ziplock815 wrote: ↑Wed, 9. Nov 22, 21:24
Maybe local highways could be added as an option that could be turned on/off for players who don't use REM such as myself
Well that could be a solution. A solution I don't like but could work, now that I've reworked all regions, even more because they are on one direction, N,S,E or W, so a straight highway would go from connections area to resources (low orbit). But I'd prefer other solutions and I think it would take less time, for instance, writing a simple vanilla travel mode overhaul to increase speed only for travel as it is for REM, without the hardcore physics.
.....................................
Anyway, here it is...this is really the last of the last things. We have all now, I implemented all the concepts we wished to add:
1) Resources are to be found close to planets, close to sun or in deep space. They are very far, but are shown on the map etc. Large minable areas are those far while smaller pockets are closer in planet sectors. There are still some very high yield ones that are not minable by npcs but yes by the player. Exploration is rewarding and makes sense. The world deep space is not only imagined. As we found out, and was confirmed by a dev in this post (
viewtopic.php?f=181&t=449908) resources are limited to "only" r=1500km aka 3000km area. Not 3000km max for each resource's wideness (that would be not an issue) but no more than 1500km from the sector center, no matter how many and how large they are. So one has to chose where to put the center on each sector, having only one. Having them close to gates makes the game uninteresting: gate>resource>gate etc. Space loses the sense of...space. So I made this last overhaul of the mod in order to move all the most important regions (suns, gas giants, asteroid belts) far from gates and far from stations. This recreates the idea of deep space. I expect to see a nice in/out going traffic of mining ships for thousands kms.
2) Solar sectors are back, some as full big sectors some as the closer planet to the sun. Since building connections there is not an easy task (imagine a gate that should orbit a sun...), different strategies are in place. I know, X is a static space game that has no real simulation of space movements but let's pretend it is not, I tried to make this tangible with some descriptions too.
3) Altered some connections to make the routes follow a more strategic pathway with interrupted routes and one way only.
4) Stations are concentrated in core sectors while rarer in deep space or far planets (gas giants). This is more on chart than real because god engine tends to add stations close to resources anyway.
5) Rewritten the jobs. I added all dlcs again, not replaced, added fully, patched and modified in line with how I modded vanilla races, aka more trade ships and higher loadouts.
Please check the factions that were slow to build. It should be solved
What will be next? Well, a lot but no more modification of the current sectors:
1) expand some systems, firstly the Xenon systems. I want to add more eclyptics and resources to their (small) systems.
2) add new systems, aka Omicron C and other pirate
3) Expand some deep space regions for current systems (without altering the existing)
4) Continue with Frontier Mod, that expands the galaxy in the south with several new frontier systems
For now, here it is:
XRSGE 3.1
https://www.nexusmods.com/x4foundations/mods/507
Remember to download also the
STARS Patch for some new rendering of planets