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

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IgorDolvich
Posts: 16
Joined: Tue, 5. Jul 22, 17:55

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by IgorDolvich »

Realspace wrote: Mon, 12. Sep 22, 10:22 Yes I will check REM for the starting scenarios. The Split scenario does not work but there are workarounds. The easiest not elegant solution is to start a game without REM, accomplish mission, then activate mod. REM can be activated whenever you like, it changes ship's stats on the fly.

P.s what I actually want to do is increasing the basic engine/thruster specs but only after I find how to increase their price too (or decrease mk1's and mk2's prices), because in vanilla they make no sense. Their price difference is even 20x, while their performance difference is minimal. I think I prefer to decrease mk2/3 prices because they are too high, higher than the nude ship

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

Corrected STARS mod is available, I called it 3.2.1 so that Nexus recognizes it as update but it is the same...and yes, I had deleted the materials file before zipping. Sorry, I was tired and uploaded both mods late in the night after hours modding :shock:
I'll give the new Stars an update! Great job by the way on everything.

The issue I see with at least the starting ship / various mission ships, is that when mission ships (pretty much any time Axiom / Ace flies something personally, etc) are being used, they tend to not use travel drive or they use it very intermittently. After testing a bit with different starts, for example the starting ship (Stranded) flying from 18 Billion > Emperyan Curs ship, it appears that Axiom does not use his travel drive at all and coasts along with his regular thrusters. Not sure what the cause of that is, as it appears the same in vanilla. I believe this was originally intended due to the various dialogue options you have with Axiom that you can realistically get through all voice lines then arrive at the destination within a few minutes. With XRGSE, the distance is much further so the issue is more apparent.

I'll give it another run with REM enabled/disabled to test a bit further and let you know what I find with various intro starts and some plot missions I can test out.


Another note, for the engines and thrusters themselves, I believe any change you make will be good. The price is an issue mainly with your first few ships really, so even just a slight modification won't affect the overall longer term game in my opinion. I believe buffing the Mk1's will make them more viable for your very first ship (which you tend to not have any money at all for upgrades), which is a good way to "sell" the mod for REM for first time users. If you play around with only the Mk1's it's pretty much very difficult to learn (I literally spent 20 minutes trying to land in various plot locations during the Terran Cadet start lol), but the Mk2's and above make it more "learnable" if that make sense.
JmB123
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.11) - "Engines Mod" (1.65) - "X4RSGE" (1.10)

Post by JmB123 »

Super highways are still not working for player-controlled ships. The superhighways work when autopiloting by following another ship or having the next sector already discovered to auto to a spot/station. I can get them to work somewhat by saving and then restarting before but the speed doesn't go past the ship's max speed doing it this way.
Bozz11
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.65) - "X4RSGE" (2.2)

Post by Bozz11 »

from my testing the engine mod that goes with this mod doesn't work well for AI ships, I saw some M crovettes trying to shoot at each other for around 15 minutes with 0 chances of hitting because they were drifting in space and trying to lock the ennemy... Will test further but doesn't look like the AI knows how to handle this
ziplock815
Posts: 406
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.65) - "X4RSGE" (2.2)

Post by ziplock815 »

Tried Lite version. Finally stutering's gone, thanks a lot.
Found out that galaxy map became smaller for at least 100 sectors while distances between objects and stations became too large :(
I also can't find Oort cloud sector on the map. Seems like it was deleted as well.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.65) - "X4RSGE" (2.2)

Post by Realspace »

ziplock815 wrote: Wed, 14. Sep 22, 02:35 Tried Lite version. Finally stutering's gone, thanks a lot.
Found out that galaxy map became smaller for at least 100 sectors while distances between objects and stations became too large :(
I also can't find Oort cloud sector on the map. Seems like it was deleted as well.
I removed some redundant sectors as Oort and Pluto, I preferred a more compact internal layout for faster connections while sacrificing secondary sectors used only as passing sectors in v.1.0. Sectors are not all larger, only gates are moved (accelerators are as in 1.0) and some high-yeald resources are far from center, usually towards planets (gravity...), but you are not obliged to go there. Shipyards and wharf are moved towards low orbit, so yes you have to travel towards planet there too. I tried a compromise for both kinds of players (and also as I like, sometimes exploring, sometimes not).

Btw you can still use 1.0 if you prefer :wink: , stuttering has gone away there too. It was caused by the buggy damage-effect that somehow taxes the ram. It is a vanilla thing, but I used many damage-regions for the suns so the issue exploded. 1.0 is not that polished in terms of rewriting missions (I'm now uploading 2.3 with these changes) for the changed sectors and could have a couple of buggy sceneries (I can easily correct them if you find, the white bubbles instead of nebulae). But it works now that stuttering has gone. In any case, add a mod that increases travel mode. My REM mod has very high travel speeds for mk3 engines, so distances are managed correctly with that.
Bozz11 wrote: Tue, 13. Sep 22, 09:38 from my testing the engine mod that goes with this mod doesn't work well for AI ships, I saw some M crovettes trying to shoot at each other for around 15 minutes with 0 chances of hitting because they were drifting in space and trying to lock the ennemy... Will test further but doesn't look like the AI knows how to handle this
Thanks for any testing you can do on M and L ships, up to now I found that S ships go very well with the REM engines. They are lethal thanks to the longer range of bullets. Drifting is normal (it is space..) but they can engage enemies. Fact is the pilot should do what the player does, i.e. using the afterburners, so only relying on rear thrusters to decelerate, not the frontal. And use the lateral thusters too, that are much more powerful (thanks to the inertia), to dodge the bullets. S ships, even if drifting away, turn and shoot at you, so somehow the ai manages inertia decently. Maybe with M ships I have to increase their engines or increase their bullet's speed. Also, I use Kuertee's AI scripts..don't know whether they make any difference, still did not look inside.

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

REM 1.7 is out
https://www.nexusmods.com/x4foundations/mods/848
1.7 introduces some changes for starting scenarios:
Split spacesuit has more oxygen and increased speed, you can reach the Jaguar in time.
Terran Cadet starts with Mk2 engines

This hard-core mod greatly benefits from another small but important change, the Better Target Monitor
https://github.com/bvbohnen/x4-projects ... et_monitor
It calculates the ETA (extimated time to arrival) so you can know when it is the right time to turn 180° and use the afterburners to decelerate.
People I know my engine mod is not for everyone but the challenge it introduces is very satisfying, not that difficult believe me. Of course you have to upgrade to Mk3 engines as soon as possible.
Other small tricks in combat: don't aim at the closest enemy but at the intercepting vector. Use the map to see if an enemy is drifting away or towards you, target the one that is coming closer. It'd be good to rewrite the "closer enemy" script to use the eta instead of closer in that instant...
It's newtonian physics 101, but afterburners are very powerfull so believe me it is easy to master, similar to other space-games. At least in an S ships (what I tested sofar)

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

XRSGE 2.3 is out
https://www.nexusmods.com/x4foundations/mods/507
I've rewritten many parts of the plot's missions to cope with the changed layout, expecially terrans..
Added some new regions at lower orbit to better find resources and have manufacturing closer to resources
ziplock815
Posts: 406
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by ziplock815 »

I'm afraid REM is too hardcore for me :roll:
I prefer classic gameplay. I also can't find mods increasing travel velocity. Any ideas? :gruebel: Or maybe I can increase it myself by changing some parameters in mod's files?
BTW could you bring back Oort cloud sector? It's one of my favourites, reminds me X3 old days :D
I also wanted to ask if there're any plans to port/add X-Rebirth sectors: Omicron Lyrae, Maelstrom, De Vries, Albion etc. ? Some modders started making ports of these sectors to X4 couple of years ago, but it seems these mods aren't going to be released :(

Found an issue/bug. Uranus sector is now called "Pluto" by Betty and is displayed as "Pluto" on galaxy map
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by Realspace »

ziplock815 wrote: Wed, 14. Sep 22, 16:43 I'm afraid REM is too hardcore for me :roll:
I prefer classic gameplay. I also can't find mods increasing travel velocity. Any ideas? :gruebel: Or maybe I can increase it myself by changing some parameters in mod's files?
BTW could you bring back Oort cloud sector? It's one of my favourites, reminds me X3 old days :D
I also wanted to ask if there're any plans to port/add X-Rebirth sectors: Omicron Lyrae, Maelstrom, De Vries, Albion etc. ? Some modders started making ports of these sectors to X4 couple of years ago, but it seems these mods aren't going to be released :(
I am sorry to say no to all....there are reasons. Oort kind sectors, it is full the map. Not in sol but in many other systems. There are many dark or even pitch-black sectors at the externals of systems. I started with Rebirth sectors but decided to only use some assets. I think my mod has a unique atmosphere that is based on X4 specifics... Rebirth would not fit. There are many broken moons in the mod and many foggy sectors that are thousands kms large, There are many Suns with sector close, I don't feel Rebirth would add much if not nostalgia :)
About REM, you can edit it and remove all the props/units then open the engines and one file by one remove all the lines that don't contain 'travel'. This should give you insane travel speeds :mrgreen:

Yes names can be off, they are still based on version 1.0. thanks for reporting..
ziplock815
Posts: 406
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by ziplock815 »

Realspace wrote: Wed, 14. Sep 22, 18:46
ziplock815 wrote: Wed, 14. Sep 22, 16:43 I'm afraid REM is too hardcore for me :roll:
I prefer classic gameplay. I also can't find mods increasing travel velocity. Any ideas? :gruebel: Or maybe I can increase it myself by changing some parameters in mod's files?
BTW could you bring back Oort cloud sector? It's one of my favourites, reminds me X3 old days :D
I also wanted to ask if there're any plans to port/add X-Rebirth sectors: Omicron Lyrae, Maelstrom, De Vries, Albion etc. ? Some modders started making ports of these sectors to X4 couple of years ago, but it seems these mods aren't going to be released :(
I am sorry to say no to all....there are reasons. Oort kind sectors, it is full the map. Not in sol but in many other systems. There are many dark or even pitch-black sectors at the externals of systems. I started with Rebirth sectors but decided to only use some assets. I think my mod has a unique atmosphere that is based on X4 specifics... Rebirth would not fit. There are many broken moons in the mod and many foggy sectors that are thousands kms large, There are many Suns with sector close, I don't feel Rebirth would add much if not nostalgia :)
About REM, you can edit it and remove all the props/units then open the engines and one file by one remove all the lines that don't contain 'travel'. This should give you insane travel speeds :mrgreen:

Yes names can be off, they are still based on version 1.0. thanks for reporting..
Thanks for the answer. Atmosphere in your mod is really great and unique. However, you've already made some old sectors like Farnham's legend, but differently looking so it'd be nice if you added other old sectors (that weren't for some reason presented in vanilla game) with this mod's approach. Well...one can hope :)
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by Realspace »

Recreating Rebirth's clusters is not difficult...I could even do it. But I'd like to implement a story, factions, uniqueness. I only took the liberty to add Farnham's Legends as a tribute to X3 FL that I really appreciated, but the system is shared between pioneers and terrans. For the rest what this mod aims to be is a kind of Vanilla on steroids :D

We'll see...I'd like to complete at least one playthrough...I still haven't played X4, if not for testing only :o
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by Mystershow »

I've encountered a strange issue.

Some superhighway appear in-game but not in the map

I've tried to replicate the issue multiple times and sometimes thexy appear, sometimes not, sometimes only one or only after I've used it or teleport to the other end

I've mostly tried the superhighway between Sonra VI and VII

It's a bit strange and I don't understand what could cause such an issue

This time, I do play with other mods to test compatibility but I don't have any that modify god.xml or the sector


BUT


As your last comment say, take some time for you to enjoy the game
IgorDolvich
Posts: 16
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.65) - "X4RSGE" (2.2)

Post by IgorDolvich »

Realspace wrote: Wed, 14. Sep 22, 08:49 REM 1.7 is out
https://www.nexusmods.com/x4foundations/mods/848
1.7 introduces some changes for starting scenarios:
Split spacesuit has more oxygen and increased speed, you can reach the Jaguar in time.
Terran Cadet starts with Mk2 engines

XRSGE 2.3 is out
https://www.nexusmods.com/x4foundations/mods/507
I've rewritten many parts of the plot's missions to cope with the changed layout, expecially terrans..
Added some new regions at lower orbit to better find resources and have manufacturing closer to resources
Great job! I was actually writing up a few issues related with various plot missions (particularly Terran Cadet start), so if you've changed some things with this patch then I might have to restart to test some more. One issue that I noticed previously with the layout, was since Getsu Fune / Militia Outpost was moved quite far, it would cause your co-pilot Halle to randomly disappear with the usual "Looks like you're going on an adventure, see you back at base" dialogue; along with other various (very small) issues such as the Military Transport Ship you're escorting for the first plot mission, the ship you're escorting would pretty much coast the whole way to Getsu Fune at cruise speed and only really rely on the acceleration provided by the gates (probably due to the way the original plot mission was coded out, ie. moving from Asteroid Belt to Getsu Fune gate being only like 5-10km compared to 1000's in XRGSE).

You know, once I've given REM some more testing, I actually really like it (although Mk1 thrusters are quite literally useless lol, hopefully they get even a slight buff to cope with the very early game, ie. first few missions to get enough credits to finally upgrade). It definitely makes sense what you're attempting to do with REM when you combine it with XRGSE; REM in "vanilla" would probably be pretty overkill for most of the map sizes and locations.
Nobbi85
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by Nobbi85 »

Hello and thanks for the good work!!!

I have hoped that you can find my Bug, that i have reported on Nexus. I have tryed the new version (all 3 mods updated), but the Bug epears another time. I made the Mission "Second Assistend" an i am in "The Void" system. The mission Space "room" after the Datapod apears and i search for the navigation beacon (Longrangescan) :? But for me the purple "rings" are not showing up where i am. So i look an the map. I found out there are tow "The Void" "Systems". After i search for the purple "Rings", a short time flyes, the mission commander sayed "You found your new Partner. Move quick to her/him" but i can't find the ship one the map in both "Systems". So my question is: Where can i find the beacon or the ships in your mod? Or are they random? I have the feelings that the position of the Space point to find the beacon/ship is the same as in the mod version i have played before.

Sorry for the bad english, i come frome Germany and hope i have translated from german to english so good that you may understand the bug i have or that i found.

Also sorry to report it another time :oops:

Keep up the good work :mrgreen:

The Performance of the new versions have increst (low machine) for me well :mrgreen:

Nice time to you REALSPACE/Eucharion
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by Realspace »

Thanks for your feedbacks guys. I will check in next days. For now, I've completed what I consider the definitive setup, version 2.4. Other than rewriting all missions related to the sectors I changed/created, I've added a lot of regions, entire rings that were missing. Modified some planets and added new kinds of regions. Now every gaseous planet you see, even if far away, has gas resources, so rings, if you se them they have roids.

Suns also have redundant resources and unluckly no more radiation areas, they are buggy and creates the stuttering, no matter how I do them.

The sectors at the border of the system thou, those having the gates leading to not friendly systems (i.e. Argon to Paranid), have friend/foe minefields.

I've moved some of the zones quite far (not all), so alpha sectors are large while beta sectors (transit sectors) remain compact. I've set new zones close to every planet there is. Sectors are large but not randomly large, stations are placed in specific places, close to resources or to low orbit.

Resource zones are plenty and 'redundant' to help any approach. There are some pockets closer to the center, for "lazy" players :P ...but the richest ones are far away, generally towards planet's low orbit.

Derelict ships are many, so exploration is very rewarding. Btw, please report if you find any because I don't see my script working. It is identical to vanilla but...

Space is quite large now so REM becomes necessary but I will do a version for vanilla-engine-users that only increases travel speed.

As told, I consider this version the definitive base, i.e. hopefully every future patch will be save-compatible. I won't move nor add things anymore, only correct bugs. I must still change many sector's names and texts (it is a tedious work but easy to update while playing), but these can be updated in any save.

As sectors are very large and I even moved some places used by stories and events, I expect some bug occurring like event not starting etc. So from here on let's focus on bug's correction. The idea is completed :)

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

XRSGE 2.4
https://www.nexusmods.com/x4foundations/mods/507

I've also added a new version of the RESHADE settings that is much more performance-friendly and doesn't ruin the aspect of foggy nebulae
It's the STARS_dimm.ini (STARS_dimm_old is also included)
IgorDolvich
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.2)

Post by IgorDolvich »

Realspace wrote: Thu, 15. Sep 22, 23:21 XRSGE 2.4
https://www.nexusmods.com/x4foundations/mods/507

I've also added a new version of the RESHADE settings that is much more performance-friendly and doesn't ruin the aspect of foggy nebulae
It's the STARS_dimm.ini (STARS_dimm_old is also included)
Congratulations on the release! It's hard to keep up with bug testing because you're very active on modding XRGSE lol. Can't wait to give 2.4 a shot!

For the sectors, I'm actually really impressed that you got the computer to say the sector names, great job on that by the way. How do you plan on renaming them in your future updates? Personally, I kinda do not like the "++Jump Gate++" or other sector descriptions like that, but that's mostly just a minor thing. I believe for certain descriptors, maybe just an Encyclopedia description should suffice. I've read quite a few sector encyclopedias, pretty great that you've been updating those along the way as well because I spend a huge amount of time in that screen looking at buy/sell orders across the sectors.
Derelict ships are many, so exploration is very rewarding. Btw, please report if you find any because I don't see my script working. It is identical to vanilla but...
I actually haven't really discovered any ships, but I've mostly just been messing around in the new systems and haven't explored very in-depth (based off previous statements and config file, it appears you placed most ships close to planets or very deep within some asteroid belts). I did look at your ship locations in the .xml file, so maybe I can do a quick run around to see if I spot any for you (not sure how I can pinpoint locations based off coordinates, as I do not recall in-game coordinates on the map screen lol).

I do have a question in regards to long range scanners. XRGSE has increased the range for general scanning, but is there a true difference between Mk1 / Mk2 Long Range Scanners? I do notice that you can spot stations from around ~75km range (flyby, not scanning) which is a good middle ground in my opinion. The map screen seems to indicate that your ship scan range is something in the 100s of kilometers in diameter around the ship, but other ships only seem to enter into visibility around 100km. Not sure if that's a game engine limitation or not. I imagine that setting high-attention for 100s of km would make the game quite laggy, especially during combat or high activity sectors (PAR/HOP regions for example), or if that's even possible from a modding perspective in X4.

Is there a possibility for increasing the "Comm" range to compensate for the distances between ships in these new sectors? Not a huge priority for me, but it's a nice QoL addition that could be added in some future patch.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.4)

Post by Realspace »

Yes all things I am working on ;-) as for names I'll remove all specifications, alredy removed all the +orebelt+, +jumpgate+ will follow. Don't know about planet's names added.

With scanners I tried very high speeds but that makes the game freeze in some sectors with lot of roids so left high range but medium speed. I added a modification for comm range in parameters.xml but it seems not to work. I've seen everywhere and could not find any other file.

Don't know, maybe I have to implement a script. Now that the layout is completed and no new start is required these little but important adds are next. Any help is welcome. I was surprised that nobody has ever implemented a mod for chat range in these years, mean it is too short even for vanilla map. At least did not see one in the Nexus

Increasing the radar has enlarged the view on map but on small radar it is handled dynamically I think. It can spot stations even thousands kms away but not ships f.i. so don't know how it regulates but yes if it'd render everything in hudreds kms I suspect it'd be congested and laggy.

Another thing I will add is a nav beacon at the very center of every sector. Large sectors are dynamically resized and one loses quickly the reference for the center
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.4)

Post by ziplock815 »

Should I start a new game when moving from 2.3 to 2.4?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.4)

Post by Realspace »

ziplock815 wrote: Fri, 16. Sep 22, 22:47 Should I start a new game when moving from 2.3 to 2.4?
Should yes, needed not. I tried not to change too much but to add. What can happen is some area can have some resources crowdingl like asteoid fields too busy. I did not move gates or such but only resouces and zones
______________________

I was thinking about setting the inner sectors (main planet) of each system to core-security as it is in terran space for Earth. It makes sense now that every race has a true system as the Terrans. I'll do it for sure for sun sectors because they are new so no event happens there. About the others I fear to break some plot i.e. making it consequential to being high ranking with the sector-owner
IgorDolvich
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.4)

Post by IgorDolvich »

Everything is running pretty great so far in 2.4, nearly no lag at all (I'm also running quite a lot of mods on top of XRGSE to "test" a typical playthrough with my setup, hopefully nothing is conflicting after carefully reviewing a majority of the mods I have installed). I'll try to keep my notes for you short as I'm sure you love reading huge expositions lol. I think a Discord could help too, as I would like to provide some feedback as I test around various things, I'm sure others might want to assist as well. Up to you really.
Realspace wrote: Fri, 16. Sep 22, 08:22 Yes all things I am working on ;-) as for names I'll remove all specifications, alredy removed all the +orebelt+, +jumpgate+ will follow. Don't know about planet's names added.
Ultimately up to you, personally just from an "aesthetics" point of view I think removing it would help condense down a lot of names and fix up some UI elements that have large blocks due to the added extra bits of text at the end of certain sectors (protect position, etc). Encyclopedias also seem relatively easy to change on the fly with new patches as well.

I played around a bit more with the current iteration 2.4, and it seems like the comm range isn't necessarily a big problem. You mostly just need to upgrade your engines (realspace engine mod) just so you can catch up to some ships flying around to ask for directions lol. If the comm range requires a lot of tweaking, it'd probably be better patched later on as it's not a huge QoL issue or anything.
Realspace wrote: Fri, 16. Sep 22, 08:22 Increasing the radar has enlarged the view on map but on small radar it is handled dynamically I think. It can spot stations even thousands kms away but not ships f.i. so don't know how it regulates but yes if it'd render everything in hudreds kms I suspect it'd be congested and laggy.

Another thing I will add is a nav beacon at the very center of every sector. Large sectors are dynamically resized and one loses quickly the reference for the center
I think this would help multiple issues I've observed with the current way the map will auto scale down to a small size (inadvertently making the ship icons / stations / etc much larger than usual). If there was a stationary object in the center of the typical sector, then you can simply place a satellite or whatever on that same position and keep the sector from auto resizing in the "wrong" way. When flying around in my own ship and observing the map, I notice that the map will frequently enlarge and shrink (I suppose whenever it's considering the new passive scan range?). I'm currently using the "Sector Explorer" mod to have my scout ships scan down various stations and jump gates as I explore this new, much larger, map. The map will eventually scale back down to a relatively small size (~1000km) and only focus on the connection points, such as gates and superhighways. This causes some issues with other sectors that might have stations that are >1000km away. https://i.imgur.com/CnUQdPn.png Current resizing issue with stations far from the center, a centralized Nav Beacon might make the sectors not autoresize this way?

Plot mission observation, Terran Cadet:

With the new changes in the sector arrangement, so far after around ~8 hours of playtesting Cadet, I noticed there are some small inconsistencies or minor "bugs", particularly with the very beginning when you're defending the Solborn Militia outpost (Getsu Fune III Alpha). I imagine it's quite difficult to change these MDs around to compensate, but figured I'd point out what I could just in case you get a chance to look at it.

When you're chasing the nav beacons to the Xenon/Yaki gate, I noticed that you'll end up flying all the way to Savage Spur I deep within XEN territory in the north to spot the last nav beacon. Halle's abandoned "Velvet Thunder" ship will appear all the way back near the Solborn Militia outpost around ~5-6 sectors away. The Yaki base appears to be in Farnham's Legend which is all the way on the other side of the sector in Sol territory.

Current Yaki base location, not sure if it's just my galaxy generation or if it was placed there. https://i.imgur.com/VkkCgaS.png
Really though, these are more just plot inconsistencies and not a huge deal breaker. Not sure if it's just because of the way my galaxy generated or not with placements of stations. I believe providing some sort of gate connection from Sol directly to where the Solborn Militia Outpost (currently about ~4 sectors away), as well as a gate from Savage Spur I to the same location (Getsu Fune III Alpha). Proposed change in gate connections to potentially resolve these plot issues in the map: https://i.imgur.com/yGskZ8H.png Red Lines would be the "new" connections with some sort of gate or super highway. The green lines are the current gate connections (as far as I've explored). This causes an issue in various small matters where Halle will randomly run off when you enter into the Antigone Republic sectors, then returning to you once you reach Getsu Fune territory. It also makes the journey with the Nowak Lee auxiliary ship much longer, the potential changes can make it a 1 jump journey instead, similar to vanilla. The journey took around ~1:30-2 hours escorting the Auxiliary ship, mainly due to the captain very rarely engaging travel drive. I am using REM as well for all my testing.


Another small thing I've noticed, it seems like in Sol/Antigone territory I've discovered so far, it seems like there's not a whole lot of stations constructed. It's mostly Energy Cells and Food/Medical supply facilities right now. Is this an intentional thing with sector creation in XRGSE? It seems like most industries have not begun construction and most areas are building up simultaneously instead of being "prebuilt" prior to a newgame, if that makes sense. Terran currently have around ~40 stations while ANT has ~50. Normally in "vanilla" they'll have at least closer to 90+ for both factions. This is pretty bad for the Terran economy, as seemingly nowhere are there any Computronic Substrate facilities until after a few hours the AI will eventually build some. Also, this could entirely be my fault due to loading various mods into the game to playtest a "typical" playthrough.

For testing, I might just reveal every location and station to make sure this isn't just a fluke on my part.


Please note, I have not fully explored every territory. You may already have these gates for all I know. These are just observations based off automated sector exploring and just running the usual plot missions for the tutorial.

Realspace wrote: Sat, 17. Sep 22, 10:01 I was thinking about setting the inner sectors (main planet) of each system to core-security as it is in terran space for Earth. It makes sense now that every race has a true system as the Terrans. I'll do it for sure for sun sectors because they are new so no event happens there. About the others I fear to break some plot i.e. making it consequential to being high ranking with the sector-owner

Would be a cool idea really, in my opinion. Why else would Argon/Split/Whoever want you so close to their interior "valuable" sectors if you're just a random person? They do have border disputes all the time, so it would make sense logically that they would want to protect their borders. You could probably also reuse the same voice files for the Venus>Moon gate defense patrols as well lol
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.21) - "Engines Mod" (1.7) - "X4RSGE" (2.4)

Post by Realspace »

Thank you!
Well I am working on the plot and afte trying adding all sectors to pathfinfing and travel engines to Silverback...I decided to go to a solution similar to what you suggest. I wanted to keep savage spur a bit more protected (I think my mod lets a bit evidence that I like pirates, taki, etc :-/) but will revert to quite vanillla so will remove the 2-way superhighway and implement a shorter connection.

My final idea is to bring back the ex asteroid belt, that is now Elysium of light, to be central connection. It is the external ore belt of Antigone system but I want to make it a terran-controlled sector. Which could make sense also lore-wise. Then reactivate the connection from getsu to savage spur II

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