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Privata
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Post by Privata » Tue, 6. May 14, 15:10

SplitBoy wrote:
Privata wrote:
Commodore MJ Fire wrote:possible, but if you want to do it by yourself, go to the Encyclopedia folder in extensions and just erase the gate entry in index/components.xml, the complete macros.xml and the complete assets
/props folder.

Yes, gates could be destroyed or damaged, but this needs a big, big powerful weapon or you have to know, how to manipulate the internal machines.

Sorry, this info is only known by germans because helges half-canon novels are not aviable in english (hope, that someday they will publish it for other langages), but these gates can even protect themselfs from a nova (without any shields!) when they are online, and an old given up gate needed millions of years to get an eye-form and crates from millions of micrometheorits on its surface. I don't think that 40 years are enough to destroy a gate like that. And the gates just got deactivated from the old ones- not a reason to stop repair them... :wink:

The second- and more practical reason I swiched the gates is that Ego has only one damaged form- so every damaged gate looks equal- not very realistic and a bit disturbing for me, so the intact gates are at this time the only way to fix this. Later, when its possible to create new damaged gates, I will try- but not at this time...
greetings, MJ Fire
about gates getting damaged.
in lore the kha'ak have blown up some gates.
not only that but the old terran class IV corvets destroied one gate.
so I would assume a massive super nova would damage them.
plus maybe the fact that they were ofline removed there protection or what ever
Well Khaak are one thing yet Terran not certain about that.
In X:BTF there had been two men made gates.

The first the one close to Terra and the second the one it conected to.
With X³:TC there was another men made Gate.

So if you thought about the gates that Nathan Gun destroyed those aint any the old Folk created.
indeed I forgot about the terran gate bit of the plot.

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Tue, 6. May 14, 17:37

The first human-created gate connection was leading from Earth to Brennan's triumph. I think.

Correct me somebody if Iam wrong.

Privata
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Post by Privata » Tue, 6. May 14, 20:54

Earth ultimatum IV. wrote:The first human-created gate connection was leading from Earth to Brennan's triumph. I think.

Correct me somebody if Iam wrong.
yes thats correct and the hole finaly of XBTF has there , and that gate was also important in X2s plot

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Commodore MJ Fire
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Post by Commodore MJ Fire » Thu, 8. May 14, 14:02

first: yes, the old fleet with Nathan R. Gunne destroyed the man-made gate not an original old folk gate. And the position is a bit tricky- this is one of the differencies between game and books- in the books it is at company pride, just the sector right from brennans triumph on the sector map. (I talked with people about the incompatibility of the canon-novels and the game in some cases at a german thread- x-encyclopedia supports company pride)

The Nova- this is also a bit tricky, because only the one who can read the Helge-novels really know what ego means when they tell us 'the supernova changed everytthing'- the truth is: it wasn't the destructible power of the nova caused the blackout. It was the fact that the nova happened- it was not natural, the Xenon did it. The blackout was not a technical issue- the old folks deactivated the gates by their own-to stop the xenon growing and destroying every lifeform in the galaxy. Saya Kho called it 'firebreak'. After the nova of 'black hole sun' the old folks decided to do that to stop the Xenon being a threat for their masterplan. (about that: read the encyclopedia in the folder 'Bonus Content' :wink: )

Yes, you can destroy gates- but you need BIG weapons for it, as I told. And the khaak had big weapons- you know, their planet destroyer... :wink:
greetings, MJ Fire

Privata
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Post by Privata » Thu, 8. May 14, 14:06

Commodore MJ Fire wrote:first: yes, the old fleet with Nathan R. Gunne destroyed the man-made gate not an original old folk gate. And the position is a bit tricky- this is one of the differencies between game and books- in the books it is at company pride, just the sector right from brennans triumph on the sector map. (I talked with people about the incompatibility of the canon-novels and the game in some cases at a german thread- x-encyclopedia supports company pride)

The Nova- this is also a bit tricky, because only the one who can read the Helge-novels really know what ego means when they tell us 'the supernova changed everytthing'- the truth is: it wasn't the destructible power of the nova caused the blackout. It was the fact that the nova happened- it was not natural, the Xenon did it. The blackout was not a technical issue- the old folks deactivated the gates by their own-to stop the xenon growing and destroying every lifeform in the galaxy. Saya Kho called it 'firebreak'. After the nova of 'black hole sun' the old folks decided to do that to stop the Xenon being a threat for their masterplan. (about that: read the encyclopedia in the folder 'Bonus Content' :wink: )

Yes, you can destroy gates- but you need BIG weapons for it, as I told. And the khaak had big weapons- you know, their planet destroyer... :wink:
greetings, MJ Fire
I had a feeling the xenon would do somthing like that , after all they did set the paranid core systems on fire , and also have a ''galaxy destroyer'' or somthing like that.
intresting , its all a big shame the books and games have such big differances , I wonder why , I mean thats a big sector change for the gate

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Commodore MJ Fire
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Post by Commodore MJ Fire » Sat, 24. May 14, 12:39

Wow, after working on the Chronicles I now saw the release of 2.0- and the Features are great! very good new Radar (much better as I thought) and the new Shaders are also compatible with Re-Imagined. Both together- a very nice experience. New Highway concept is awesome, with a few little Problems- flying with mouse is very difficult in Highways. The Cockpit Idea is also great- Everyone gets the Cockpit he or she wants. Only the glass reflection is a little bit disturbing on some of them. But all in all its a great patch- Rebirth begins to grow up and become a wonderful game :wink:

Ency and Re-Imagined are still fully compatible with 2.0.

And Ego starts using the mods for inspiration and upgrading, so in the case it's needed: I allow Egosoft to use every part from the Ency-Mod for patching the game. :D
greetings, MJ Fire

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Post by Eldgrim » Sun, 25. May 14, 01:55

Thanks!

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Commodore MJ Fire
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Post by Commodore MJ Fire » Mon, 26. May 14, 22:55

Ok, a few changes for the Settings file of Re-Imagined (Main Directory): The new Shaders are a bit less colorful, so a little bit compensation is needed- here the block with the new settings- copy and paste to the Technicolor block:
#define TechniAmount 0.2 //[0.00 to 1.00] 0.4
#define TechniPower 4.0 //[0.00 to 8.00]
#define redNegativeAmount 0.65 //[0.00 to 1.00]
#define greenNegativeAmount 0.65 //[0.00 to 1.00]
#define blueNegativeAmount 0.80 //[0.00 to 1.00]

and of course you should do a little bit gamma-finetuning in the game settings :wink:
greetings, MJ Fire

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kinetic
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Post by kinetic » Tue, 27. May 14, 09:59

Amazing !

Thank you !

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Commodore MJ Fire
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Post by Commodore MJ Fire » Sat, 31. May 14, 23:25

Ok, after some crashs I am searching for a solution- and its the question if its the Mod, Re-Imagined or nothing. After playing a while, the game starts failing to load some textures, and then the game crashes after some of these mistakes happen. Is that a problem with the old savegame, the mod or something else? Did you also have these problems? Please, tell me!
A little Patch will fix some little mistakes made at the xmls- online as soon as possible. But this is not the Reason for the crashs (playing with the patched version)
greetings, MJ Fire
EDIT: Patch online, and there is an update 2.0 on the Re-Imagined Homepage on Nexus!

Valathor
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Post by Valathor » Sun, 1. Jun 14, 16:59

Great mod MJ Fire!
Just one question. My heart is divided between your wonderful work and ICOhr's great planets & nebulae. I saw a few pages back that there was some talk of making a version of one or the other to make them compatible? Because I love both of your styles, but unfortunately, I don't have the first clue on how to make them both play nice with eachother.

But putting that aside. Great mod, man! Really good job!

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Commodore MJ Fire
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Post by Commodore MJ Fire » Mon, 2. Jun 14, 15:16

Hm, yes, we talked because we worked at the same time on our mods and we share our knowledge to get the projects in the way we wanted, but at this time no working together is planned- (of course its a bit more difficult because I can't load his mod to make a conversion because he's on nexusmods and I don't want an account at this page :P :D ) but of course, his work is great and I think it's possible -for me- to create a conversion when I somedays could get the mod. did you know if he gets his mod to the workshop? His mod is much smaller, so he shouldn't get problems with the size like me.

IMPORTANT INFO
I changed the cluster_d.xml -to fix the overlapping effect at the sun- in the patch-file and added the new settings-file for the 2.0 Reimagined. Sorry for that it wasn't there at the first upload of the patch- please load it again!
greetings, MJ Fire

Aion45
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Post by Aion45 » Fri, 6. Jun 14, 09:20

@Commodore MJ Fire! thank you very much! looks much better...........

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Nibel
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Post by Nibel » Sat, 7. Jun 14, 04:14

doesn't work with XR PLANETS i take ?

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ledhead900
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Post by ledhead900 » Tue, 10. Jun 14, 07:29

Nibel wrote:doesn't work with XR PLANETS i take ?
I have same question.
*modified*
I lost my Hans to be flying Solo.
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