[MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)

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Exavier724
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[MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)

Post by Exavier724 » Sat, 10. Jan 15, 23:41

Hiigaran Crossroads Cluster
Steam Link: http://steamcommunity.com/sharedfiles/f ... =373062099

WARNING: v2.0 Represents a complete rebuild of this mod. I could not support saved game compatability from previous Hiigara Crossroads Versions. You WILL need a fresh save or new game. I tried to do this as a patch but the structure changes were too much for the game to adapt to.

This mod is a custom cluster designed for the construction of a player empires while still having a high amount of life in the area. It also provides gates to all four of the games original clusters giving it a centralized trade position.

The gates and AI life are dynamic based on the players action. When initialized for the first time all the gates are inactive and the system is lifeless. The gates will be opened under the condition that the player must visit the cluster (Albion,DeVries,Omicron,Maelstrom) at least once. This both provides campaign support so the gates won't open ahead of time as well as allow the player to determine if they want specific factions to show up. Each cluster's primary faction will immediately start constructing new stations in the sector and traders and mass traffic will not occur for that clusters faction until the gates open. The more gates the player opens the more NPC trade resources will become available.

The central sector of the system is mostly empty of NPC forces though each faction that maintains fleets in the cluster (including hostile) have one attack group that will periodically patrol a random zone in the center to force you to have some form of defence. All NPC Traders/Miners will spawn near the gate of their home clusters however they are free to roam and trade across the entire cluster. NPC stations construction is only provided enough resources for the Tier 1 modules to get the stations up and running. After that the construction vessel will put up buy orders for additional construction materials just like a player CV until the station is fully constructed.

Requires:
- Game Version 3.10 or Higher
- Teladi Outpost DLC is Optional
- Home of Light DLC is Optional
- CWIR Mod is Optional

Features:
- 1 Cluster, 3 Sectors, 23 Zones, 6 Gates
- 98 Player Build Locations
- 18 NPC Build Locations
- 2 Pre-Built Stations for basic NPC recruits
- 4 Pre-Built Hostile/Pirate Stations
- 9 Dynamic Stations Added when gates Open
- Dynamic Gates
- Dynamic AI Life
- Campaign Progression Support
- Free Play & Other Gamestart Support
- Teladi Outpost & Home of Light DLC Support
- Conquest & War (CWIR) Mod Support
- 6-18 L Size Traders (Local & Galaxy)
- 30-50 M Sized Traders (Local & Galaxy)
- 1 New Ship (Canteran Havok Frigate : 2 Plasma/Jets, 10 Hit/MAs, 3 Hailstorms)

Future Plans:
- Language Translations if someone wants to convert the test
- Audio voiceovers if an audio expert decides to give me a hand
- Bugfixing as needed
- X4 Foundations

Language Support:
- English
- German
- All other languages display English (Translations welcome)

Saved Games:
Disabling this mod will break saved games because it adds a large amount of zone space to the game.

Note on Other Mod Support:
This mod is pretty much self contained so it shouldn't cause any issues with other mods out there. It has been heavily tested with Conquest & War (CWIR) v1.60, Yet Another Trader, Capital Ship Bridge, Station Recycle & Destroy, Transend Lost Colony, and about a dozen other mods.

Lisence:
Since all the code contained in this mod can be found in the normal ego files I don't really see the point of restricting anyone from doing whatever they want with it. This may change if I ever manage to find someone to help me with custom backgrounds or audio.

Thanks:
UniTrader : Answering questions
Observe : Modding Guide & Examples
nbhm : Modders Playground Examples
Last edited by Exavier724 on Mon, 11. Jun 18, 05:46, edited 6 times in total.

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Post by Exavier724 » Sat, 10. Jan 15, 23:42

v2.0 Changes:
Bug Fixes:
- Zone Overlap Issues Fixed.
- Resorce Overlap Issues Fixed.
- Jumpgate Rotation & Alignment Fixed.
- Stuck NPC Patrols Fixed.

Additions:
- Logbook Notifications for DLC/CWIR Detection Added.
- Logbook Notifications for Gate Opening with Location Names Added.
- Dynamic DLC Detection Added.
- Teladi DLC Gate Added.
- Teladi Owned Station Spawned when gate opened.
- Hol DLC Gate Added.
- Terracorp Owned Station Spawned when gate opened.
- Pirate Specific Zones (x4) Added.
- Hybrid Bypass Highways (x4) Added.
- Ambient Clouds & Debris Added.
- Custom Skybox/Lighting/Planets Added.
- Hiigaran Empire Gamestart Added. Will force ALL gates open.
- Automatic Conquest & War (CWIR) Support Added : See Below.

Changes:
- Cluster/Sector/Zone Scale increased to spread zones out more.
- Highways adjusted to account for zone distance changes.
- Zones are now far enough apart to generate some Empty Space between theme.
- Gate Controller Script Re-writted to be more dynamic to game configuration.
- Life Controller Script Re-written to be more dynamic to game configuration.
- NPC Trader Count Reduced slightly.
- NPC Trader Ware Cargo Baskets adjusted to include previously missing wares.
- NPC L Sized Traders reduced in count.
- NPC M Sized Traders given the ability to trade outside the galaxy.
- NPC M Sized Traders limited to Importing or Exporting duties. Will not trade only ouside Hiigara.
- NPC Traders (M & L) had ware baskets set to empty by default. No more free spawn resorces.
- Additional Jump Beacons added to make jump pathing quicker.
- NPC Pre-Built Stations reduced to 3 per main faction.
- NPC Pre-Built Stations are now Spawned rather than CV Constructed to prevent script stalls.
- NPC Pirate factions given stations in their zones.
- Ruined Habitat stations replaced with Small Shipyards (Nolimits & Jonferson).
- Player Station Build Locations increased from 52 to 98.
- NPC Station Build Locations increased from 16 to 18.
- All Zones now have at least 2 Player Station Locations.
- NPC Combat Jobs reconfigured and adjusted.
- NPC Combat Jobs now use a larger variety of Ship Types if avalible to that faction.
- NPC Raider Jobs reconfigured and adjusted.
- Havok Frigate added to Canteran Patrol Jobs.
- Havok Frigate Wares Cost adjusted. It actually requires things like fusion reactors now.

CWIR Support:
- Detection of CWIR Installation will open all gates.
- CWIR Combat Fleets Can Travel Across Cluster if needed.
- Additional Jump Beacons allow them to get to the gates easier.
- Factions with Intrest in Hiigara : Canteran, PMC, Heart of Albion, Argon, Xenon, Syndicate, Reivers, Heretics, Teladi, & Terracorp.
- Factions will try to capture their gate or named zone if they do not own it.
- Factions who own their Gate/Home will send out patrols within the cluster.
- Patrol Fleets can trigger CWIR outpost creation to fight over territory.
- Factions that capture enough Hiigaran Space will try to sieze their enemys Gates.
- Xenon will try to capture the entire cluster.
- Invasion/Patrol/Assault Jobs will use ship types that were added in CWIR.
- Invasion/Patrol/Assault Jobs will use CWIR Squadron Creation Scripts for dynamic fleet sizes.
- Pre-Built Stations are aligned with NPC Build Locations so they can be rebuilt.
- Destroeyd Stations will be rebuilt using CWIR scripts.
- Additional Stations will be constructed based on who owns the zones.
- Invasion Fleets to capture Gate/Home Zone will stop spawning if Faction owns less than 5 zones in the galaxy.
- Patrol/Assault Fleets will stop spawning if Faction does not own its Gate/Home Zone.
- Possible to kick a faction completely out of Hiigara Crossroads.

--------------------
v1.01 Changes:
- Corrected 8 AI Jobs that weren't activating properly.
- Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.
- Adjusted Highway tube weights to slow traffic down near zones.
- Changed Faction of Awran & Escorts patrolling DeVries gate to Canteran to prevent spontaneous friendly fire destruction.
- German Language Translation Added
- Audio Voiceovers Added for English & German

--------------------
[ external image ]
[ external image ]
[ external image ]

Hiigara Outskirts : Hiigara & her Angel Moon
[ external image ]

Great Wasteland : Kushan Burning (Yes the burning atmosphere is animated)
[ external image ]

Gardens of Kadesh : Kadesh Nebula (Extra screenshot of the Gas Giant outside the clouds)
[ external image ]
[ external image ]

- Hope the images meet forum rules now. I apparently referenced an outdated rules thread for the original image size. Should be correct now.
Last edited by Exavier724 on Sun, 12. Nov 17, 03:28, edited 3 times in total.

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Post by Sparky Sparkycorp » Sun, 11. Jan 15, 00:02

Congrats, this sounds fantastic.

w.evans
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Re: [MOD] Hiigaran Crossroads Cluster

Post by w.evans » Sun, 11. Jan 15, 00:09

This
Exavier724 wrote:It also provides gates to all four of the games original clusters giving it a centralized trade position.
would come in very useful.

And then I read through the rest of the text. Looks like a lot of work! Thanks!

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Post by UniTrader » Sun, 11. Jan 15, 00:18

if you can link me your t-files individually i can create you all that Audio stuff ;) i have some bash Scripts to make a Voiceover via TTS ;) (see also this Topic
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

vadiolive
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Post by vadiolive » Sun, 11. Jan 15, 00:58

Amazing! awalys say more sector its cool
I think time to egosoft allow us can build station model/ship model

Exavier724
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Post by Exavier724 » Sun, 11. Jan 15, 02:19

@UniTrader: Here are just the T files. Currently they are all identical (minus the language code) since nothing has been translated. I don't know which language code is actually english as I just based mine off another mods example :P
http://www.hyperimpact.net/downloads/Hi ... Tfiles.zip
Thanks.

w.evans: lol yea I tried to make it feel as much like a complete (if somewhat barren without player help) cluster as I could. Depending on the gates the player has opened (you don't have to find the gate, just enter that cluster for 30 seconds) the AI jobs get turned on.

There are plenty of local traders/miners (all M class) to keep player stations semi functional and help reduce startup costs. The cross cluster traders (all L/XL class) will also trade within the cluster if a supply is produced locally so they don't just cross the cluster line, they also act as the clusters Large scale NPC trade. All traders are randomized from the factions of the cluster they are from so if your playing in the storyline they have a chance of still trading with the player. But trade is still slow if you rely only on the NPCs.

All: One thing not shown in the screenshots is that ALL of my highways are dual direction offset. As much as I find the highway system nifty it always bugged me having to circle the entire sector just to get to the zone I want to be in. This created some rather amusing highway hubs where the entrance/exits are. I actually like the effect, and it creates some really need looking flight paths for the NPC mass traffic forming lines between the highways.

Also seems to encourage the M Class ships to take the highway more often, they seem to use the entrances but don't like to jump into a lane partially down the line. :roll:

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Post by w.evans » Sun, 11. Jan 15, 02:54

And it looks like it's save-compatible too. Awesome!

This

Code: Select all

<check_value value="player.cluster" exact="md.$Albion"/>
looks like it will trigger even if I'm already in Albion, is that right? So, it won't check for my going into Albion, but will check every 30 seconds to see if I'm there? Worried about the added load of all of the other checks running every 30 seconds, but what's 3 more routines between friends?

Seriously am hoping that my computer won't melt down from the added load though. Not just from those routines, but from the sheer amount of jobs and stations and stuff that's been added. Poor thing's already crawling as it is. But this is exciting, so I'll back up and give it a look-see, and monitor my temps.

Oh man, at this rate, I'll never get to DeVries.

Exavier724
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Post by Exavier724 » Sun, 11. Jan 15, 03:11

w.evans wrote:And it looks like it's save-compatible too. Awesome!

This

Code: Select all

<check_value value="player.cluster" exact="md.$Albion"/>
looks like it will trigger even if I'm already in Albion, is that right? So, it won't check for my going into Albion, but will check every 30 seconds to see if I'm there? Worried about the added load of all of the other checks running every 30 seconds, but what's 3 more routines between friends?

Seriously am hoping that my computer won't melt down from the added load though. Not just from those routines, but from the sheer amount of jobs and stations and stuff that's been added. Poor thing's already crawling as it is. But this is exciting, so I'll back up and give it a look-see, and monitor my temps.

Oh man, at this rate, I'll never get to DeVries.
Tested for that already :)
I was originally worried it would keep firing, which is why i added extra IF code to it. But during debug runs I found that it will only ever fire once then doesn't run the check anymore. Since there is nothing to restart it. Which is good because I didn't need it trying to constantly spawn stations.

And yes the one corresponding to the zone your start in will fire off pretty much immediately after game start. So if a custom start puts you in Omicron rather than albion, thats the gate that will open first. :)

I am hoping I kept the jobs minimalistic enough to prevent meltdowns. There are alot of jobs yes but they only track very small ship counts & are when possible set up to be cluster wide rather than Zone specific (with the exception of the gate defense fleets). So 1 job entry per trader type per faction covers the whole cluster at once rather than some of the weird default game ones where its by sector or zone.

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Post by UniTrader » Sun, 11. Jan 15, 03:18

and done, including DE Translations ;) here are the Files

EN files are btw 44 and DE is 49, didnt do any other since in case no Lang specific File is found it should revert to EN when you simply include my Files into your Mod ^^


NOTE: this Translation was done in 10 mins with no Background Knowledge of the Origin of the Names, sorry if something is odd ^^

and another hint: i dislike the numbered Zones and noticed the shortvariation attribute also works on Zone Level (replacing the ID number, it is only used for Zone Order in map then) - maybe you want to use this, too?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by Exavier724 » Sun, 11. Jan 15, 03:35

Thanks will take a look at it in a little bit. Had to restart my own game due to steam changing the ID on me after upload so it broke my saves :(

Np on the translation, I know where the names come from but my reliance on web based translators would probably have similar, if nor worse, oddities. Which is why i figured i would leave it up to someone who knows the language to translate if they wished :P

The names are mostly based on places, missions, or clan names from the Homeworld games. If someone yells at me over it i might end up changing them but I am bad with coming up with name themes most of the time.

I'm not sure what you mean by disliking the numbered zones & short abbreviation. I thought i set it up similar to how the base game is configured unless i am misunderstanding what your referring to.

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Post by UniTrader » Sun, 11. Jan 15, 05:01

Short variant for
Hiigaran Crossroads / Hiigaran Outskirts / Gaalsien Temple is
HC - HO - 2
but i think
HC - HO - GT
would be better. i will do some similiar changes to the Vanilla Map in my big Project, but i doubt i will release this as stand-alone.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by Exavier724 » Sun, 11. Jan 15, 05:18

Ahh I see.
I'll take a look at it for the next update then. Personally thats just structural as far as I am concerned so didn't really even give it a second though :P

I'll probobly put off the next update to include the sound files until next weekend anyway just to give myself some more time to get additional feedback. Unless a critical issue slipped through my debug runs.

I have decided that MD Script can be very irritating to deal with at times... though I still think the highway coordinate system is still worse, I spent 3 days trying to figure that one out even with examples provided. Darn thing has some really obnoxious things that seem to be hard coded... like gate names requiring gate01 for entrance & gate 02 for exit, if you try to use the entry labeled gate02 for the entrance EVEN if everything is referenced/positioned correctly, the game would crash when you entered the highway.

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Post by UniTrader » Sun, 11. Jan 15, 07:18

Exavier724 wrote: have decided that MD Script can be very irritating to deal with at times... though I still think the highway coordinate system is still worse, I spent 3 days trying to figure that one out even with examples provided. Darn thing has some really obnoxious things that seem to be hard coded... like gate names requiring gate01 for entrance & gate 02 for exit, if you try to use the entry labeled gate02 for the entrance EVEN if everything is referenced/positioned correctly, the game would crash when you entered the highway.
not hardcoded, i think these names were defined in the libraries/defaults.xml or at least in some file in the libraries folder.. but yes, that stuff with entry and exit is irritating sometimes because it is not clear if it refers to the Zone or the Tubes (the Exit from the Zone is also the Entry to the Tube and the other way around)

regarding the Coordinate System: its not that irritating when you place the Tube center in the middle of the Sector/Cluster and set all Positions in the Tube Definitin (Entry, Exit, Splinepositions) as offset from the Sector/Cluster - at least as long as Rotations are avoided.

regarding Ships not leaving the Tube when passing a Zone: thats what the weight attribute is for at the Splinepositions - weight="0" marks a section where a Zone is, and there the Tube will be slower and NPC-Ships may enter/leave. weight="1" marks the Speedy Sections. i would recommend to define 4 Splinepositions per Zone with the Weights 1, 0, 0, 1 with a Distance of about 10 km from each to give the Player enough time to jump out and for a smoot acceleration/deceleration
Last edited by UniTrader on Mon, 12. Jan 15, 01:57, edited 1 time in total.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Exavier724
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Post by Exavier724 » Sun, 11. Jan 15, 07:39

UniTrader wrote:regarding Ships not leaving the Tube when passing a Zone: thats what the weight attribute is for at the Splinepositions - weight="0" marks a section where a Zone is, and there the Tube will be slower and NPC-Ships may enter/leave. weight="1" marks the Speedy Sections. i would recommend to define 4 Splinepositions per Zone with the Weights 1, 0, 0, 1 with a Distance of about 10 km from each to give the Player enough time to jump out and for a smoot acceleration/deceleration
Hmm I did not know that. I will make that adjustment for the next version. Doesn't really matter too much for most of the tubes because they are designed for 1 way entry/exit. But the ones in outskirts that pass through a zone probably could use some adjustment. Least i already have splinetube notes setup for it (since I set up a 20km lead in for every tube, even in the pass-through zones, to guarantee the tube wouldn't bisect a player build location) :)

Is that also what causes the game to "render" any stations or whatnot that are near that section of tube?

I couldn't find anything specifically labeled for that when i looked which is why I primarily went with the highway system I did. When it was set up with large loops i always overshot my exit because it wasn't rendering the zone i was passing through lol

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Post by UniTrader » Sun, 11. Jan 15, 07:57

not sure if its for the rendering, but i woud guess yes.. also note that when a Tube passes a Zone it may not also start/end there - i had the same problem once with a Tube Like this:

Start:1 -> 2 -> 3 -> 1 -> 4 -> 3:End

Zone 2 and 4 were shown fine, but 3 and 1 were never rendered when passing in the Tube.. really a shame because i liked that concept..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by Earth Ultimatum IV. » Sun, 11. Jan 15, 09:05

Would like to see some screenshots :)

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Post by Exavier724 » Sun, 11. Jan 15, 09:25

Earth ultimatum IV. wrote:Would like to see some screenshots :)
lol of what specificaly?
There are screenshots of the 3 maps in the 2nd post (currently intermittent due to an issue with my domain hosting provider screwing up something, waiting for DNS to stabilize again) and the same 3 images are on the steam page.

Beyond that space is pretty much the Maelstrom background as I don't have a custom one yet & construction/life in the zone doesn't build up until after the player opens the gate (stations take a while to build just like they do for the player) :P

I guess I could take a couple of my highway arrays as i think they look pretty neat. But for the most part its currently just a large "non-orange" place for players to build an empire with some sidelines of AI life. :D

hmm i guess i could get a couple of the new frigate I added, though its just another reworked Lepton transport.

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Post by w.evans » Sun, 11. Jan 15, 11:03

Fired up the game this morning, testing something unrelated, and my debuglog told me to tell you this:
debuglog wrote:[=ERROR=] Tried to active state for job ID hiigaran_omicron_miner_ice_medium_01, which is not valid!
[=ERROR=] Tried to active state for job ID hiigaran_omicron_miner_mineral_medium, which is not valid!
[=ERROR=] Tried to active state for job ID hiigaran_omicron_trader_energy_medium_02, which is not valid!
Just those three (which is remarkable for a new release, I think!), repeated once every game load. I was in omicron lyrae at the time repeatedly trying to capture the same Titurel under slightly different conditions. (And failing! The marines kept running back to the Skunk! They were getting better though.)

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Post by Exavier724 » Sun, 11. Jan 15, 11:31

lmao go go mass find & replace fail :P
I was wondering where all my ice miners & energy traders where. Looks like I have 8 jobs that managed to get a double "hiigara_" on the front of them causing them to fail to activate properly.

Looks like DeVries is the only Ice & Energy ships activating properly currently. None of the mineral miners are.

Guess i will see about getting that fixed tomorrow then. Guess i was making an update earlier than I expected. Oh well going to bed for now :P

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