X Rebirth

X Rebirth

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Kal Nov 19, 2013 @ 6:27am
Expanding the URV Forge with the URV Wharf
Right. That's what I'm trying to do.

Supposedly upon finishing the first station piece, the construction ship is supposed to disappear. Mine did not, and has been flying around buying energy cells for no apparent reason. It is not under the control of the station manager or any other ship I own. It is simply not on my list of property anywhere, though I can dock with it and talk to the architect there.

I told them to expand all stage 1 pieces of the station, yet it did not deploy and does not have the needed resources. So I need to bring said resources to him - the problem is, I can't give the resources to the ship as it isn't deployed with the trade offer icons around it. So I can't transfer said resources, but I can't cancel his upgrade order and if I could could I switch in a different ship to fill the role?

Can I put an architect on the station and ask them to upgrade it from there? I'm lost here. Any help would be appreciated. I'd even appreciate instructions on how to edit the resources into the construction ship - I've managed to find it in the savefile but I can't make sense of where it's actual cargobay is described. At this point, I just want to progress the plot.
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Showing 1-15 of 22 comments
eskah78 Nov 19, 2013 @ 6:43am 
Ave the same problem here.Not sure the constructioàn ship is suposed to disapear after the first module or after the station is fully upgraded (make more sense 1 construction for eatch modules). Since it is supodes to disapear i will try to shoot him down once he finished the first module unfortunately i dont ave a save point close to it so i ave to start all over again. I will experimen by cheating on freeplay.

There is a few speculation i ave made:
I will try to load a few cargo drones inside the construction ship (make sense since u are supposed to load resources intro it)
In my last attemp to upgrade a station the construction ship was stop in front of a enegy sell selling point on my station (it may ave tryed to get resouurces from tat station...)

The game was suposed to be simple to use but the learning curve is still harsh due only to the lack of proper tutorial/manual. Again egosoft rely on the comunity to make proper guide/ manual.
Kal Nov 19, 2013 @ 2:01pm 
So I've managed to get around this by manually finding the ship, telling the architect to build, saving, and then editing the save. Simply changing the resource numbers its waiting on for that module to 0 causes it to start building the module when you load. This is totally a hack/cheat but it's really the only way to get around this bottleneck atm - you can't load the ship with the resources nor can you order it to go get them. :/
ShdwKnght Nov 20, 2013 @ 4:22am 
Originally posted by STOMP Kalinin:
So I've managed to get around this by manually finding the ship, telling the architect to build, saving, and then editing the save. Simply changing the resource numbers its waiting on for that module to 0 causes it to start building the module when you load. This is totally a hack/cheat but it's really the only way to get around this bottleneck atm - you can't load the ship with the resources nor can you order it to go get them. :/

you can edit the resources inside your construction vessel by looking at lines
<connection connection="connection_storage02" macro="connection_storage02">
<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x6f461]">
<cargo>
<summary state="collapsed" connection="cargo">
<ware ware="drp_cargolifter" amount="10"/>
<ware ware="energycells" amount="2482"/>
</summary>
</cargo>
<connections/>
</component>
</connection>

i think some of these values like the id="[0x6f461]" is generated randomly based on each player's game but, basically, its easier to just search the file for whatever your vessel currently is holding. For example, i knew my vessel currently had 2482 energy cells and 10 cargolifters, so i just searched for 2482 and i found what i was looking for.

So what I did is i looked at the portion of the file where it says how many are needed for the build, mine looks like this:
<component class="buildmodule" macro="buildmodule_stations_plot_01_macro" connection="buildmodule" id="[0x6f44f]">
<offset>
<position z="68.2133"/>
</offset>
<build start="32952.9" steps="6" type="build" state="waitingforresources">
<resources>
<ware ware="energycells" amount="2482"/>
<ware ware="fusionreactor" amount="270"/>
<ware ware="reinforcedmetalplating" amount="1160"/>
<ware ware="bioopticwiring" amount="598"/>
<ware ware="shieldgenerator" amount="6"/>
<ware ware="dumbfireturret"/>
<ware ware="machinegunturret" amount="10"/>
<ware ware="plasmaturret" amount="4"/>
</resources>

i just copy all the <ware ware= etc and paste it just beneath the line for my cargolifter so it would look like this:
<connection connection="connection_storage02" macro="connection_storage02">
<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x6f461]">
<cargo>
<summary state="collapsed" connection="cargo">
<ware ware="drp_cargolifter" amount="10"/>
<ware ware="energycells" amount="2482"/>
<ware ware="fusionreactor" amount="270"/>
<ware ware="reinforcedmetalplating" amount="1160"/>
<ware ware="bioopticwiring" amount="598"/>
<ware ware="shieldgenerator" amount="6"/>
<ware ware="dumbfireturret"/>
<ware ware="machinegunturret" amount="10"/>
<ware ware="plasmaturret" amount="4"/>
</summary>
</cargo>
<connections/>
</component>
</connection>

save the file and reload the game

For some reason this kept bugging out on me, the game would stop loading at 72%, so i changed zone, quicksaved, redid all my editing, saved and this time it loaded properly.
Station now is building and its at 54% and climbing


I intend to cheat my way through this ridiculously glitchy plot and once its over with and I have a decent income (i assume a small empire will earn cash on its own....if not, im done with this game), then i will bother invading enemies, destroying their bases, etc. Its extremely expensive to take out a station on your own when your Taranis' take 50% hull damage and costs like 25million to repair every time. (Not that i managed to get my cap ships to fight back mind you, but theres no way to tell it to stop following me, same for the rahanas etc.. so they ultimately do end up taking damage)

I have no intention of babysitting ship by ship on what to buy and what to sell with this horrible slow narrow interface, and wait for these freaking ridiculously slow Rahanas to move around..
Last edited by ShdwKnght; Nov 20, 2013 @ 4:34am
Kal Nov 20, 2013 @ 6:18am 
Yeah I feel you. I just changed the values of the resources it was waiting for to zero rather than trying to edit in the resources into the ship - it does the same thing. The game doesn't actually need the resources to build the station, it just checks to see if you have them. So if you bypass that check and tell it you have the wares, it just goes on building as if you did. That's how I went and build all the stage one pieces to the URV forge. Not that it actually works with the ♥♥♥♥♥♥ infrastructure in DeVries. Almost no freighters, and the ones that are there don't do jack other than trade energy cells to nothing and water to nothing. I got 7 million from somewhere, not sure if plot or the station, but the station doesn't exactly cost anything to maintain it doesn't seem. Or it's making a profit somehow. I have no idea how it would, considering it has -never- gotten any ore, energy cells, food, silicon, nothing. It did spawn four little energy freighters that proceeded to fly around the zone and pretend to be busy. Not sure how it got energy freighters out of a steel refinery (as that was all that was built when they spawned) but yeah. I'd like to know how the DeVries shipyard even had the resources to build the ships it did. Leftovers? Lol.

Oh, and a majority of all freighters in my save are now sitting in their zones, stacked vertically, doing nothing. I suspect its because they can't cross sectors without fuel and they're not smart enough to go somewhere to buy some. I've never even seen a station that produces it. I managed to buy some from a food rations facility once. The economy is either faked or just not working. 24 hours into a save and ships stop moving and things stop producing.

tl;dr: The economy is so broken I have to edit my saves in order to cheat-build my station to advance plot.
Last edited by Kal; Nov 20, 2013 @ 6:20am
Mad Vandal Nov 20, 2013 @ 6:39am 
To get the URV forge built you have to get the materials from non-hostile stations in the PMC sectors, of which you might find half of what you need. The rest you need to steal by capturing PMC transports containing the materials you need. You gotta do this without trashing all the engines or it'll be stranded. I found that as long as I stay out of the zone where the trade is taking place my transport is usually able to make its run without being fired on. So far I was able to get the coils and weapons from a Ledda faction station. If you want your transports to fire back, you gotta put a defense officer on it, and then maybe it'll work right.

I finally found out how to deal with the stupid fuel issue, you simply click their picture on the monitor when the complain about fuel and you can tell them to go buy the fuel which then magically occurs somehow. Its pretty dumb but it works.
Last edited by Mad Vandal; Nov 20, 2013 @ 6:44am
AdrianDeWinter Nov 20, 2013 @ 7:14am 
to stop the ships following you can assign them to a station of your own call the captain and "assign new commander", i asigned them to my building ship as its still building the urv forge and so wont move. seems to work
DarrikVkir Nov 20, 2013 @ 7:20am 
The construction ship bugs out once you have assigned a manager. I waited until all three modules were built before I assigned a manager - the construction ship deploys and acts like a trade point fine that way.
Jartor Nov 20, 2013 @ 7:20am 
@Kalinin - how do I change resc reqs in my save file?

My construction ship is flying around a random zone in circles and I really want to fix this.
DarrikVkir Nov 20, 2013 @ 7:23am 
See the 'alternative' section in this link: http://forum.egosoft.com/viewtopic.php?p=4218039#4218039
Knightwolf Nov 21, 2013 @ 7:43pm 
Originally posted by ShdwKnght:
Originally posted by STOMP Kalinin:
So I've managed to get around this by manually finding the ship, telling the architect to build, saving, and then editing the save. Simply changing the resource numbers its waiting on for that module to 0 causes it to start building the module when you load. This is totally a hack/cheat but it's really the only way to get around this bottleneck atm - you can't load the ship with the resources nor can you order it to go get them. :/

you can edit the resources inside your construction vessel by looking at lines
<connection connection="connection_storage02" macro="connection_storage02">
<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x6f461]">
<cargo>
<summary state="collapsed" connection="cargo">
<ware ware="drp_cargolifter" amount="10"/>
<ware ware="energycells" amount="2482"/>
</summary>
</cargo>
<connections/>
</component>
</connection>

i think some of these values like the id="[0x6f461]" is generated randomly based on each player's game but, basically, its easier to just search the file for whatever your vessel currently is holding. For example, i knew my vessel currently had 2482 energy cells and 10 cargolifters, so i just searched for 2482 and i found what i was looking for.

So what I did is i looked at the portion of the file where it says how many are needed for the build, mine looks like this:
<component class="buildmodule" macro="buildmodule_stations_plot_01_macro" connection="buildmodule" id="[0x6f44f]">
<offset>
<position z="68.2133"/>
</offset>
<build start="32952.9" steps="6" type="build" state="waitingforresources">
<resources>
<ware ware="energycells" amount="2482"/>
<ware ware="fusionreactor" amount="270"/>
<ware ware="reinforcedmetalplating" amount="1160"/>
<ware ware="bioopticwiring" amount="598"/>
<ware ware="shieldgenerator" amount="6"/>
<ware ware="dumbfireturret"/>
<ware ware="machinegunturret" amount="10"/>
<ware ware="plasmaturret" amount="4"/>
</resources>

i just copy all the <ware ware= etc and paste it just beneath the line for my cargolifter so it would look like this:
<connection connection="connection_storage02" macro="connection_storage02">
<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x6f461]">
<cargo>
<summary state="collapsed" connection="cargo">
<ware ware="drp_cargolifter" amount="10"/>
<ware ware="energycells" amount="2482"/>
<ware ware="fusionreactor" amount="270"/>
<ware ware="reinforcedmetalplating" amount="1160"/>
<ware ware="bioopticwiring" amount="598"/>
<ware ware="shieldgenerator" amount="6"/>
<ware ware="dumbfireturret"/>
<ware ware="machinegunturret" amount="10"/>
<ware ware="plasmaturret" amount="4"/>
</summary>
</cargo>
<connections/>
</component>
</connection>

save the file and reload the game

For some reason this kept bugging out on me, the game would stop loading at 72%, so i changed zone, quicksaved, redid all my editing, saved and this time it loaded properly.
Station now is building and its at 54% and climbing


I intend to cheat my way through this ridiculously glitchy plot and once its over with and I have a decent income (i assume a small empire will earn cash on its own....if not, im done with this game), then i will bother invading enemies, destroying their bases, etc. Its extremely expensive to take out a station on your own when your Taranis' take 50% hull damage and costs like 25million to repair every time. (Not that i managed to get my cap ships to fight back mind you, but theres no way to tell it to stop following me, same for the rahanas etc.. so they ultimately do end up taking damage)

I have no intention of babysitting ship by ship on what to buy and what to sell with this horrible slow narrow interface, and wait for these freaking ridiculously slow Rahanas to move around..




**************************************************************************************************
Instead of doing all the copy and pasting. Just search for this { buildmodule" macro="buildmodule_stations_plot_01_macro } without the brackets after every build query in game for the URV . Then delete any wares and text that show up in side the <resources> </resources>
Of course always make a copy before you edit. Just in case.


<resources>
<ware ware="energycells" amount="2482"/>
<ware ware="fusionreactor" amount="270"/>
<ware ware="reinforcedmetalplating" amount="1160"/>
<ware ware="bioopticwiring" amount="598"/>
<ware ware="shieldgenerator" amount="6"/>
<ware ware="dumbfireturret"/>
<ware ware="machinegunturret" amount="10"/>
<ware ware="plasmaturret" amount="4"/>
</resources>
Last edited by Knightwolf; Nov 21, 2013 @ 7:44pm
Knightwolf Nov 22, 2013 @ 5:03pm 
Let me add one thing. Some have suggested in other theads to not add the manager to the station. So that the contruction ship will not leave the system. In my trials the only way i was able to proceed with the second stage was to add the manager to the station after stage one as the popup menu tells you.Quicky I may add. I almost missed the nstructions.When you add the manager the URV construction ship will travel to another zone.But it will come back and when it does then you can do your edit of the XML file.
I suppose it would work normally if those wares were in the system to buy.
Defektiv Nov 24, 2013 @ 2:38pm 
Just out of curiosity, did you assign other crew members to the construction vessel before you started building the forge? Because I did and the vessel is doing the same thing as you.

On editing the save file, easiest way is to use NPC names I found. Just find the name of a NPC on that ship/station, search the save file and then you're already in the connections tree for that ship/station. NPC names seem unique enough to be the best search point for assets I have found.
Adjoint [PAX] Feb 7, 2015 @ 2:48am 
And I still c so many bugs ( even in 3.2). I am getting tired of it. I am playing to have fun and not to become an XML editor expert or application tester. I guess that I will go play X3AP (even if I dont like the graphics much)
darkone264 Feb 7, 2015 @ 8:06am 
i play freeplay so it might be different my construction vessles behave as expected, they do not disappear after the station is built they still act as a trade hub for equiping drones to the station, once assigned they can not be reassigned all my stations function as normal including onces built in modded zones
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Date Posted: Nov 19, 2013 @ 6:27am
Posts: 22