X Rebirth

X Rebirth

Boarding Options
85 Comments
Dogbix 10 Oct, 2024 @ 2:35am 
Still working fine, thank you for this mod :buzzed:
SuperNiceGuy 7 Dec, 2022 @ 4:24pm 
Work fine in 4.3
KarlThorsten89 16 Jul, 2022 @ 8:47pm 
Bump. Doesn't work. The pods won't even launch.
Haribo73 3 Mar, 2018 @ 7:29am 
This program does not work as it is with updates :steamfacepalm:
Brother Salt 25 Feb, 2018 @ 2:11pm 
I'm not sure what mod this is conflicting with, but the boarding doesn't wait to start, if I pick any option other than board or abort the pods launch instantly.
janda 28 Jan, 2018 @ 3:09am 
you are right. it took about 6 min to reappear
camus  [author] 27 Jan, 2018 @ 12:35pm 
I forget why, but being able to escape the options at that point seemed necessary. It's supposed to come back up after a minute or two anyways. The boarding push will count as unsupported, but you shouldn't lose all your marines unless their strength is just way too low.
janda 27 Jan, 2018 @ 5:00am 
I found an issue:
When i have to decide between "weapons only" and "normal support", I press escape sometimes accidentally. then the dialog vanishes and nothing happens => all my marines lost
camus  [author] 17 Dec, 2017 @ 9:08am 
Yeah I never found anything wrong, so it was probably a mod conflict they were having.
buddyspike 17 Dec, 2017 @ 2:54am 
It works well in 4.30. There seems to be no problem yet. +1
Drako 3 Dec, 2017 @ 11:13am 
thanks
camus  [author] 3 Dec, 2017 @ 10:02am 
Thanks, that's good to know. I'll fix it when I get a chance.
Drako 3 Dec, 2017 @ 2:01am 
broken in beta 4.30rc2, the menu appear, but it don't wait to start bording, and won't start if you force when a engine or jump drive is présent
camus  [author] 1 Sep, 2017 @ 5:03pm 
Well if I added a warning it would only be up for a few seconds, otherwise the hint box would interfere with the marine strength / target resistance display. I will update the mod description at least though.
Byzod 1 Sep, 2017 @ 4:40pm 
@darkly noon thanks for your info however I'm done with this game and on the hype train to X4...
Anyway 180min (3hours) is way too long, destroying all of them is a faster/better way since the turrets are working and act as defence during the repair

@camus could you update your mod to fix the issue? If it can't be done, adding few words about this in the mod descrption will also be appreciated.
Or you can warn player in-game ("Captain, if you don't destroy the engines and jumpdrive, they will remain disabled after we claim the ship, are you sure want to skip this?")
camus  [author] 1 Sep, 2017 @ 4:06pm 
That's good to know.
Darkly Noon 1 Sep, 2017 @ 1:50pm 
@Byzod (or any it may concern)
The reason the drives do not work after capturing a ship without destroying jj or engines is because of the hacked state of the engines (i am asuming you, like me, hack the ship to disable the turrets etc)
the 180 minute hack timer remains intact after you board it.

If you capture a ship without hacking it first, and you can use hacking only option to cap, you will not that the ship can fly and jump away right away.

I have tested this and captured several ships after first hacking then not destroying jj or engines or any hardpoints (EG full 100% caps with hacking) and had those ships not respond for a long time, but after the hack timers run out they eventualy do go and do what is asked.

Only problem is keeping it safe while you leave it in its defenceless state :) (i sugest 2 dozen or so fighters as protection)
Byzod 20 Aug, 2017 @ 5:10pm 
Hi I found a bug:

If you board a ship without disable its engines/jumpdrive (hack the ship using hacking drone first), after you claim the ship, those engines/jumpdrive read 100% hull but it's not working actually.
If you only destroyed some of the engines, only those that were destroyed can working properly after they're repaired. If you all engines are untouched during the boarding, none of them will working after you claim the ship, it can't even move or turn.

To "fix" the problem you have to:
1. Disable engines/jumpdrive before capture it
2. Destroy engines/jumpdrive after capture it, then repair them from scratch


Mod list:
All from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093961387
And CWIR (http://forum.egosoft.com/viewtopic.php?t=381043)
Byzod 15 Aug, 2017 @ 6:13am 
Thanks for your mod!
It's to stupid that I have to disable jumpdrive/trusters/weapons to board an abandoned ship without any crew in vanilla
Now I can sent pods directly then help them by disable the interior auto-turret (if any) using hacker drone to claim the ship without damage
Max17 14 Aug, 2017 @ 3:26pm 
oh sorry, i thought i wrote "protect boarding pod" xD However i was not using mods like that. Anyway, after a while, the "boarding sequence" continued and i was able to board successfully the ship. I think there's a problem when the pods are docking the ship and sometimes even if all the pods successfully dock, the game doesn't tell me that "the last pod arrived". So maybe it's not a mod problem at all, dunno :D Anyway thanks for your fast reply
camus  [author] 14 Aug, 2017 @ 2:51pm 
Hi Max17, what other mods are you using? Anything that mentions a combat overhaul might interfere, I think.

On a side note, I'm not sure what you mean by "protect boarding ship" phase since you wouldn't be protecting them if you're trying to board them. =P
Max17 14 Aug, 2017 @ 4:12am 
@camus Sometimes i get stuck at "protect boarding ship" phase. To be more precise i don't get the "Stage 2" menu option to choose from - >

Stage 2 - Pods Landed / Support Options

Option 1: Normal Support
Option 2: Target Weapons Only
Option 3: Use Hacking Only

What can I do? (X rebirth 4.1 with some mods)
Hyperion 2 Aug, 2017 @ 3:51pm 
Cool, thanks for the quick reply!
camus  [author] 2 Aug, 2017 @ 3:51pm 
It's been 4.0 compatible for over a year now. And it looks like it still works fine with 4.10 as far as I can tell.
Hyperion 2 Aug, 2017 @ 3:25pm 
Any news on the 4.0 compatibility?
Cheetahhawk 29 May, 2017 @ 2:38pm 
is this 4.0+ compatible? either the strength didnt show or it was bugged because of another workshop item or something else corputed my workshop items
sirup 30 Apr, 2017 @ 4:25pm 
great mod.
If you combine with quicker boarding mod, you still have to shoot one weapon.
Which is fine as it doesnt then feel 100% cheating :>
Earl 5 Oct, 2016 @ 12:47pm 
thanks a lot
camus  [author] 4 Oct, 2016 @ 8:32pm 
Ok, I uploaded it to nexus. Here's the link: http://www.nexusmods.com/xrebirth/mods/496/
Earl 4 Oct, 2016 @ 5:20pm 
can u upload this mod to Nexus?
camus  [author] 15 May, 2016 @ 4:56pm 
It should be 4.0 compatible. Are you running any other boarding mods?
darkstardereroberer 14 May, 2016 @ 9:07am 
is it 4.0 compatible? The enemy boarding resistance doesnt decrease with hull strength and the display doesnt dissapear after failing the boarding
camus  [author] 8 Mar, 2016 @ 4:05pm 
Yes.
kelmenwong 8 Mar, 2016 @ 4:02pm 
Normal Support = vanilla game?
stndbye 7 Mar, 2016 @ 11:23am 
YESS.
Thanks!! Then hijack can be compatible i hope.
camus  [author] 7 Mar, 2016 @ 11:22am 
Oh, if it's only temporary then instead of canceling the cue you could do
<set_value name="md.Boarding.$checkresistance" exact="false"/> to disable it, and then use <set_value name="md.Boarding.$checkresistance" exact="true"/> or <signal_cue cue="md.Boarding.ResetCheckResistance"/> to re-enable it.
stndbye 7 Mar, 2016 @ 11:14am 
Thanks mate, you're a real Gent!

My messages only last for 2.5 secs - can i re-enable your hints somehow afterwards?
camus  [author] 7 Mar, 2016 @ 10:18am 
I don't know if it would work, but you make a new script and do <cancel_cue cue="md.Boarding.CheckResistance"> or <reset_cue cue="md.Boarding.CheckResistance"> whenever the Boarding script starts.
stndbye 7 Mar, 2016 @ 3:40am 
Hiho!
Any chance to remove the constant hint display of marine count from the mod? Vanilla displays this info after every round since 4.0 on event monitor, and it won't let my mod display any hints during boarding.
Or as a workaround can i patch your mod and hide this feature without hurting the functionality?
Is there a flag i could set or such that would tell your mod to not refresh any hints?
camus  [author] 27 Feb, 2016 @ 9:05am 
I have no idea. Why not test it and find out for yourself?
sybersmoke 27 Feb, 2016 @ 12:13am 
Last time I tried this with Marine Rebalance, certain things did not work right. Like even though I had a scanner drone, I could not scan the ship to reduce the number of bording cycles (4 with drone, 10 with out). There was also an inconsistancy with the marine power calculations. Are these issues still presant?
camus  [author] 1 Nov, 2015 @ 10:35pm 
Are you using any other mods?
M4LX 1 Nov, 2015 @ 7:30pm 
I am subscribed to this.

There are no menus appearing for this, am I doing something wrong?
camus  [author] 27 Oct, 2015 @ 9:34pm 
Nah, it's just a low probability. There's just a higher chance of getting turrets and shields as targets because there's a lot more of those.
I3laze 27 Oct, 2015 @ 5:17pm 
I must of been using another mod as well then because I never had to destroy the drone bay. Mind you I think I was also playing on easy mode so maybe thats why?
camus  [author] 27 Oct, 2015 @ 3:41pm 
If you're doing normal support then the drone bay is supposed to be included as a potential target.
I3laze 27 Oct, 2015 @ 2:00pm 
I'm pretty sure that when I used this a while ago I could select stage 1 > option 3 > Stage 2 > normal support and that's it. But I keep getting told to destroy the drone bay :( This never happened before. It feels just like vanilla now. I use it along with marine rebalance, is that the problem?
kelmenwong 28 Jul, 2015 @ 6:19pm 
i think i noticed something like boarding progression in percentage in marine rebalance mod, this info will be very helpful if provided by this mod. i don't run the marine rebalance anymore.
camus  [author] 12 Jul, 2015 @ 6:32pm 
If you pick disable engines it's the same as the regular boarding procedure. You should pick disable weapons first then you will have the option to disable engines afterwards if the ship is still moving.
kelmenwong 12 Jul, 2015 @ 5:39pm 
suggest: pods only will launch if being instructed explicitly

in current implementation, at stage 1, i picked 1 disable engine, once engine/jump are gone, pods are launch, but enemy weapons are still intact

pods should launch only if 1 selected 3, as i intend to go by step disable engine, then weapon, then pods