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[WIP] X Rebirth: The New Frontier
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Warnoise





Joined: 08 Mar 2016



PostPosted: Mon, 20. Feb 17, 05:47    Post subject: Reply with quote Print

I love this idea, this mod will be a godsend for people who want to enjoy Xrebith!

I have few questions:

Will pirates try to "board" other ships?


Also since economy will be changed (no spawning etc) will the AI also be adjusted in such way that they can adjust to the market?

Will governments try to expand all over the universe? (For example canterans expanding over albion, Plutarch over devries, etc...)

Last: Will AI build in all zones? (even for example zones in barren hearts, and other empty zones etc...)

Thank you

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Senner





Joined: 15 Aug 2010



PostPosted: Mon, 20. Feb 17, 12:48    Post subject: Reply with quote Print

Really looking forward to this one. Thanks for putting in all the work.

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BlackRain
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PostPosted: Mon, 20. Feb 17, 15:24    Post subject: Reply with quote Print

Warnoise wrote:
I love this idea, this mod will be a godsend for people who want to enjoy Xrebith!

I have few questions:

Will pirates try to "board" other ships?


Also since economy will be changed (no spawning etc) will the AI also be adjusted in such way that they can adjust to the market?

Will governments try to expand all over the universe? (For example canterans expanding over albion, Plutarch over devries, etc...)

Last: Will AI build in all zones? (even for example zones in barren hearts, and other empty zones etc...)

Thank you


Well, the "plunder" command has pirates attacking ships and taking their cargo. It is certainly possible to have pirates board ships, since we already have station boarding for npc's but it will be too cpu intensive of a feature I believe.

Governments will try to conquer and expand, how far their expansion will go has not been fully decided yet. Also, there will be more government factions than in vanilla, probably 3 per cluster.

As of right now, the AI will build in all the normal zones from vanilla, not sure yet if we will have them build in empty zones because it might become too complicated that way. It is possible though.

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Marvin Martian





Joined: 08 Apr 2012
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PostPosted: Mon, 20. Feb 17, 15:45    Post subject: Reply with quote Print

i already testing a surrender feature for plunder-attacks that allows the ship to drop all cargo before the ship will destroyed

---

In all zones stations can build the AI will build, based on the behavior the faction will use existing slots or force to expand into other areas

only at CWIR we have code (under testing) to create and build in temp-zones far away from existing - like for Xenon invasions - but this isn't a good idea in my opinion for every faction - thy would spam all sectors

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Ezarkal





Joined: 22 Apr 2015

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PostPosted: Mon, 20. Feb 17, 16:16    Post subject: Reply with quote Print

That's a very nice and ambitious project.

I'll give it some thought, then probably throw a few ideas, but you two already have a very impressive and pretty complete to-do list.

Keep us posted. You can bet I'll test that for you guys.


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BlackRain
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PostPosted: Mon, 20. Feb 17, 17:51    Post subject: Reply with quote Print

Ezarkal wrote:
That's a very nice and ambitious project.

I'll give it some thought, then probably throw a few ideas, but you two already have a very impressive and pretty complete to-do list.

Keep us posted. You can bet I'll test that for you guys.


Well, it isn't as ambitious as it seems because a lot of stuff can be used from CWIR. There are new things which need to be implemented but it shouldn't be as difficult as people think.

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tomchk





Joined: 26 Jan 2015
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PostPosted: Mon, 20. Feb 17, 17:59    Post subject: Reply with quote Print

That's even better! Very Happy

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Warnoise





Joined: 08 Mar 2016



PostPosted: Tue, 21. Feb 17, 07:44    Post subject: Reply with quote Print

Any info about the release? (what month or what year?)

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kyrah





Joined: 14 Mar 2016



PostPosted: Tue, 21. Feb 17, 12:11    Post subject: Reply with quote Print

Looking forward to a beta for testing. Smile

Name could be X4 Laughing

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BlackRain
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PostPosted: Tue, 21. Feb 17, 18:12    Post subject: Reply with quote Print

Warnoise wrote:
Any info about the release? (what month or what year?)


Hah, funny Smile

I wouldn't expect the mod to be ready to be played for a while longer. I would say perhaps sometime in the middle of the summer. There are many things we need to work out/test and such. We will of course post here once we have something that can be tested but early versions will be very limited.

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lordmuck





Joined: 01 Mar 2009



PostPosted: Thu, 23. Feb 17, 11:14    Post subject: Cool Reply with quote Print

Sounds very interesting, I have not read through other members posts so I dont know if its been asked.

Could you kinda explain the algorithm used for how they would choose what station to build and where, as in rules? scripted steps? I ask just to get an idea as to what stations they would focus on if being more militaristic and dominant through fight and what would trigger this? could it be like a random roll at the start of the game or would it evolve due to what others are doing ? and obviously this would effect market and stuff. Its a very interesting idea and I can imagine a skirmish over mining haha

Would any faction/gov allied with others?

If I understood correctly sectors and zones (galaxy map) will remain in the same layout and linked the same ?

Other gadgets and ideas (that I miss) spy satellites just to keep an eye on chosen locations, preferably having the satellites in mk1,mk2 .. increasing in range, hull, or stealth(undetectable) I'm still a newb with X rebirth and I probably dont know half of what a player can actually do in vanilla lol

The weapon modification upgrades.. Can player owned ships use them? (Lol I dont even know if that can be done in vanilla )

Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.

Give the player the ability to enter coordinates manually for ships to go to x,y,z or mouse click, however I think we only have a top down view of the map unless that could also be modded?. It would allow some more manual tactics even just to park a few L/XL ships at points near a jump gate or station etc... I could help for defense and offence jump to coordinate and to surround a station as an example.

Lastly coz iv probably gone way off topic.. and sorry if I have. However a difficulty setting as to speed of each factions progress that the player can change in game or just 1 slide bar for overall speed as to xenon for example, yet we must be considerate so that they are not wiped out within a few hours of play. I guess Im saying allow players to customise certain parts of the mod while in game. I think this to me is an important feature for most games esp very large mods like this and CWIR.

I assume this would be for 4.10 only ?

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Marvin Martian





Joined: 08 Apr 2012
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PostPosted: Thu, 23. Feb 17, 11:55    Post subject: Re: Cool Reply with quote Print

lordmuck wrote:
Could you kinda explain the algorithm used for how they would choose what station to build and where, as in rules? scripted steps? I ask just to get an idea as to what stations they would focus on if being more militaristic and dominant through fight and what would trigger this? could it be like a random roll at the start of the game or would it evolve due to what others are doing ? and obviously this would effect market and stuff. Its a very interesting idea and I can imagine a skirmish over mining haha

for the moment it isn't any deeper strategy, only build one of each preselected and afterwards continue with another selection - if you lost one, build another

maybe later we will also decide based on actual marketsituation to build or not a type of station

lordmuck wrote:
Would any faction/gov allied with others?

based on relations yes, interaction should make relationchanges
how far this will have effect on behavior we will see

lordmuck wrote:
Other gadgets and ideas (that I miss) spy satellites just to keep an eye on chosen locations, preferably having the satellites in mk1,mk2 .. increasing in range, hull, or stealth(undetectable) I'm still a newb with X rebirth and I probably dont know half of what a player can actually do in vanilla lol

i have try to create something like a navbeacon with radar in the past, this haven't worked (i assume not expected by engine)
the only solution to have something like a satellite is to place a ship - in CWIR you have the "Probe" for example
as alterntive you can use the Targon-Tracer-Mod and drop this one as satellite

lordmuck wrote:
Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.

as in fact the AI doesn't take care of ownership of the JB or would really search for the nearest beacon to ship-target i think this won't help to have any mechanic for this
in CWIR ships can jump also to a Probe-Drone

lordmuck wrote:
Lastly coz iv probably gone way off topic.. and sorry if I have. However a difficulty setting as to speed of each factions progress that the player can change in game or just 1 slide bar for overall speed as to xenon for example, yet we must be considerate so that they are not wiped out within a few hours of play. I guess Im saying allow players to customise certain parts of the mod while in game. I think this to me is an important feature for most games esp very large mods like this and CWIR.

based on the fact each faction need to build her fleet this will all be natural how fast something will happend without cheating
but we can adjust some parameters something will happend based on difficult setting (not yet worked out, but already possible)

lordmuck wrote:
I assume this would be for 4.10 only ?

yes we use some parameters that new in 4.10

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lordmuck





Joined: 01 Mar 2009



PostPosted: Thu, 23. Feb 17, 12:03    Post subject: Reply with quote Print

Thanks for that Marvin Smile. Looking forward for the mod and 4.10

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UniTrader
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PostPosted: Thu, 23. Feb 17, 17:36    Post subject: Re: Cool Reply with quote Print

Marvin Martian wrote:
lordmuck wrote:
Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.

as in fact the AI doesn't take care of ownership of the JB or would really search for the nearest beacon to ship-target i think this won't help to have any mechanic for this
in CWIR ships can jump also to a Probe-Drone

The Jump Script in my Nav-Scripts package actively searches for the nearest Beacon if a concrete Destination is passed (or a random one if just given a Sector). It also should recognize Jump Beacons inside other Objects properly. Sadly i couldnt test both Options properly so yet because of missing testing scenarios (and since Vanilla doesnt offer more than 1 beacon per Sector it also isnt really needed) - but if the beacons are located correctly the Ships will jump there (got an Option to use other Objects as Jump Beacons which i could test and which works reliably ^^)


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roy35150





Joined: 25 Sep 2015
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PostPosted: Thu, 23. Feb 17, 23:06    Post subject: Reply with quote Print

Sounds awesome.

Will test gladly Smile

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