[WIP] X Rebirth: The New Frontier
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I love this idea, this mod will be a godsend for people who want to enjoy Xrebith!
I have few questions:
Will pirates try to "board" other ships?
Also since economy will be changed (no spawning etc) will the AI also be adjusted in such way that they can adjust to the market?
Will governments try to expand all over the universe? (For example canterans expanding over albion, Plutarch over devries, etc...)
Last: Will AI build in all zones? (even for example zones in barren hearts, and other empty zones etc...)
Thank you
I have few questions:
Will pirates try to "board" other ships?
Also since economy will be changed (no spawning etc) will the AI also be adjusted in such way that they can adjust to the market?
Will governments try to expand all over the universe? (For example canterans expanding over albion, Plutarch over devries, etc...)
Last: Will AI build in all zones? (even for example zones in barren hearts, and other empty zones etc...)
Thank you
Well, the "plunder" command has pirates attacking ships and taking their cargo. It is certainly possible to have pirates board ships, since we already have station boarding for npc's but it will be too cpu intensive of a feature I believe.Warnoise wrote:I love this idea, this mod will be a godsend for people who want to enjoy Xrebith!
I have few questions:
Will pirates try to "board" other ships?
Also since economy will be changed (no spawning etc) will the AI also be adjusted in such way that they can adjust to the market?
Will governments try to expand all over the universe? (For example canterans expanding over albion, Plutarch over devries, etc...)
Last: Will AI build in all zones? (even for example zones in barren hearts, and other empty zones etc...)
Thank you
Governments will try to conquer and expand, how far their expansion will go has not been fully decided yet. Also, there will be more government factions than in vanilla, probably 3 per cluster.
As of right now, the AI will build in all the normal zones from vanilla, not sure yet if we will have them build in empty zones because it might become too complicated that way. It is possible though.
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
i already testing a surrender feature for plunder-attacks that allows the ship to drop all cargo before the ship will destroyed
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In all zones stations can build the AI will build, based on the behavior the faction will use existing slots or force to expand into other areas
only at CWIR we have code (under testing) to create and build in temp-zones far away from existing - like for Xenon invasions - but this isn't a good idea in my opinion for every faction - thy would spam all sectors
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In all zones stations can build the AI will build, based on the behavior the faction will use existing slots or force to expand into other areas
only at CWIR we have code (under testing) to create and build in temp-zones far away from existing - like for Xenon invasions - but this isn't a good idea in my opinion for every faction - thy would spam all sectors
That's a very nice and ambitious project.
I'll give it some thought, then probably throw a few ideas, but you two already have a very impressive and pretty complete to-do list.
Keep us posted. You can bet I'll test that for you guys.
I'll give it some thought, then probably throw a few ideas, but you two already have a very impressive and pretty complete to-do list.
Keep us posted. You can bet I'll test that for you guys.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
Well, it isn't as ambitious as it seems because a lot of stuff can be used from CWIR. There are new things which need to be implemented but it shouldn't be as difficult as people think.Ezarkal wrote:That's a very nice and ambitious project.
I'll give it some thought, then probably throw a few ideas, but you two already have a very impressive and pretty complete to-do list.
Keep us posted. You can bet I'll test that for you guys.
Hah, funnyWarnoise wrote:Any info about the release? (what month or what year?)
I wouldn't expect the mod to be ready to be played for a while longer. I would say perhaps sometime in the middle of the summer. There are many things we need to work out/test and such. We will of course post here once we have something that can be tested but early versions will be very limited.
Cool
Sounds very interesting, I have not read through other members posts so I dont know if its been asked.
Could you kinda explain the algorithm used for how they would choose what station to build and where, as in rules? scripted steps? I ask just to get an idea as to what stations they would focus on if being more militaristic and dominant through fight and what would trigger this? could it be like a random roll at the start of the game or would it evolve due to what others are doing ? and obviously this would effect market and stuff. Its a very interesting idea and I can imagine a skirmish over mining haha
Would any faction/gov allied with others?
If I understood correctly sectors and zones (galaxy map) will remain in the same layout and linked the same ?
Other gadgets and ideas (that I miss) spy satellites just to keep an eye on chosen locations, preferably having the satellites in mk1,mk2 .. increasing in range, hull, or stealth(undetectable) I'm still a newb with X rebirth and I probably dont know half of what a player can actually do in vanilla lol
The weapon modification upgrades.. Can player owned ships use them? (Lol I dont even know if that can be done in vanilla )
Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.
Give the player the ability to enter coordinates manually for ships to go to x,y,z or mouse click, however I think we only have a top down view of the map unless that could also be modded?. It would allow some more manual tactics even just to park a few L/XL ships at points near a jump gate or station etc... I could help for defense and offence jump to coordinate and to surround a station as an example.
Lastly coz iv probably gone way off topic.. and sorry if I have. However a difficulty setting as to speed of each factions progress that the player can change in game or just 1 slide bar for overall speed as to xenon for example, yet we must be considerate so that they are not wiped out within a few hours of play. I guess Im saying allow players to customise certain parts of the mod while in game. I think this to me is an important feature for most games esp very large mods like this and CWIR.
I assume this would be for 4.10 only ?
Could you kinda explain the algorithm used for how they would choose what station to build and where, as in rules? scripted steps? I ask just to get an idea as to what stations they would focus on if being more militaristic and dominant through fight and what would trigger this? could it be like a random roll at the start of the game or would it evolve due to what others are doing ? and obviously this would effect market and stuff. Its a very interesting idea and I can imagine a skirmish over mining haha
Would any faction/gov allied with others?
If I understood correctly sectors and zones (galaxy map) will remain in the same layout and linked the same ?
Other gadgets and ideas (that I miss) spy satellites just to keep an eye on chosen locations, preferably having the satellites in mk1,mk2 .. increasing in range, hull, or stealth(undetectable) I'm still a newb with X rebirth and I probably dont know half of what a player can actually do in vanilla lol
The weapon modification upgrades.. Can player owned ships use them? (Lol I dont even know if that can be done in vanilla )
Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.
Give the player the ability to enter coordinates manually for ships to go to x,y,z or mouse click, however I think we only have a top down view of the map unless that could also be modded?. It would allow some more manual tactics even just to park a few L/XL ships at points near a jump gate or station etc... I could help for defense and offence jump to coordinate and to surround a station as an example.
Lastly coz iv probably gone way off topic.. and sorry if I have. However a difficulty setting as to speed of each factions progress that the player can change in game or just 1 slide bar for overall speed as to xenon for example, yet we must be considerate so that they are not wiped out within a few hours of play. I guess Im saying allow players to customise certain parts of the mod while in game. I think this to me is an important feature for most games esp very large mods like this and CWIR.
I assume this would be for 4.10 only ?
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Re: Cool
for the moment it isn't any deeper strategy, only build one of each preselected and afterwards continue with another selection - if you lost one, build anotherlordmuck wrote:Could you kinda explain the algorithm used for how they would choose what station to build and where, as in rules? scripted steps? I ask just to get an idea as to what stations they would focus on if being more militaristic and dominant through fight and what would trigger this? could it be like a random roll at the start of the game or would it evolve due to what others are doing ? and obviously this would effect market and stuff. Its a very interesting idea and I can imagine a skirmish over mining haha
maybe later we will also decide based on actual marketsituation to build or not a type of station
based on relations yes, interaction should make relationchangeslordmuck wrote:Would any faction/gov allied with others?
how far this will have effect on behavior we will see
i have try to create something like a navbeacon with radar in the past, this haven't worked (i assume not expected by engine)lordmuck wrote:Other gadgets and ideas (that I miss) spy satellites just to keep an eye on chosen locations, preferably having the satellites in mk1,mk2 .. increasing in range, hull, or stealth(undetectable) I'm still a newb with X rebirth and I probably dont know half of what a player can actually do in vanilla lol
the only solution to have something like a satellite is to place a ship - in CWIR you have the "Probe" for example
as alterntive you can use the Targon-Tracer-Mod and drop this one as satellite
as in fact the AI doesn't take care of ownership of the JB or would really search for the nearest beacon to ship-target i think this won't help to have any mechanic for thislordmuck wrote:Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.
in CWIR ships can jump also to a Probe-Drone
based on the fact each faction need to build her fleet this will all be natural how fast something will happend without cheatinglordmuck wrote:Lastly coz iv probably gone way off topic.. and sorry if I have. However a difficulty setting as to speed of each factions progress that the player can change in game or just 1 slide bar for overall speed as to xenon for example, yet we must be considerate so that they are not wiped out within a few hours of play. I guess Im saying allow players to customise certain parts of the mod while in game. I think this to me is an important feature for most games esp very large mods like this and CWIR.
but we can adjust some parameters something will happend based on difficult setting (not yet worked out, but already possible)
yes we use some parameters that new in 4.10lordmuck wrote:I assume this would be for 4.10 only ?
Re: Cool
The Jump Script in my Nav-Scripts package actively searches for the nearest Beacon if a concrete Destination is passed (or a random one if just given a Sector). It also should recognize Jump Beacons inside other Objects properly. Sadly i couldnt test both Options properly so yet because of missing testing scenarios (and since Vanilla doesnt offer more than 1 beacon per Sector it also isnt really needed) - but if the beacons are located correctly the Ships will jump there (got an Option to use other Objects as Jump Beacons which i could test and which works reliably ^^)Marvin Martian wrote:as in fact the AI doesn't take care of ownership of the JB or would really search for the nearest beacon to ship-target i think this won't help to have any mechanic for thislordmuck wrote:Can the AI create Jump beacons? it may add to the whole build and fight part for AI each facton/gov would have there own one, and only 1 per zone or sector(the furthest zoom point wher one can see the stations in the map). They would be destroyable by other enemies so that they could place there own, allied factions/gov can use jump beacons of allies.
in CWIR ships can jump also to a Probe-Drone
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
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
Personally, I think highways are great now. I wonder if the fake traffic in them could be replaced somehow by real traffic, though. It sounds like you might do that! Edit: I don't think this matters much--just guessing.
Last edited by tomchk on Fri, 3. Mar 17, 18:37, edited 1 time in total.
i doubt thats feasible because it would involve increasing the number of small Ships in the Universe by a thousand times or so.. and the impact to the performance is very likely to be noticeable.
Also just because some guys posted some videos of the masstraffic crying "fake, fake, fake" over it (and just this, for five minutes) it doesnt mean it is fake. if observed properly it might turn out to be surprisingly non-random (although observation times are naturally very short in the tubes)
Not entirely related, but the Station Masstraffic is not as random as some people think:
ii doubt anyone besides me has observed the behavior of Masstraffic in detail, but the Ships flying around the Stations are not flying around randomly. each of them has a Destination and they use the shortest Path the MTN to reach it. no one will just randomly fly around.
Also just because some guys posted some videos of the masstraffic crying "fake, fake, fake" over it (and just this, for five minutes) it doesnt mean it is fake. if observed properly it might turn out to be surprisingly non-random (although observation times are naturally very short in the tubes)
Not entirely related, but the Station Masstraffic is not as random as some people think:
ii doubt anyone besides me has observed the behavior of Masstraffic in detail, but the Ships flying around the Stations are not flying around randomly. each of them has a Destination and they use the shortest Path the MTN to reach it. no one will just randomly fly around.
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
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