X Rebirth

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Canteran Refinery Ship (Produces Reinforced Metal Plates)
   
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3 Mar, 2015 @ 11:02am
11 Apr, 2015 @ 6:57pm
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Canteran Refinery Ship (Produces Reinforced Metal Plates)

Description
Compatability
Tested = X Rebirth 3.20, 3.50, 3.53

Additional Required Files
Innes Library Scripts
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=421907253

This File is the Library for Ship Based Production Modules with out it the ship has no production facilities, this was done as part of a massive bug fix for a bug that happens when you have 2 or more different types of my ship( Ice Refinery or well stuff yet to be released.)

Purpose of Mod
Adds a Canteran Refinery Ship for producing Reinforced Metal Plating.

Mod Information
The Refinery Ship is Unique Canteran Ship Design, it is only buildable at the XL Ship Yard in Devries/Glaring Truth/Darned Hot Air. The Refinery Ship Design is based off the Titurel Design framework, but has under gone a massive retrofit. The Refinery Ship now has an onboard Plate Refinery designed to convert the most basic raw materials (Hydrogen, Ions, Plasma, Ore, Nividium) into Reinforced Metal Plating. Its Production Facility, when stocked produces at minimum 20 plates every 3 minutes.

In addition to an oboard factory the Refinery Ship has under gone a total defencive overhaul. its defencive stratagy is designed to eliminate small groups of stock fighters, like the kind typically employed by the reiver raiders. The first goal of the defensive overhaul is to eliminate holes in the defence that allow generators to be destoryed with out the turrets they protect being able to put any firepower on the attacker. The over all design is all about taking away fighters principal advantages, their ability to fly out of the fire and regenerate thier shields. adding guns to cover more of the open area around the ship reduces blind spots meaning that damaged craft have trouble finind a place to regenerate and sucumb to fire, its that simple. the trade off is also simple the ship is so focused on fighting fighters that it has very limited anti capital ship firepower. capital ships are very differnt creatures from fighters, most military capital ships are armed with multiple anti capital ship guns and are designed to shoot from well beyond the range that anti fighter turrets will engage.

This ship is designed to have a crew of 4... manager, captin, engineer, defence officer, each has a purpose. the manager is to control the production module, the module thinks its part of a space station and set up trade ratres and will sell automatically if you don't have a manger govern it. the captin, engineer and defence officers you should have some idea what they do and their purpose is not changed.


unarmed cost currently about 21million, fully armed cost about 28million. the armament details are listed below.

Current Defence Grouping:
Group 1 (Left Side Frount Gun Bank)
Shield Gen MK3
Plasma Cannon
LAR Cannon
Mining Laser
7 X Hit MA Turrets
( divided into 3 banks, banks one and two have 3 turrets and are on the side of the ship, the other turret is right next to the generator providing coverage to the generator)

Group 2 (Right Side Frount Gun Bank)
Shield Gen MK3
Plasma Cannon
LAR Cannon
Mining Laser
7 X Hit MA Turrets
( divided into 3 banks, banks one and two have 3 turrets and are on the side of the ship, the other turret is right next to the generator providing coverage to the generator)

Group 3 (Bottom Frount Gun Bank)
Shield Gen MK3
Mining Laser
4 X Hit MA Turrets
( this group is going to be modified in a later patch to give the generator better protection and to seal the bottom of the ship where the defences are nearly non existant)

Group 4 (Bottom Rear Right Gun Bank)
Shield Gen MK3
3 X Hit MA Turrets
2 X medium engines
( this group is going ot be modified in a later patch to seal the bottom of the ship where the defences are nearly non existant, the pipes obscure this gun banks coverage so they only can shoot away from the ship and not under it going ot maybe add a few and move a few to give a sparce under coverage to discource fighters from staying there...)

Group 5 (Frount Top Gun Bank)
2 X Shield Gen MK3
i10 X Hit MA Turrets ( banks of 5 linning the area around the generator)
2x missle launchers ( non guided i think)
Radar
Drone Bay (150 drone max)
( this group was designed arround protecting the drone bay and the generators up top... i want to do more stuff in this group in the future. but the addons will be minor, this group is already stong enough to rip light military ships up.. the light and heavy sol can launch all they want the guns here decimate their drones before any harm is really done to the shields then the weak cap shield buckle and thats all she wrote for the sol. also this group covers a lot of the other groups shields generators making taking those generators out more of a chalenge)

Group 6 (Bottom Rear Left Gun Bank)
Shield Gen MK3
3 X Hit MA Turrets
2 X medium engines
( this group is going ot be modified in a later patch to seal the bottom and rear angles of the ship where the defences are nearly non existant.)

Group 7 (Rear Gun Bank)
2X Shield Gen MK3
8 X Hit MA Turrets
2 X Engines
Jump Drive
( this group is the main engine defence group it also covers the 2 capital shield gnerators, it provides limited firepower on ship parked in the engine area and covers the top rear of the ship with 2 banks of 3 hit ma turrets. this group and all other rear groups are likely to see additions to their team in the future.)

Main Shield:
4 X MK3 Cap Ship Generators




Crew Needed to Run this Ship Effectively
Manager, Captin, Defence Officer, Engineer

you can get away with just a captin but the ship will act like a station with out a manager in terms of trade.. it will try to sell goods and no one will notify you when it does sell. the rest of the ship functions function like normal, manager function is currently limited as like an advisory role will be pushing that to more involved in the future.


Concerns/Bugs
Ship Managment- working on writing managment function to help manage mining to allow better managment of production.

Transfering Goods NPC controled ships trying to dock and not suceeding. (FIXED)

Production Being Effected at other Plate Refinery Stations- Not an issue any more, it was fixed. this mod uses a different production method than stations.

Changes to Engineers and Managers- Engineers can now be placed on stations, Manager can now be placed on Ships... i think the engineers work the same on stations as on ships,but the manager will not add value to most ships.. his job is to manage production moduals and we hope that when we finsih he can micro manage the plate refinery ship for the player to at least a small amount..


Tribute
This Mod was Inpired by a similiar mod written by dezgard, he was was having trouble with bugs and i liked his mod so much i decided to fix them by totally remodeling the mod, he gave me permission to post this. In an effort to protect his mod from being forgoten i have made his mod compatible with mine, which was a lot of work and when i originally released it was not posible.

also thanks to alexalsp we now should have russian translation.

Sugestions/Feedback
I would love any feedback you give, discussion makes things better in my opinion. also i need to know where things are broke...
Popular Discussions View All (2)
56
14 Sep, 2015 @ 8:30pm
Bugs
innesbrad
3
17 May, 2017 @ 2:32pm
Future Updates
innesbrad
163 Comments
locutus87 9 Jul, 2017 @ 11:42am 
Hallo, bei mir wird das Schiff nicht angezeigt in der Bauliste, das Ice Refinery Ship aber schon.

Hello, with me the ship is not displayed in the building list, the Ice Refinery Ship but already.
Furykuiku'l 3 May, 2017 @ 11:04pm 
come on bro get your passion back this game needs your ships and other mods with new patch this is only till the real x4 comes out cant even play my old save games as they all require this to be working as it is not they will not load and i dont want to start from stracth again
Draconix26 29 Apr, 2017 @ 12:42pm 
I wish it worked
Zaxius 26 Jan, 2017 @ 8:19am 
What would be really cool is if we could assign trade ships to the manager on this ship. Right now it seems we can only assign one to the captain which he will use strictly for escort patrol. Id like to be able to assign trade ships and mining ships to this manager so he can get his resources quicker. But great mod over all this things works like a charm. Just dont tell it to gather resources. It will stop production. Learned that the hard way. If you just assign the ship to your squad and let it follow ytou it collects its own resources as it goes. Very cool mod actually. Love this ship. I got four of them working for me lol.
Draconix26 13 Jun, 2016 @ 6:38pm 
oh well thanks anyways wish i knew how to do this stuff but i dont lol
I appreciate you responding
innesbrad  [author] 7 Jun, 2016 @ 6:20pm 
the reason i can't update it is 2 part. 1 i can't find the problem. on my end it works seemlessly..
the other problem is i no lon how i evenn built this the first time, i quit playing this game activly a year ago or more when my team kinda hit the end of the fun with it... once we could make annything we wanted and print money into the game it lost its flare for us. We reached the point where i could not find the joy in battle, the chalenge of trade and managment. i enjoyed moding for this game, i fought through a problem that kept growing to give you guys this ship and others like it, it consumed my every waking hour. the best way to figure out why somethign does not work is to create a log file. then remove all the mods that you see that throw an error... what i had to do every tiem i have helped trouble shoot this mod... now i do know of the bug where this ship is buildable where it shoudl not be and i never figured out how to fix that...
Draconix26 5 Jun, 2016 @ 3:08pm 
I keep hoping this will be updated and the rest of his stuff oh well i guess ill give up these
alpex150255 24 May, 2016 @ 9:33pm 
XR 4.0 + HoL this mod no work:(
Draconix26 9 Mar, 2016 @ 11:55am 
this and the library no longer works
Khensu 15 Sep, 2015 @ 11:11pm 
hmm, I would say make it half as efficient as one production unit of a base would be, but without the EC cost? we could say that without the huge power output of EC they can only do this much with the onboard systems, so even if you do use the ships, you dont automaticaly kill the need of the stations.