[WIP] X Rebirth: The New Frontier
Posted: Sat, 18. Feb 17, 21:07
Link to the location of the mod files:
https://github.com/40712ef4f9/nf_a
After you are at the site above, please review the readme.txt file for installation instructions.
It is absolutely necessary to start a new game after installing this mod.
If planning to use other mods at the same time, see the readme and ask in this thread first to avoid compatibility issues.
--------------------------------------
Currently, Marvin Martian and I are working on a new mod. This mod is intended to be a TOTAL OVERHAUL of X Rebirth in many ways, although not every aspect of the game will be overhauled.
The name is currently tentative as I just came up with it on the spot, but if no other name comes to mind I will keep it. Anyone have any ideas for a name, please share.
DISCLAIMER!!! These are GOALS we hope to achieve for this mod but some things may or may not be possible/feasible and may not make it into the mod, but we will try to achieve all of this if possible.
The following is the scope and goals for the mod:
Faction Wallets:
1) Each faction, regardless of Major or Minor, will have a "Wallet" from which to draw funds from. Everything must be purchased using these "Wallets." Nothing can be purchased if money has run out.
Construction of ships and Stations:
1) No ships will be spawned anymore except for at the START of a new game. Each faction will be given a handful of ships at the start of a new game and from then on, no ships will be spawned. No more reliance on jobs.xml at all for spawning.
2) No more stations will be spawned, except for at the start of a new game. Some factions will be given a handful of stations to start with and all new stations must be built. There will be more information on this below under the relevant category. Stations WILL NO LONGER be tied to maps.xml and as such will only be spawned by an MD script once at the beginning of a new game. Once destroyed, these stations will never respawn, but may be rebuilt.
Major and Minor factions:
1) Major factions which will now be designated as "Government factions" for all future communication so that there will be no confusion as to what is being discussed. Government factions will start out with one military fleet and a few trade ships. Government factions will have their own start zones already predetermined and there will be a number of Government factions per cluster and they will compete with each other for domination of a cluster and beyond. Each Government faction that shares a cluster will not have a home zone in the same Sector. These Government factions will also start with their own Shipyard and Warehouses filled with resources at the start of a new game in order to get the economy moving initially. Government factions will not be involved in manufacturing, other than Ship construction. They will generate income with the sale of ships to factions which purchase from them and will build their own military ships as well. Consideration is being given to whether "Military ships" and "Trade ships" should be split and get their very own types of shipyards.
2) Minor factions will have the following designations "Corporation factions," "Pirate factions," "Mercenary factions," "Xenon," and "Khaak." Xenon and Khaak are given their own designations because each will function in their own unique way separate from all other factions.
3) Corporation factions are the factions which will be competing economically with each other and with the player. Each cluster will have multiple corporations for a specific "Group" of wares. A "Group" of wares will refer to similar industry types. The industries are as follows, "Energy industry," "Arms industry," "Food industry," "Mining industry," "Construction industry," "Low-Tech industry," "High-Tech industry," and "Robotics industry." These corporations, as they grow and expand, will compete with other corporations in the same industries throughout the universe. The following is under consideration: Corporations will hire "Mercenary factions" to attack other corporations or even the player OR Corporations will build small military fleets to attack other corporations and/or the player.
4) Pirate factions will have their own kind of basic industry where they will go around plundering wares and then bring those wares to their stations which will consume the wares and build "Ship parts" which can then be used to build their own ships at a Pirate shipyard. Pirates are the enemies of everyone and will attack anyone, even other pirate factions. A goal would also be to have the player be able to become a pirate or help a pirate faction if they so desire.
5) Mercenary factions would only purchase military ships and would be hired by corporations, or the player, to attack a competitor or to defend their assets. This is how Mercenary factions will make money, they will also be involved in the "Illegal industry" which will be producing wares which are illegal as a possible secondary income.
6) The Xenon will be unique in that they will mine basic resources and with these they can produce ship parts to build their own ships. The Xenon hate everyone and will try to attack and conquer every zone, sector and cluster if they can. The Xenon will be located in more than one cluster, but only on the distant outskirts initially. Their stations will be unique and be able to produce all weapons, ship parts and possibly drones they need from the most basic ores and gases. They will build "Warp stations" which Xenon ships will be able to jump to from anywhere. If not stopped, they will continue to grow and expand and crush.
7) The Khaak will be an enemy faction that is isolationist. They will have a special station which can produce their ship parts without the need for resources, but they will never expand and only defend their home.
UNDER CONSIDERATION
8 ) If military and trade ship production is split then perhaps a "Shipbuilding industry" for building only merchant and mining type ships.
Faction logic:
1) We hope to have different faction logic for each faction. Some factions might want "domination" while some may be more peaceful and "defensive." We also hope to have differences in the way Corporations and such expand/grow and Corporations in different industries will build stations related to their industry and hopefully with some smart logic to what gets built and where.
2) Government factions will try to expand by building outposts and/or fortresses in space as well as possibly building additional shipyards and such.
3) Possible "Taxes" for being able to build in a zone owned by a Government faction, sort of like a "Protection fee." All factions would have to pay this "Tax" to the Government faction in control.
Exploration:
1) Even though the Universe is obviously known by all by now, since initially "Civilization" will be limited to very few zones, there is an element of exploration. If possible, maybe we can tie some of the expansion that goes on to "Exploration" by either the player or NPC factions. For example, a mission that asks you to explore a certain zone when a faction wishes to expand, these would be highly experimental though and maybe not possible.
2) You don't know where factions will build and what they will build, so exploration will be a must for trade opportunities, etc.
3) The Xenon could be lurking somewhere in space so there would be a need to search and keep track of their expansion.
4) Creating new zones when building player stations would also add to this as factions will be able to find you out in space and this would of course open up new trade lanes (although no new highways or anything like that would be built of course)
The Universe:
1) All clusters from vanilla, the DLC's, and possibly even other mods (if permission is given to use) will be used as part of the "Universe."
2) That means HOL, Teladi and perhaps any other clusters created by other modders who will allow us to use their work and factions of varying types will be populated into this universe.
3) Many new factions will be created of different races, although logo's will not be unique and will need to be reused.
Economy:
1) There will be some pretty major changes to the economy in terms of what is produced, how much is required for production and the costs, etc.
2) This will have to undergo extensive testing because we are introducing a new and very important ware, "Ship parts" which will be used in ship construction. These "Ship parts" will be made in a variety of different ways depending on certain things.
3) Some resources may be eliminated entirely for streamlining purposes, although this is yet to be determined. This will depend on how we wish to do things, but another idea would be to have not just "Ship parts," but also "Station Construction kits." We could create stations which produce "Ship parts" and stations for producing "Construction kits." These wares would be produced in a variety of ways but could be universal for ship and station construction. So instead of having to get energy cells, fusion reactors, etc. for building ships and stations, you would just get the parts or the kits. These "Ship parts" and "Construction kits" would still require relatively the same amount of resources to produce so this might simplify some things in a much more efficient way so that it isn't difficult to construct ships and stations without taking anything away from the economy.
End game goals:
1) As you know, X Rebirth is a sandbox and it is up to you what you will do, however, this mod will offer many new types of goals for the End game. Factions can be "bled dry" economically which opens up many new types of play styles. When you hack stations and steal their cargo, etc. this is costing that faction money. When you attack a factions' supply lines, infrastructure, trade ships, etc. this is hurting that faction and may cause the death of a faction if they can't pick themselves up. You can muscle a corporation out of an industry and gain a monopoly, you can become your own government faction and conquer the universe, etc. You can decide to be a hero and make it your goal to take on the Xenon and wipe them from the face of the Universe, or decide to work for a government faction/corporation and help them rise to the top. As you can see, there will be many new opportunities for play styles and goals.
https://github.com/40712ef4f9/nf_a
After you are at the site above, please review the readme.txt file for installation instructions.
It is absolutely necessary to start a new game after installing this mod.
If planning to use other mods at the same time, see the readme and ask in this thread first to avoid compatibility issues.
--------------------------------------
Currently, Marvin Martian and I are working on a new mod. This mod is intended to be a TOTAL OVERHAUL of X Rebirth in many ways, although not every aspect of the game will be overhauled.
The name is currently tentative as I just came up with it on the spot, but if no other name comes to mind I will keep it. Anyone have any ideas for a name, please share.
DISCLAIMER!!! These are GOALS we hope to achieve for this mod but some things may or may not be possible/feasible and may not make it into the mod, but we will try to achieve all of this if possible.
The following is the scope and goals for the mod:
Faction Wallets:
1) Each faction, regardless of Major or Minor, will have a "Wallet" from which to draw funds from. Everything must be purchased using these "Wallets." Nothing can be purchased if money has run out.
Construction of ships and Stations:
1) No ships will be spawned anymore except for at the START of a new game. Each faction will be given a handful of ships at the start of a new game and from then on, no ships will be spawned. No more reliance on jobs.xml at all for spawning.
2) No more stations will be spawned, except for at the start of a new game. Some factions will be given a handful of stations to start with and all new stations must be built. There will be more information on this below under the relevant category. Stations WILL NO LONGER be tied to maps.xml and as such will only be spawned by an MD script once at the beginning of a new game. Once destroyed, these stations will never respawn, but may be rebuilt.
Major and Minor factions:
1) Major factions which will now be designated as "Government factions" for all future communication so that there will be no confusion as to what is being discussed. Government factions will start out with one military fleet and a few trade ships. Government factions will have their own start zones already predetermined and there will be a number of Government factions per cluster and they will compete with each other for domination of a cluster and beyond. Each Government faction that shares a cluster will not have a home zone in the same Sector. These Government factions will also start with their own Shipyard and Warehouses filled with resources at the start of a new game in order to get the economy moving initially. Government factions will not be involved in manufacturing, other than Ship construction. They will generate income with the sale of ships to factions which purchase from them and will build their own military ships as well. Consideration is being given to whether "Military ships" and "Trade ships" should be split and get their very own types of shipyards.
2) Minor factions will have the following designations "Corporation factions," "Pirate factions," "Mercenary factions," "Xenon," and "Khaak." Xenon and Khaak are given their own designations because each will function in their own unique way separate from all other factions.
3) Corporation factions are the factions which will be competing economically with each other and with the player. Each cluster will have multiple corporations for a specific "Group" of wares. A "Group" of wares will refer to similar industry types. The industries are as follows, "Energy industry," "Arms industry," "Food industry," "Mining industry," "Construction industry," "Low-Tech industry," "High-Tech industry," and "Robotics industry." These corporations, as they grow and expand, will compete with other corporations in the same industries throughout the universe. The following is under consideration: Corporations will hire "Mercenary factions" to attack other corporations or even the player OR Corporations will build small military fleets to attack other corporations and/or the player.
4) Pirate factions will have their own kind of basic industry where they will go around plundering wares and then bring those wares to their stations which will consume the wares and build "Ship parts" which can then be used to build their own ships at a Pirate shipyard. Pirates are the enemies of everyone and will attack anyone, even other pirate factions. A goal would also be to have the player be able to become a pirate or help a pirate faction if they so desire.
5) Mercenary factions would only purchase military ships and would be hired by corporations, or the player, to attack a competitor or to defend their assets. This is how Mercenary factions will make money, they will also be involved in the "Illegal industry" which will be producing wares which are illegal as a possible secondary income.
6) The Xenon will be unique in that they will mine basic resources and with these they can produce ship parts to build their own ships. The Xenon hate everyone and will try to attack and conquer every zone, sector and cluster if they can. The Xenon will be located in more than one cluster, but only on the distant outskirts initially. Their stations will be unique and be able to produce all weapons, ship parts and possibly drones they need from the most basic ores and gases. They will build "Warp stations" which Xenon ships will be able to jump to from anywhere. If not stopped, they will continue to grow and expand and crush.
7) The Khaak will be an enemy faction that is isolationist. They will have a special station which can produce their ship parts without the need for resources, but they will never expand and only defend their home.
UNDER CONSIDERATION
8 ) If military and trade ship production is split then perhaps a "Shipbuilding industry" for building only merchant and mining type ships.
Faction logic:
1) We hope to have different faction logic for each faction. Some factions might want "domination" while some may be more peaceful and "defensive." We also hope to have differences in the way Corporations and such expand/grow and Corporations in different industries will build stations related to their industry and hopefully with some smart logic to what gets built and where.
2) Government factions will try to expand by building outposts and/or fortresses in space as well as possibly building additional shipyards and such.
3) Possible "Taxes" for being able to build in a zone owned by a Government faction, sort of like a "Protection fee." All factions would have to pay this "Tax" to the Government faction in control.
Exploration:
1) Even though the Universe is obviously known by all by now, since initially "Civilization" will be limited to very few zones, there is an element of exploration. If possible, maybe we can tie some of the expansion that goes on to "Exploration" by either the player or NPC factions. For example, a mission that asks you to explore a certain zone when a faction wishes to expand, these would be highly experimental though and maybe not possible.
2) You don't know where factions will build and what they will build, so exploration will be a must for trade opportunities, etc.
3) The Xenon could be lurking somewhere in space so there would be a need to search and keep track of their expansion.
4) Creating new zones when building player stations would also add to this as factions will be able to find you out in space and this would of course open up new trade lanes (although no new highways or anything like that would be built of course)
The Universe:
1) All clusters from vanilla, the DLC's, and possibly even other mods (if permission is given to use) will be used as part of the "Universe."
2) That means HOL, Teladi and perhaps any other clusters created by other modders who will allow us to use their work and factions of varying types will be populated into this universe.
3) Many new factions will be created of different races, although logo's will not be unique and will need to be reused.
Economy:
1) There will be some pretty major changes to the economy in terms of what is produced, how much is required for production and the costs, etc.
2) This will have to undergo extensive testing because we are introducing a new and very important ware, "Ship parts" which will be used in ship construction. These "Ship parts" will be made in a variety of different ways depending on certain things.
3) Some resources may be eliminated entirely for streamlining purposes, although this is yet to be determined. This will depend on how we wish to do things, but another idea would be to have not just "Ship parts," but also "Station Construction kits." We could create stations which produce "Ship parts" and stations for producing "Construction kits." These wares would be produced in a variety of ways but could be universal for ship and station construction. So instead of having to get energy cells, fusion reactors, etc. for building ships and stations, you would just get the parts or the kits. These "Ship parts" and "Construction kits" would still require relatively the same amount of resources to produce so this might simplify some things in a much more efficient way so that it isn't difficult to construct ships and stations without taking anything away from the economy.
End game goals:
1) As you know, X Rebirth is a sandbox and it is up to you what you will do, however, this mod will offer many new types of goals for the End game. Factions can be "bled dry" economically which opens up many new types of play styles. When you hack stations and steal their cargo, etc. this is costing that faction money. When you attack a factions' supply lines, infrastructure, trade ships, etc. this is hurting that faction and may cause the death of a faction if they can't pick themselves up. You can muscle a corporation out of an industry and gain a monopoly, you can become your own government faction and conquer the universe, etc. You can decide to be a hero and make it your goal to take on the Xenon and wipe them from the face of the Universe, or decide to work for a government faction/corporation and help them rise to the top. As you can see, there will be many new opportunities for play styles and goals.