[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 3548
- Joined: Sun, 8. Apr 12, 09:40
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
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
-
- Posts: 58
- Joined: Sat, 16. Nov 13, 08:51
-
- Moderator (Script&Mod)
- Posts: 7411
- Joined: Mon, 15. Dec 03, 18:53
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!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
-
- Moderator (Script&Mod)
- Posts: 7411
- Joined: Mon, 15. Dec 03, 18:53
-
- Moderator (Script&Mod)
- Posts: 7411
- Joined: Mon, 15. Dec 03, 18:53
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.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
-
- Posts: 350
- Joined: Mon, 31. Mar 08, 13:50
Re: Boarding Stations?
I guess no body has tried this then.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?
-
- Posts: 574
- Joined: Mon, 3. Jul 06, 03:24
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.
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.
-
- Posts: 3548
- Joined: Sun, 8. Apr 12, 09:40
Re: Boarding Stations?
You need to talk to your Marineofficer then you can transfer Marines from Skunk to a Squadship of yours with free space in his dronebay150147 wrote:I guess no body has tried this then.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?
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
-
- Posts: 350
- Joined: Mon, 31. Mar 08, 13:50
-
- Posts: 3548
- Joined: Sun, 8. Apr 12, 09:40
Use the default selected RC BranchMarvin Martian wrote:simply some common bugfixes includet at https://github.com/40712ef4f9/cwir , don't know if BR will update the official packages
-
- Posts: 350
- Joined: Mon, 31. Mar 08, 13:50
ThanksMarvin Martian wrote:Use the default selected RC BranchMarvin Martian wrote:simply some common bugfixes includet at https://github.com/40712ef4f9/cwir , don't know if BR will update the official packages
-
- Posts: 2223
- Joined: Sat, 26. Feb 05, 01:47
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?
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?
-
- Posts: 1839
- Joined: Fri, 18. Jul 14, 05:28
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
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
-
- Posts: 3548
- Joined: Sun, 8. Apr 12, 09:40
-
- Posts: 1839
- Joined: Fri, 18. Jul 14, 05:28
-
- Posts: 3548
- Joined: Sun, 8. Apr 12, 09:40
-
- Posts: 1839
- Joined: Fri, 18. Jul 14, 05:28
I renamed the folder to CWIR, no errors. Only small errors.
Charming ...)))
I did not see in the topic links to your new mod - NewFrontier
Or is it not ready yet?
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 ======================================
I did not see in the topic links to your new mod - NewFrontier
Or is it not ready yet?
-
- Posts: 3548
- Joined: Sun, 8. Apr 12, 09:40
the next CWIR step ...
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
BR isn't much active last time, so link is not at the first postMarvin Martian wrote:actual development time get spend to https://forum.egosoft.com/viewtopic.php?t=394031 / https://github.com/40712ef4f9/nf_a
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
-
- Posts: 1839
- Joined: Fri, 18. Jul 14, 05:28