[MOD] The Teleportation Wars 2

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albysmith
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[MOD] The Teleportation Wars 2

Post by albysmith » Sat, 22. Dec 18, 18:13

MAJOR UPDATE!!!!

Mod Highlights:
21 new sectors to explore - the universe is now 50% bigger :)
NEW FACTION - "Pirate Faction" - flies every ship and uses every station module
NEW FACTION - "Medi-tech Corporation" - enemy to you, friend to the universe; only you realize the depths of their corruption
New inventory items drop from Pirate and Medi-tech ships. To unlock even better rewards, build a Stellar Cartography Module and a Prison Module at your station.
Pirate and Xenon fleets teleport across the universe to harass you and your allies.
Removed Mentor Plot - PHQ spawns randomly in an unknown sector, disguised as a pirate base protected by Xenon forces. Search the universe to claim it as your own.
Includes Trade Receiver Satellites and Find Ownerless Scan.

Notes:
Reward Unlocks: buy the new station modules from the Argon Representative. Build them on a player-owned station. Every time you dock at this station with the new inventory items on your ship, they will be removed and your log will be updated with the locations of new rewards. New inventory items are also sellable to all inventory traders. It is not recommended to dock with a large number of the new inventory items - the log is updated individually for every item that you have, so if you have 20 items, you get 20 log entries.
Trade Receiver Satellite does not add trade subscriptions until you build a Large Habitation Module. If you deploy a Trade Receiver Satellite prior to building a Large Habitation Module, it will be a totally useless satellite forever. Scoop it up and redeploy after you have added a Large Habitation Module to your station.
Conquer the PHQ by flying your ship into its zone and defeating the Xenon fleet guarding it.
Find Ownerless Scan enhances your long range scanner to report the location of ownerless objects in the sector, including the hidden PHQ. Requires a Large Habitation Module.


Download here:
https://www.nexusmods.com/x4foundations/mods/259
Unzip the archive into your root Extensions folder: Steam\steamapps\common\X4 Foundations\Extensions.
If Extensions is not there, just create it.


This mod will not work for Windows 7 users or people who put their mods in the Documents folder.
viewtopic.php?f=181&t=412563&p=4830277#p4830277 for packing your own cats
Last edited by albysmith on Sun, 13. Jan 19, 03:17, edited 4 times in total.

MutantDwarf
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Re: [MOD] The Teleportation Wars

Post by MutantDwarf » Sat, 22. Dec 18, 18:56

You are aware that pirates already have two factions in the base game, yeah?

celludriel
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Re: [MOD] The Teleportation Wars

Post by celludriel » Sat, 22. Dec 18, 19:24

MutantDwarf wrote:
Sat, 22. Dec 18, 18:56
You are aware that pirates already have two factions in the base game, yeah?
There are but only Hatikva can actually own territory. Green scale plate can not own territory even if they have a defense station or pirate station setup. I have no idea why egosoft decided that but there we go. Same counts for the ministry btw ... they can't own any cluster

albysmith
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Re: [MOD] The Teleportation Wars

Post by albysmith » Sun, 23. Dec 18, 01:04

MutantDwarf wrote:
Sat, 22. Dec 18, 18:56
You are aware that pirates already have two factions in the base game, yeah?
Those aren't actually pirates in the way that we want to add pirates. So we're looking at adding one called "Pirates" regardless.

cdeeks
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Re: [MOD] The Teleportation Wars

Post by cdeeks » Sun, 23. Dec 18, 01:05

What does this mod actually do?

albysmith
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Re: [MOD] The Teleportation Wars

Post by albysmith » Sun, 23. Dec 18, 01:10

cdeeks wrote:
Sun, 23. Dec 18, 01:05
What does this mod actually do?
It does everything it says it does - hides the PHQ in the galaxy for you to find, and adds a bunch of Xenon. What part of it do you want to know more about?

Grabowski
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Joined: Mon, 17. Dec 18, 10:12

Re: [MOD] The Teleportation Wars

Post by Grabowski » Sun, 23. Dec 18, 13:42

can i use this mod along with "foundation of conquest and war"?

albysmith
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Re: [MOD] The Teleportation Wars

Post by albysmith » Mon, 24. Dec 18, 14:18

Grabowski wrote:
Sun, 23. Dec 18, 13:42
can i use this mod along with "foundation of conquest and war"?
Yep. We dont touch god or jobs. Should work with everything that leaves the PHQ alone.

Reaper507
Posts: 62
Joined: Tue, 5. Aug 14, 00:34

Re: [MOD] The Teleportation Wars

Post by Reaper507 » Thu, 27. Dec 18, 15:47

1. Win7 issue: game won't start with unpacked mod in game/extensions/ directory.

Mod works in Document/.../extensions/...

2. Tab "consumables" (bying/upgrading at shipyards/equipment docks) doesn't work.

> Trade Receiver Satellite does not add trade subscriptions until you build a Large Habitation Module.

3. What is it all about? New sattelite? New mode which used by sattelites? Something else? Where to find it?


p.s. removing libraries/wares.xml solves problem N 2.

Sin316
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Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Thu, 10. Jan 19, 21:19

Anyone actually got this to work properly?

redshift690
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Re: [MOD] The Teleportation Wars 2

Post by redshift690 » Fri, 11. Jan 19, 00:08

Sin316 wrote:
Thu, 10. Jan 19, 21:19
Anyone actually got this to work properly?
Seems to be working fine for me so far. Granted I just installed the latest version last night so haven't had much time to explore. But it loaded a new game with no issues and with a plethora of other mod's to boot. :P

Sin316
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Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Fri, 11. Jan 19, 00:24

Do you get the Mentor/PHQ quest line from Boson? If so, it isn't really working. I get the new faction, with their Antigone ripped off ranks... and probably the new sectors... but my guess is,that that's about it. Which means it isn't working properly.

albysmith
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Re: [MOD] The Teleportation Wars 2

Post by albysmith » Fri, 11. Jan 19, 01:56

Just forgot the mentor diff. As long as you dont finish the questline its okay.

Sin316
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Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Fri, 11. Jan 19, 07:51

Thanks for the update. Will give this a proper try today and stream some :)

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Shuulo
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Re: [MOD] The Teleportation Wars 2

Post by Shuulo » Fri, 11. Jan 19, 09:08

Can you please clarify a bit, does this mod spawns ships for wars or does it uses ships that are built normally on shipyards?

Swagmatic
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Re: [MOD] The Teleportation Wars 2

Post by Swagmatic » Fri, 11. Jan 19, 15:17

Really cool idea :)
I dont know if the pirate or medi ships will just tp to the locations of traders and annoy them or if they just randomly tp to the sector and aggro if they get in the range of the trader.
Also how aggressive are they?
Will it become a task to babysit my traders and eventually have fighters escort them or is it more of a inconvenience because from time to time the traders get annoyed. I understand that this will become a matter of the number of traders (i usually have ~20-30 traders).

Looking forward to the prrofitssssssss to be made in the new sssectorsssssss ǝɹǝɥ ıpɐlǝʇ ʎpǝǝɹɓ ʇɹǝsuI

Edit:
Is this inevitably going to turn into a full war with proper defense lines like the paranids have in their lower left sectors with the xenon? Or just some rare medium fights like argon vs paranid?
______________________________________________________________________________________________________________________________

Sin316
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Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Fri, 11. Jan 19, 23:58

Is it normal, that the Pirates aren't at war with anyone?

clzcoolzpro
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Re: [MOD] The Teleportation Wars 2

Post by clzcoolzpro » Sat, 12. Jan 19, 03:33

The pirates/AI dont have access to the research upgrades from PHQ right?

Access to all weapons does not include weapon modifications?

Satellites destroyed in all sectors deployed as they are not just a pirate faction. They literally are a pirate "faction". One faction by itself not at war with anyone. Not enemies or a threat to ARG,ANT,PAR. The big giants let the "pirates" run around only targeting the player that has only one ship as if he is carrying a cargo worth a billion CR oh wait. They also have mining ships to support their faction. This is a nice idea. However, if made enemies to all they will be treated as xenon. if made enemies to only players, they will be present in multiple sectors attacking only the players ships. They dont care about cargo apparently even thought they are pirates. These pirates are nothing more than added "enemy" faction.

Maybe a good idea late game but that will be "spawning" them with ships out of nowhere. I think they have too much ships running around for "pirates"

I had 2 mineral and 1 gas mining PRT faction attacking me + a vanguard while im navigating around a station dodging their bs.

Hopefully soon somehow the pirate faction can be converted into real pirates

Suggestion:
Delete
NEW FACTION - "Pirate Faction" - flies every ship and uses every station module
NEW FACTION - "Medi-tech Corporation" - enemy to you, friend to the universe; only you realize the depths of their corruption

Insert
NEW FACTION - The Empire, exist in the new sectors. flies every ship and uses every station module. enemy to everyone?

Sin316
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Re: [MOD] The Teleportation Wars 2

Post by Sin316 » Sat, 12. Jan 19, 09:27

Yeah, the pirates are just the same as med-tech.

I have to constantly fight the pirates, but when I do, I get flagged as hostile by the other factions lol.

Imho you should remove them altogether. Or have them only roam around neutral space or away from other factions, like between clusters of stations or whatever.

Eldiora
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Re: [MOD] The Teleportation Wars 2

Post by Eldiora » Sat, 12. Jan 19, 15:36

Mod loads and works properly except for 1 thing. I cannot click the consumables tab in the shipyard. If I do I cannot order ships. Seems really weird.

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