[REQUEST] New feature / Mod idea - New station modules

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Alatyrak
Posts: 1
Joined: Wed, 15. May 19, 14:56

[REQUEST] New feature / Mod idea - New station modules

Post by Alatyrak » Wed, 15. May 19, 15:09

Hi,
(I copied this from my reddit https://www.reddit.com/r/X4Foundations/ ... n_modules/ post)

I'm not sure if you can add new station modules with mods, however I have few ideas if adding new modules is possible.



Academy Module
  • More variants, for example: Military Academy (trains staff in Boarding skill), Bussiness Academy (trains staff in Management), Pilot Academy and so on.
  • It needs resources to run (foods and medicine)
  • Variant A: Academy can only train staff, if it has according Seminar in station inventory. You need more seminars of the same type to train to more stars. So in order to get 5 stars on you pilots, station needs to have 5 Pilot Seminars.
  • Variant B: Academy does not need Seminars, it requires to have assigned lecturer, ie skilled Crew Member. Students can go only as high as lecturer (or one star below). Player can donate Seminars as one-time boosts.
  • Habitants increase learning speed, same as production modules
  • You assign students same way as you would assign managers, however you select "Student - Pilot" in dropdown menu
I think the game needs more of the "active gameplay" and less of the "SETA gameplay", so the station with Academy Modules could generate missions. Few examples:

Name: Depressed student needs motivation
Objective: Pickup student from Station and with him onboard kill Xenon P. Then return to the Station.
Reward: 1x Seminar (Pilot)

Name: Aspiring soldier
Objective: Pickup student from Station and capture a ship. Then return to the Station.
Reward: 2x Seminar (Boarding)

I think you get the gist of where I am going with this. You are basically a mentor to these students. Rewards can not be Credits, because missions are generated by your faction. It does not need to be complicated. NPC you are taking on the trip does not need to be one of the students. Think of combination of Escort missions (take me somewhere please) and some other type (kill, board, claim, build, trade)


Embassy Module
  • Can be bought as a blueprint when reputation is high enough with given faction
  • More variants, for example: Argon Embassy, Antigone Embassy,...
  • This module "relays" missions from given faction to your station
  • It requires assigned ambassador, his Management skill dictates how much missions are shown. It also requires food and medicine.
  • It can only relay missions from stations where you have vision (satellites)
  • Main purpose is not to get every single mission, but rather relay missions you are interested in, for example Building mission - this can be set via talking to Ambassador
  • This module could also open up new set of high-tier missions or mission chain to start/end war between two factions (thank you u/Kinkyregae for this suggestion)

Observatory Module
  • Basically a huge satellite, one should be enough for entire sector
  • Updates trade offers
  • Requires Energy Cells to function. It should maybe require something else, so it is not completely fire-and-forget

Deep Scan Module
  • Again a huge satellite but for detecting ships, one sould be enough for entire sector
  • Requres Energy Cells and Scanning Arrays to function

nickolaiproblem
Posts: 246
Joined: Mon, 5. Nov 18, 23:12
x4

Re: [REQUEST] New feature / Mod idea - New station modules

Post by nickolaiproblem » Wed, 15. May 19, 22:26

Alatyrak wrote:
Wed, 15. May 19, 15:09
Hi,
(I copied this from my reddit https://www.reddit.com/r/X4Foundations/ ... n_modules/ post)

I'm not sure if you can add new station modules with mods, however I have few ideas if adding new modules is possible.



Academy Module
  • More variants, for example: Military Academy (trains staff in Boarding skill), Bussiness Academy (trains staff in Management), Pilot Academy and so on.
  • It needs resources to run (foods and medicine)
  • Variant A: Academy can only train staff, if it has according Seminar in station inventory. You need more seminars of the same type to train to more stars. So in order to get 5 stars on you pilots, station needs to have 5 Pilot Seminars.
  • Variant B: Academy does not need Seminars, it requires to have assigned lecturer, ie skilled Crew Member. Students can go only as high as lecturer (or one star below). Player can donate Seminars as one-time boosts.
  • Habitants increase learning speed, same as production modules
  • You assign students same way as you would assign managers, however you select "Student - Pilot" in dropdown menu
I think the game needs more of the "active gameplay" and less of the "SETA gameplay", so the station with Academy Modules could generate missions. Few examples:

Name: Depressed student needs motivation
Objective: Pickup student from Station and with him onboard kill Xenon P. Then return to the Station.
Reward: 1x Seminar (Pilot)

Name: Aspiring soldier
Objective: Pickup student from Station and capture a ship. Then return to the Station.
Reward: 2x Seminar (Boarding)

I think you get the gist of where I am going with this. You are basically a mentor to these students. Rewards can not be Credits, because missions are generated by your faction. It does not need to be complicated. NPC you are taking on the trip does not need to be one of the students. Think of combination of Escort missions (take me somewhere please) and some other type (kill, board, claim, build, trade)


Embassy Module
  • Can be bought as a blueprint when reputation is high enough with given faction
  • More variants, for example: Argon Embassy, Antigone Embassy,...
  • This module "relays" missions from given faction to your station
  • It requires assigned ambassador, his Management skill dictates how much missions are shown. It also requires food and medicine.
  • It can only relay missions from stations where you have vision (satellites)
  • Main purpose is not to get every single mission, but rather relay missions you are interested in, for example Building mission - this can be set via talking to Ambassador
  • This module could also open up new set of high-tier missions or mission chain to start/end war between two factions (thank you u/Kinkyregae for this suggestion)

Observatory Module
  • Basically a huge satellite, one should be enough for entire sector
  • Updates trade offers
  • Requires Energy Cells to function. It should maybe require something else, so it is not completely fire-and-forget

Deep Scan Module
  • Again a huge satellite but for detecting ships, one sould be enough for entire sector
  • Requres Energy Cells and Scanning Arrays to function
Not a bad list of ideas I look forward to it myself.

LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
x4

Re: [REQUEST] New feature / Mod idea - New station modules

Post by LegionOfOne » Sun, 9. Jun 19, 23:47

Creating new modules is perfectly possible.

If you don't want to create a visual model for your modules, you can use the graphics of existing modules.
See the 10x production modules mod as an example.
It causes a few bugs in-game now due to v2.5 changes in production inputs and outputs, but the way it creates new modules by using existing assets is perfectly valid still.

Also, your observatory module sounds a bit like the SectorSatellites mod, so its code should be useful.

I look forward to what you can create as well !

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