneouvering ==='" details="'Carrier Mod NOT detected. \n %1 running move.generic.'.[this.ship.knownname]" queued="false" prioity="8"/>
		<write_to_logbook category="general" text="'Carrier Mod NOT detected. \n %1 running move.generic.'.[this.ship.knownname]"/>
	</do_if>
	<run_script name="'move.generic'" sinceversion="5">
		<param name="destination" value="$target"/>
		<param name="endintargetzone" value="true"/>
	</run_script>
</do_else>
Doesn't work, though, unless you got it to work? $iscarrier isn't detected, and it always defaults to the do_else. Should be ok, since it'll just proceed to the do_else and launch move.generic as normal, except, it's immediately followed by:

Code: Select all

<run_script name="'move.generic'" >
	<param name="destination" value="$target" />
	<param name="endintargetzone" value="true" />
</run_script>
so move.generic will fire twice each time <do_if value="this.ship.distanceto.{$target} gt 20km">

.......
edit: Oh, and you seem to have kept my sinceversion="5", but br.move.escort.capital is at version="4"

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sat, 18. Jul 15, 16:20

Stupid mistakes. I'll fix them.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sat, 18. Jul 15, 16:55

Okay, I think all fixed and I added the Russian t file. No version change.

User avatar
alexalsp
Posts: 1839
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Sat, 18. Jul 15, 17:31

BlackRain wrote:Okay, I think all fixed and I added the Russian t file. No version change.
Yes , thank you. Now all updated. :)

Rei Ayanami
Posts: 3333
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Rei Ayanami » Wed, 29. Jul 15, 03:31

I think the "Sennin Frigate Raider" ship has its engines placed at the wrong locations. I just encountered one in Heartache Mist and the engines are inside the main ship model, which looks wierd and effectively makes it impossible to destroy the engines without blowing the entire ship up.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Wed, 29. Jul 15, 04:25

Rei Ayanami wrote:I think the "Sennin Frigate Raider" ship has its engines placed at the wrong locations. I just encountered one in Heartache Mist and the engines are inside the main ship model, which looks wierd and effectively makes it impossible to destroy the engines without blowing the entire ship up.
Is it only that one? I will have to look into it. Egosoft might have changed something on the ship.

User avatar
mr.WHO
Posts: 8638
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Sat, 1. Aug 15, 20:13

Hey Rain, with Titan armoury integated would it be possible to also intergrate these two into the mod?

http://steamcommunity.com/sharedfiles/f ... =402498286

http://steamcommunity.com/sharedfiles/f ... =357260893

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Sat, 1. Aug 15, 20:33

mr.WHO wrote:Hey Rain, with Titan armoury integated would it be possible to also intergrate these two into the mod?

http://steamcommunity.com/sharedfiles/f ... =402498286

http://steamcommunity.com/sharedfiles/f ... =357260893
If the creator doesn't mind, I can perhaps include them if they fit with the mod.

jfog
Posts: 1
Joined: Sat, 11. Jul 15, 17:35

capital shipyard

Post by jfog » Sun, 2. Aug 15, 02:37

sry but i need to ask

i use the version 3.53 and i build all CV in free play and i dont saw any Capital Shipyard just civ ship.

plz can someone explain me all request for this mod to work correctly are what im missing for how to build Capital Shipyard.

thank you

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Re: capital shipyard

Post by BlackRain » Sun, 2. Aug 15, 03:42

jfog wrote:sry but i need to ask

i use the version 3.53 and i build all CV in free play and i dont saw any Capital Shipyard just civ ship.

plz can someone explain me all request for this mod to work correctly are what im missing for how to build Capital Shipyard.

thank you
I'm not sure, if you buy a CV from a shipyard, you can build a capital shipyard, it is there.

User avatar
ezra-r
Posts: 3420
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r » Fri, 7. Aug 15, 13:06

Anyone experiencing pathfinding going nuts after starting a new game with this mod? Going nuts in the sense, of autopilot/guidance not pointing to highways, but pointing to long distances, not only affecting the player, but also npc ships.

I'm not saying this is the culprit, but last week I started a game with mods for the first time (not many, bigger ones included this mod and Trascend (Lost colony one), capital ship bridge, and Automated Emergency Jump).

I'm just asking if people using this mod experience/have experienced the same issue, just to start discarding for when I try mods again.

Thanks... and keep up the great work BlackRain!

Return to “X Rebirth - Scripts and Modding”