[REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

The place to discuss scripting and game modifications for X4: Foundations.

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Realspace » Tue, 10. Jan 23, 15:02

Well that is strange. As Ziplock wrote, it is full of ships, very full. My game is full too. Pirate sectors and Split are exactly what I adressed in my last updates, adding sectors is just a bonus. It was fixed in last jobs update, they start with plenty of ships. I tested both new start and my current game which is an old save.
Not that I don't take criticism, but this was exactly what I added in last patch. Do you have some other mod like DeadAir's or Faction enhancers etc.?

I've just started a game for test (young gun) and after jumping in Windfall 3 and 2 I see at least a dozen VIG XL, not to mention the plenty patrols (that are maybe too much)

ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 » Tue, 10. Jan 23, 17:20

There're lots of ships in Windfall (and not only here, but everywhere in main sectors) now in my game, didn't check NPC's on stations though.
Split plot finally works now too :) However, some cutscenes play in a strange way, but that's no big deal.

What can you say about missing planet textures in Fires of defeat? I've installed last version of the mod and still have this issue (didn't unpack cat/dat and even started a new game for experiment)
I don't have an idea what could cause this problem if it's only in my side...Maybe some mod interfering?

Btw, there is a new version of New Horizons mod released. Any chance for compatibility?

Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Tue, 10. Jan 23, 17:59

Have you started the game with the DLC gamestart where you need to deliver wares to the casino?

ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 » Tue, 10. Jan 23, 18:18

Newinger wrote:
Tue, 10. Jan 23, 17:59
Have you started the game with the DLC gamestart where you need to deliver wares to the casino?
Yes

Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Realspace » Tue, 10. Jan 23, 20:15

ziplock815 wrote:
Tue, 10. Jan 23, 17:20

What can you say about missing planet textures in Fires of defeat? I've installed last version of the mod and still have this issue (didn't unpack cat/dat and even started a new game for experiment)
I don't have an idea what could cause this problem if it's only in my side...Maybe some mod interfering?
You could have some corrupted file, try updating STARS

Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Tue, 10. Jan 23, 21:06

Realspace wrote:
Tue, 10. Jan 23, 15:02
Well that is strange. As Ziplock wrote, it is full of ships, very full. My game is full too. Pirate sectors and Split are exactly what I adressed in my last updates, adding sectors is just a bonus. It was fixed in last jobs update, they start with plenty of ships. I tested both new start and my current game which is an old save.
Not that I don't take criticism, but this was exactly what I added in last patch. Do you have some other mod like DeadAir's or Faction enhancers etc.?
I use many of Kuertee's mods, as well as mycu's mods, but these don't change jobs.

I also use the Encounters mod (latest version).

From DeadAir's mods, I used Dynamic Wars, DeadAirFill and DeadAirWare, but neither of these changes jobs. (Tried without these 3, no difference).

Finally, I use FOCWCorporationsRevised - this adds _new_ jobs, but does not change existing ones. I will still try disabling this and test again.

Edit: No difference when FOCW is removed.

Again, new game started with Vigor Syndicate, these are the military values according to the overview in Dynamic Wars right after game start:

Alliance of the Word: 0
Antigone Republic: 3 XL, 4 L, 44 M, 106 S
Argon Federation: 12 XL, 35 L, 120 M, 673 S
Ash Zannt: 0
Duke's Buccaneers: 18 S
Fallen Families: 0
Free Families: 1 XL, 2 L, 9 M, 42 S
Godrealm of the Paranid: 6 XL, 21 L, 6 M, 148 S
Hatikvah Free League: 0
Holy Order of the Pontifex: 6 XL, 16 L, 38 M, 150 S
Ministry of Finance: 193 M, 876 S
Riptide Rakers: 1 L, 10 S
Scale Plate Pact: 0
Segaris Pioneers: 15 S
Teladi Company: 11 XL, 12 L, 26 M, 162 S
Terran Protectorate: 7 XL, 10 L, 58 M, 429 S
Vigor Syndicate: 1 XL, 12 S
Xenon: 39 M, 155 S
Yaki: 0
Zyarth Patriarchy: 28 XL, 20 L, 144 M, 329 S

I will now make a final test with disabling ALL mods but your 3.

ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 » Tue, 10. Jan 23, 22:38

Realspace wrote:
Tue, 10. Jan 23, 20:15
ziplock815 wrote:
Tue, 10. Jan 23, 17:20

What can you say about missing planet textures in Fires of defeat? I've installed last version of the mod and still have this issue (didn't unpack cat/dat and even started a new game for experiment)
I don't have an idea what could cause this problem if it's only in my side...Maybe some mod interfering?
You could have some corrupted file, try updating STARS
Thanks. Seems like it was a problem with unpacking STARS to change milkyway_diff.gz file to old one (I like old "milky way" which is more realistic).

Well, Split plot is working, but I think it's broken. The coffin tuatara doesn't want to fly through accelerator in Heart of Acrimony and fires some kind of smoke from the tail (I don't know if it's normal or not)...save/load didn't help. I will check once more later.
Last edited by ziplock815 on Wed, 11. Jan 23, 08:04, edited 2 times in total.

Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Tue, 10. Jan 23, 22:41

Final test with only the following enabled:

deadairdynamicwars
ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
rem
sn_mod_support_apis
stars
xrsge

Alliance of the Word: 0
Antigone Republic: 3 XL, 4 L, 44 M, 106 S
Argon Federation: 12 XL, 35 L, 120 M, 667 S
Ash Zannt: 0
Duke's Buccaneers: 18 S
Fallen Families: 0
Free Families: 1 XL, 3 L, 9 M, 44 S
Godrealm of the Paranid: 6 XL, 21 L, 6 M, 145 S
Hatikvah Free League: 0
Holy Order of the Pontifex: 6 XL, 16 L, 38 M, 150 S
Ministry of Finance: 188 M, 841 S
Riptide Rakers: 1 L, 8 S
Scale Plate Pact: 0
Segaris Pioneers: 18 S
Teladi Company: 11 XL, 13 L, 30 M, 185 S
Terran Protectorate: 7 XL, 12 L, 70 M, 461 S
Vigor Syndicate: 1 XL, 8 S
Xenon: 41 M, 166 S
Yaki: 0
Zyarth Patriarchy: 28 XL, 20 L, 144 M, 322 S


I will now re-download XRSGE (although I just had downloaded on January 8th) and re-install it.

But if it still stays the same, I think I give up on it for now.

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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Tue, 10. Jan 23, 23:03

Okay ... I really don't know why, but re-download fixed it - partly at least.

Vigor Syndicate: 1 XL, 62 L, 0 M, 643 S

but:

Riptide Rakers: 1 L, 7 S

We'll see how it goes. I try now also the Double Speed Mod (VRO) which was made for XRSGE to use with VRO, curious how it feels in contrast to REM.

Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Wed, 11. Jan 23, 12:06

Newinger wrote:
Tue, 10. Jan 23, 23:03
I try now also the Double Speed Mod (VRO) which was made for XRSGE to use with VRO, curious how it feels in contrast to REM.
After playing a while, I think the combination of X4RSGE + VRO + Double Speed Mod (VRO) is a perfect match. Distances are managable, AI is able to hit each other in battles.

Edit: -disregard, I misunderstood the encyclopedia entry-

Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Realspace » Wed, 11. Jan 23, 13:17

VRO as vanilla negates the inertia by keeping a "fake" draft factor. This factor is what helps the ai to be more precise. Ships are "braked" but have overpowered engines, this stops any minimal drift of course which you'd have in any space ship even the most futuristic.

As it is in vanilla, x4 has even less inertia than x3, where you could not cut the engines thou

I am experimenting a compromise between realism and vanilla. And in order to cope with large sectors. But high speed can be problematic for battles + the drift factor. So already in last REM (did you update?) I reduced top speeds to half while keeping travel the same. Many space sim/arcade games have that top speed around 2000 m/s which seems the sweet spot to still have dogfighting while keeping the sense of high speed.

In latest REM i am uploading I checked all weapons expecially M, that had some errors. I set their speed 4x but this is probably not enough considering the ships move 8-10 X vanilla speeds.

So I either reduce even more the combat/normal speeds (while keeping travel and inertia) or increase gun's.
Speed is not so important, what is important is keeping the physics correct, i.e. having inertia and reasonable accelerations. These make the realism that many of us like, drifting around like in a dance :-) top speed would be limited by the player nevertheless during fighting, and increased bullet's speed (and range) makes any fight at even 1000m/s quite lethal.

What is the average top speeds of, say, a M3 ships with mk3 engines in VRO+Travel VRO? Normal top speed and travel speed. I am thinking to reduce also travel speed as now in best ships it reaches even 17.000 averaging 12.000 and 8-9000 for trade ships, which is good for large sectors but seems too much to me.

In late game when you have sera and teleportation I don't see a reason to have insane travel speed if not to speed up economy

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Moonrat
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Moonrat » Wed, 11. Jan 23, 13:59

VRO engine stats versus vanilla I hear you ask???
In true Blue Peter tradition, here's one I prepared earlier... hope this CSV data helps.

Code: Select all

Engine,,Vanilla,VRO,,Uplift,,
engine_arg_l_allround_01_mk1_macro.xml,,4206,5283,,1.26,,
engine_arg_l_travel_01_mk1_macro.xml,,4006,4841,,1.21,,
engine_arg_m_allround_01_mk1_macro.xml,,1002,1203,,1.20,,
engine_arg_m_allround_01_mk2_macro.xml,,1212,1455,,1.20,,
engine_arg_m_allround_01_mk3_macro.xml,,1353,1624,,1.20,,
engine_arg_m_combat_01_mk1_macro.xml,,1052,1262,,1.20,,
engine_arg_m_combat_01_mk2_macro.xml,,1273,1529,,1.20,,
engine_arg_m_combat_01_mk3_macro.xml,,1420,1705,,1.20,,
engine_arg_m_travel_01_mk1_macro.xml,,1002,1148,,1.15,,
engine_arg_m_travel_01_mk2_macro.xml,,1212,1389,,1.15,,
engine_arg_m_travel_01_mk3_macro.xml,,1353,1550,,1.15,,
engine_arg_s_allround_01_mk1_macro.xml,,396,514,,1.30,, 
engine_arg_s_allround_01_mk2_macro.xml,,479,622,,1.30,,
engine_arg_s_allround_01_mk3_macro.xml,,535,695,,1.30,,
engine_arg_s_combat_01_mk1_macro.xml,,416,540,,1.30,,
engine_arg_s_combat_01_mk2_macro.xml,,503,653,,1.30,,
engine_arg_s_combat_01_mk3_macro.xml,,561,729,,1.30,,
engine_arg_s_travel_01_mk1_macro.xml,,396,475,,1.20,,
engine_arg_s_travel_01_mk2_macro.xml,,479,574,,1.20,,
engine_arg_s_travel_01_mk3_macro.xml,,535,642,,1.20,,
engine_arg_xl_allround_01_mk1_macro.xml,,11076,15571,,1.41,,
engine_arg_xl_travel_01_mk1_macro.xml,,10549,13877,,1.32,,
engine_par_l_allround_01_mk1_macro.xml,,4332,5500,,1.27,,
engine_par_l_travel_01_mk1_macro.xml,,4126,4986,,1.21,,
engine_par_m_allround_01_mk1_macro.xml,,1032,1215,,1.18,,
engine_par_m_allround_01_mk2_macro.xml,,1249,1400,,1.12,,
engine_par_m_allround_01_mk3_macro.xml,,1393,1620,,1.16,,
engine_par_m_combat_01_mk1_macro.xml,,1084,1280,,1.18,,
engine_par_m_combat_01_mk2_macro.xml,,1311,1500,,1.14,,
engine_par_m_combat_01_mk3_macro.xml,,1463,1700,,1.16,,
engine_par_m_travel_01_mk1_macro.xml,,1032,1130,,1.09,,
engine_par_m_travel_01_mk2_macro.xml,,1249,1400,,1.12,,
engine_par_m_travel_01_mk3_macro.xml,,1393,1533,,1.10,,
engine_par_s_allround_01_mk1_macro.xml,,408,520.4,,1.28,,
engine_par_s_allround_01_mk2_macro.xml,,494,622,,1.26,,
engine_par_s_allround_01_mk3_macro.xml,,551,700,,1.27,,
engine_par_s_combat_01_mk1_macro.xml,,428,554,,1.29,,
engine_par_s_combat_01_mk2_macro.xml,,518,673,,1.30,,
engine_par_s_combat_01_mk3_macro.xml,,578,751,,1.30,,
engine_par_s_travel_01_mk1_macro.xml,,408,466,,1.14,,
engine_par_s_travel_01_mk2_macro.xml,,494,592,,1.20,,
engine_par_s_travel_01_mk3_macro.xml,,551,661,,1.20,,
engine_par_xl_allround_01_mk1_macro.xml,,11408,16108,,1.41,,
engine_par_xl_travel_01_mk1_macro.xml,,10865,14294,,1.32,,
engine_tel_l_allround_01_mk1_macro.xml,,4080,5130,,1.26,,
engine_tel_l_travel_01_mk1_macro.xml,,3886,4696,,1.21,,
engine_tel_m_allround_01_mk1_macro.xml,,972,1167,,1.20,,
engine_tel_m_allround_01_mk2_macro.xml,,1176,1412,,1.20,,
engine_tel_m_allround_01_mk3_macro.xml,,1312,1575,,1.20,,
engine_tel_m_combat_01_mk1_macro.xml,,1021,1225,,1.20,,
engine_tel_m_combat_01_mk2_macro.xml,,1235,1482,,1.20,,
engine_tel_m_combat_01_mk3_macro.xml,,1378,1654,,1.20,,
engine_tel_m_travel_01_mk1_macro.xml,,972,1114,,1.15,,
engine_tel_m_travel_01_mk2_macro.xml,,1176,1348,,1.15,,
engine_tel_m_travel_01_mk3_macro.xml,,1312,1503,,1.15,,
engine_tel_s_allround_01_mk1_macro.xml,,384,499,,1.30,,
engine_tel_s_allround_01_mk2_macro.xml,,465,604,,1.30,,
engine_tel_s_allround_01_mk3_macro.xml,,519,674,,1.30,,
engine_tel_s_combat_01_mk1_macro.xml,,403,523,,1.30,,
engine_tel_s_combat_01_mk2_macro.xml,,488,634,,1.30,,
engine_tel_s_combat_01_mk3_macro.xml,,544,707,,1.30,,
engine_tel_s_travel_01_mk1_macro.xml,,384,460,,1.20,,
engine_tel_s_travel_01_mk2_macro.xml,,465,558,,1.20,,
engine_tel_s_travel_01_mk3_macro.xml,,519,622,,1.20,,
engine_tel_xl_allround_01_mk1_macro.xml,,10744,15534,,1.45,,
engine_tel_xl_travel_01_mk1_macro.xml,,10232,14134,,1.38,,
engine_xen_l_allround_01_mk1_macro.xml,,4206,5083,,1.21,,
engine_xen_m_combat_01_mk1_macro.xml,,1286,1543,,1.20,,
engine_xen_m_travel_01_mk1_macro.xml,,1224,1469,,1.20,,
engine_xen_s_combat_01_mk1_macro.xml,,503,653,,1.30,,
engine_xen_xl_allround_01_mk1_macro.xml,,11076,14571,,1.32,,
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Wed, 11. Jan 23, 14:52

Realspace wrote:
Wed, 11. Jan 23, 13:17
VRO as vanilla negates the inertia by keeping a "fake" draft factor. This factor is what helps the ai to be more precise. Ships are "braked" but have overpowered engines, this stops any minimal drift of course which you'd have in any space ship even the most futuristic.
Yes, I'm aware of it, but currently I have more fun with VRO / vanilla method, since the game engine (autopilot, AI pilot) can handle it better.

The AI does not know how to handle inertia properly and thus makes several turns around highway entrances, gates, etc. and battles between fighters take forever because they don't hit so often. But even with your expanded universe I want to achieve something in the game and to see significant progress in faction development, and this seems to work better with "brakes". :)

ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 » Wed, 11. Jan 23, 23:39

Checked split plot once again - didn't work. The coffin ship doesn't move through accelerator after the cutscene with funeral. I think it's something with sectors layout or names - the usually not working accelerator should activate only when the funeral begins and should lead from Heart of Acrimony to Heart of Acrimony: the Boneyard. Instead it's always active and leads from Tharka's Ravine: Heart of Acrimony to Tharka's Ravine: Thyn's Excavation. Maybe bringing back Heart of Acrimony as independent system like it was in vanilla with that Heart of Acrimony: The Boneyard sector could be the solution? :gruebel:

Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Realspace » Thu, 12. Jan 23, 10:21

The accelerator from Tharka's Ravine: Heart of Acrimony to Tharka's Ravine: Thyn's Excavation is not the one related to the plot, that is the default connection with the neighbour sector. The gate going to the Boneyard is another one, I started a new game and jumped there, it is inactive as it must be. Still not tested after the plot starts thou, am doing a complete playtrough where all missions work up to now.

So maybe what happens is that the gate won't activate as it should after a certain step in the plot? Or do you mean that there are TWO accelerators leading to Thyn's excavation??

I will revert the Boneyard to a single sector thou, as other solar sectors of big systems. Let's see
Last edited by Realspace on Fri, 13. Jan 23, 02:09, edited 1 time in total.

ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 » Thu, 12. Jan 23, 11:49

The point is that buffalo with Dal Busta on board and the coffin tuatara are hanging near the accelerator to Thyn's excavation for some reason instead of the jumpgate (inactive accelerator in vanilla) to Boneyard (which I haven't discovered yet) and the coffin ship tries to fly through it, but never does. It just stops in front of the accelerator with me inside, mission says: " wait" and nothing happens.
I can't even teleport or undock from that ship. I'm afraid that this tuatara will be the coffin not only for dead split patriarch, but for me as well :cry:

Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Thu, 12. Jan 23, 18:25

I played a bit more. My game so far focuses on the Argon sectors and surroundings.

Argon sectors Sonra I and Sonra II have only a one-way connection. I know this is intended, so this is no bug report - but the situation can be problematic if an essential industry is in Sonra I.

In my case, the game built a Hull Part Factory in Sonra I - the Argon Federation's ONLY Hull Part Factory (6 hours in-game).

So to bring hull parts to the shipyard and wharf in Argon Prime I, you need to fly all the way through Black Hole Sun, Windfall, Sigma Tau and Herron's Nebula. I find this a bit implausible (and it can take very long until economy gets active).

Is there are way for your mod to influence that at least at the game start the game does not generate important factories in sectors with one-way connection?

If not, maybe it is better to use the one-way connections only in your additional sectors, but not in the core regions of the factions...

Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Realspace » Thu, 12. Jan 23, 19:59

Newinger wrote:
Thu, 12. Jan 23, 18:25
Ok, yes maybe I will re-evaluate this aspect. Argons could indeed prefer to build more defences while keeping the way back open :wink:

----------------------------------------------------------------------


XRSGE 3.3.4 is uploaded
https://www.nexusmods.com/x4foundations/mods/507

Corrections made that don't require a new start:
* superhighways to Oberon
* superhighways Heretic's End III alpha to Interworlds
* superhighways in Hewa twin The Cove - Spaceweed Drift
* accelerator and superhighway Ministry of Finance I to II
* missing moon in Lasting vengeance
* Re-edited Split story md for max compatibility with vanilla plot

Things added and changes:
*2 more sectors in Ministry of Finance system
*4 more sectors in Tharka's Ravine
* The Boneyard is back to be a single big sun sector
*More equipment/wharf/shipyard
*New, 4 scaleplate tradestations and a few scaleplate defense stations
*Many more trade stations for each race. I did not reach the level of X3 and of my Galaxy Mod for X3 where a lot of trade stations simulated the demand from the planets and kept the (fake) economy going. If I understand correctly, nothing is created from thin air in X4 so trade stations don't create/destroy wares by script, right? Still I suppose they make factories not being stuck with storages full..that's the idea. If somebody has any clue about, if they can help the economy I can add even more trade stations
*Superhighways Last Bastion - Badlands colony made 2-ways.
NOTE: The whole Heretic's system has been revamped and I introduced a proof of concept to make the layout more dynamic and allowing "more space".
I added back the 003 sectors but they serve not as longer waythrough (as it was in XRSGE Version 1) but on contrary as shortcuts and reach remote zones that are strategic. See how it is in Heretic's End and give your opinion, I can introduce some more in the other systems too, to spice up with new sceneries and unexpected internal connections.

*Cosmetic changes to the map to better "simulate" the planetary distances from the sun, for what is possible on this map. For now only Sonra and Tharka's systems.
Please report any misalligned (works out of sector but player ship can't find the entrance) or broken superhighway, there should be none or very few left by now

NEW RESHADE ADDED in Optional files.
Subtle changes to have a more contrasty/desaturated scene without artefacts

----------------------------------

About REM

I've done some experiment with combat capital ship vs S ship.

The thing is that weapons have a reach that is different from the real aim's precision. By increasing bullet's speed (which I had to do to cope with speeds and btw 4x is not as much, ships go 8-10x), max range of guns automatically increases. Indeed only a few bullets have the max range value added, the others calculate it automatically I guess. Now even if target ship is not moving, the capital ship starts firing and hits nothing. This happens at about the +10km range. Capital bullets can go even at 20km. As soon as it goes under 10km, the hit is precise and lethal.

I see two solutions: one is adding the max range value to all bullets when it is not present, hoping the AI reads it and does not fire before the target is within.
Second, I am thinking of furtherly decrease the top speed while keeping travel high and the usual inertia. I think that a 1200m/s for an S is a good average considering it'd be about the sweet spot of 4x as are guns. Top speed is for normal cruise, then booster (that last long) and travel can make their part.
By decreasing top speeds the ships should keep the vicinity for longer and the bullets being more precise. Also I hope that reduced top speed makes the AI not go crazy during landing etc.

I wish to keep the top speed not being a factor to differentiate ships. So 1200-1500 should be the average for all, what changes is ACCELERATIONS and AGILITY, as it is now too. So trade ships are slower in that compart and in manouvering.

For now I update the previous version but with bug fixes

REM 2.1.2
https://www.nexusmods.com/x4foundations/mods/848
This is to keep in archive a bug-free version with current high top speeds, for those who like it.

Next version will have top speeds greatly reduced (-35%)

Newinger
Posts: 249
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Newinger » Thu, 12. Jan 23, 22:16

First of all, thank you for the new update! :)
Realspace wrote:
Thu, 12. Jan 23, 19:59
Newinger wrote:
Thu, 12. Jan 23, 18:25
Ok, yes maybe I will re-evaluate this aspect. Argons could indeed prefer to build more defences while keeping the way back open :wink:
I think regardless which big faction, the mod should still allow that, in a typical play-session of maybe (in my case) 2 to 3 hours, some recognizable progress can be made, and that the economy does not stall. A good indicator is the Event Driven News mod, which informs when stations are unable to sell their goods (because there are no buyers). In my current game, this happend very fast, and I assume that the one-way connections are a contributing factor (because if a station has all resources needed _but one_ and this one must be shipped through a one-way connection very far away, the station can't produce). Of course the economy should not be as quickly as in vanilla game (I _like_ that everything is slower with your mod).

There should be a sweet spot between "economy way too fast in vanilla" and "feels like economy froze". I'm curious to see how your new trading stations affect it.

ziplock815
Posts: 309
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 » Thu, 12. Jan 23, 23:15

Oh God...New version released and I only have the savegame where Buffalo IS ALREADY near the wrong accelerator :rant:
This game really hates me...new game start, here I come :lol:

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