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

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.6))

Post by Realspace »

Finally good news! :-D let's hope the inactive shws to check will be few...
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.6))

Post by Newinger »

Realspace wrote: Sat, 8. Oct 22, 12:11 Split and terran engines cost more and are a tad better. Terran's have simply more push (they need for heavier ships using less engines), while Split engines are similar to others but have better boosters. Split like speed.
Is it intended that the Split Combat Mk 4 has a travel speed of 29700 and a boost speed of 45000? I would maybe reduce travel speed to about 25000 and boost speed to 32000. This is still more than the Split Combat Mk 3, but not that excessive.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

In addition to the already reported SHs in Trinity Sanctum, here's another one.

"True Sight II: Fierce Clarity" to "True Sight II: Friar's Retreat" is inactive for manual flight; autopilot works if guidance mission to target sector is set.

Reverse direction also inactive.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

Another REM feedback: The Barbarossa has a travel and boost speed of 192000 (!) in low preset. Others also quite high.
Last edited by Newinger on Mon, 10. Oct 22, 22:53, edited 1 time in total.
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.6))

Post by Folker »

The avarice's factions don't have ship on game start :

When I start a new game with your mod, the vigor syndicat and scavenger don't have ship. But when I start without your mod the avarice's factions have ships

And the quest with teladi, for me when we transport the teladi on tidebreak, the quest display Dock, and does not specify the location and when docking at tidebreak, the quest always displays docked at
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (1.8) - "X4RSGE" (2.6))

Post by Realspace »

Newinger wrote: Sat, 8. Oct 22, 21:19 Is it intended that the Split Combat Mk 4 has a travel speed of 29700 and a boost speed of 45000? I would maybe reduce travel speed to about 25000 and boost speed to 32000. This is still more than the Split Combat Mk 3, but not that excessive.
Mmm...that's too much, but also depends on the ship. Scout ships tend to have very high top values...consider that boost speed is jus indicative bc, even if very long, booster drain shield at the end. Nobody would use them for travel. But high speed equals high acceleration for booster. Since I the made the various class more similar to each other, from mk1 to mk3, the only thing that strongly differentiates mk3 (and mk4) is booster acceleration and travel speed. Anyway I'll look for better balance, maybe I can make mk4 not too over the top and reduce its price too.

Probably I'll have to reduce the general push of Split engines more in line with Argon and Paranid while leaving the better booster. While terran engines keep a bit more push but equal booster

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

Edit: ok I rebalanced all engines and ships. Also, STOP CHECKING SHWs...there is another stupid error, some were inverted, so why in some sectors only one way worked properly. Correcting, this should be it..
Last edited by Realspace on Mon, 10. Oct 22, 17:02, edited 1 time in total.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Realspace »

There was a little "-" (minus) that was repeated in some superhw's entrance that made one of the way not active..resolved!
Sorry guys but by working on raw numbers the eyes can miss these stupid things, other than make you lose..diopter :doh:
So, please download the patch: XRSGE Patch 2.6.2
https://www.nexusmods.com/x4foundations/mods/507

Superhighways should be ALL perfectly functional now..

I've updated REM too, rebalanced + small bugs resolved (Barbarossa included), all cargos rechecked,
https://www.nexusmods.com/x4foundations/mods/848

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

Now I am checking the split plot in md's...
Last edited by Realspace on Mon, 10. Oct 22, 22:29, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by ziplock815 »

Much thanks for the update. Started a new game in 2.6 ...again ...because ships couldn't see the entrance to superhighways and were flying to other directions even with AI pilots in control. Sooo...do I need to start a new game when going from v2.6 to 2.6.1? :D
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Mystershow »

Realspace wrote: Mon, 10. Oct 22, 16:05 There was a little "-" (minus) that was repeated in some superhw's entrance that made one of the way not active..resolved!
So much relatable when you write code

Glad to hear one of the main issue is now resolved
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

ziplock815 wrote: Mon, 10. Oct 22, 19:19 were flying to other directions even with AI pilots in control.
Hm, strange, AI pilots were always able to use the highway entrances. You need to give them the destination sector as "fly and wait" or "explore" target, then they gladly fly through even inactive highways (and make sure they don't have another movement command in their queue).
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by ziplock815 »

Newinger wrote: Mon, 10. Oct 22, 20:28
ziplock815 wrote: Mon, 10. Oct 22, 19:19 were flying to other directions even with AI pilots in control.
Hm, strange, AI pilots were always able to use the highway entrances. You need to give them the destination sector as "fly and wait" or "explore" target, then they gladly fly through even inactive highways (and make sure they don't have another movement command in their queue).
Seems like my NPC pilots aren't very smart guys, huh :lol:
They jus keep flying around superhighways amd finally start to fly in opposite direction. Maybe this happens because of that highways since v2.6 have changed their locations and AI doesn't see it in my savegame.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

ziplock815 wrote: Mon, 10. Oct 22, 21:23 They jus keep flying around superhighways amd finally start to fly in opposite direction.
Do you use REM (the engine mod)? With that, sometimes the AI pilots need to fly several circles around the entrances until they finally hit them.

Also sometimes, depending on ship, they are a bit ... incompetent :D

But to be sure, just try a new game.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by ziplock815 »

Nope. It's too hardcore for me. I like to think (as part of RP) that ship computer uses some kind of flight assist and inertia compensators that make flight physics less "Newtonian" for pilot's comfort. But on order to make the game quicker I use "Jumpdrive" mod. Maybe there's is some kind of conflict :gruebel:
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Realspace »

Ok I've spent a lot of time rechecking split missions and pirate's missions. I had already updated the various locations, but after better looking I decided to move some gates and even two clusters (not really changed, switched their position). Rewriting all the split story was worse than switching these two clusters. You won't notice anything, names are the same, backgrounds etc. I've anyway rewritten several parts of split story and added the new lines for the change of system's name from Zyarth's Dominion to Rhak's dominion after a certain event happens...which event I even don't know, never played it, but it is written in the md... :)

For Windfall, I had already let all the main sectors intact in their function, that's why it always sounded strange to me any report that plot broke there...anyway the only thing that could interrupt a mission pathway is the north gate going to Eighteen Billion's prison. Again, I still have not played that plot but saw it written, so I set gates back to the original sector, nothing dramatic, just some gates arrive directly in Windfall I instead of II). I prefer to rearrange gates than rewriting missions, who knows what can happen otherwise... :D

For the moment I'll let old version in downloads so if you are not interested in those plots can continue playing in the universe without these last changes. If you are not interested in those plots just skip this update for now and continue using 2.62

In general, I think we are there, to the final layout. I will probably restart my game either, just to have a clean layout. Don't see any significant change in the future after we've checked that all plots work. My idea from then on is to build other systems, other factions, more far away and unknown sectors as in X3 but they will be an expansion, a separated file, made of all custom new clusters so no interfering with anything vanilla, while XRSGE remains as the base-game's overhaul. I still have that X3-FL galaxy I made in mind, I was very inspired and created a unique atmosphere there that I'd like to replicate in X4 too

For now, I ask a last effort by the player's part to check the two plots that were reported as not working, split and pirate, so we can eventually move on.....and start fully playing :)

XRSGE 2.7
https://www.nexusmods.com/x4foundations/mods/507
Last edited by Realspace on Tue, 11. Oct 22, 00:07, edited 1 time in total.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

Thank you. Will check soon.


Want to remind of this report for REM:
Another REM feedback: The Barbarossa has a travel and boost speed of 192000 (!) in low preset. Other presets also very high.
(Actually also in minimum preset)
Last edited by Newinger on Mon, 10. Oct 22, 22:56, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by ziplock815 »

Much thanks. I'll start a new game (for 10th time :D ) and will check these plots, hope they will work fine.
The Idea to create more X3 sectors as well as more unknown sectors sounds fantastic. I'm already hyped. It will bring the feeling of unknown that X4 lacks. Your mod brings that feeling and adding more unknown sectors and systems will make it even stronger. Can't wait to see it :)
Last edited by ziplock815 on Mon, 10. Oct 22, 22:57, edited 1 time in total.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

ziplock815 wrote: Mon, 10. Oct 22, 22:56 Your mod brings that feeling and adding more unknown sectors and systems will make it even stronger.
But for that, the map maybe should not be fully uncovered with a new game. Maybe only the factions core sectors, anyway.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Realspace »

The barbarossa had been fixed...
uploading 2.71, I had missed a gate replacement for split story...sorry guys my eyes start crossing :P
this is it, testing plots finally
Newinger wrote: Mon, 10. Oct 22, 22:57 But for that, the map maybe should not be fully uncovered with a new game. Maybe only the factions core sectors, anyway.
Yes I plan to do that, thanks for the (usual) useful suggest. Now that sHWs work properly, no need to reveal ALL
ziplock815 wrote: Mon, 10. Oct 22, 22:56 Much thanks. I'll start a new game (for 10th time :D ) and will check these plots, hope they will work fine.
The Idea to create more X3 sectors as well as more unknown sectors sounds fantastic. I'm already hyped. It will bring the feeling of unknown that X4 lacks. Your mod brings that feeling and adding more unknown sectors and systems will make it even stronger. Can't wait to see it :)
I think you have to start the 11th.... :lol:
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

Realspace wrote: Mon, 10. Oct 22, 23:55 The barbarossa had been fixed...
Not for me :( (No big deal though, I don't plan to use this ship anyway)
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.71)

Post by Realspace »

Did you download REM 2.01?
Here it is how it shows now (the story model having a tad more acceleration)
Image

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