Working on it. We have something we are testing currently.Warnoise wrote:Hey guys, any news about this mod?
I am not pressing or anything, just wanted to know if there are infos about development
[WIP] X Rebirth: The New Frontier
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- The Cheshire Cat
- Posts: 8
- Joined: Fri, 5. May 17, 19:06
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
slow, actual status is https://github.com/40712ef4f9/nf_a
but here are a lot of work todo, so more pre-alpha status, but if anyone would like to take a look into
but best do not try to add a lot of Workshop mods, some of my mods already includet, also some tweaks are available in the mod-settings (by call an sector police chief)
but here are a lot of work todo, so more pre-alpha status, but if anyone would like to take a look into
but best do not try to add a lot of Workshop mods, some of my mods already includet, also some tweaks are available in the mod-settings (by call an sector police chief)
So if we start the campaign with the mod in this current status, what are the features that we can test?Marvin Martian wrote:slow, actual status is https://github.com/40712ef4f9/nf_a
but here are a lot of work todo, so more pre-alpha status, but if anyone would like to take a look into
but best do not try to add a lot of Workshop mods, some of my mods already includet, also some tweaks are available in the mod-settings (by call an sector police chief)
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
the campaign should work as normal, but up to an late campaign point some features for builiding and invasions are disabled at default and the game runs only over vanilla jobs to prevent problems
to test the universe better use an free start, then the map-stations are a bit different to vanilla/campaign-map
the most problem will be the economy, the new shippart-ware won't handled correct at the moment, the NPCs sell at lowest and buy at highest price, hardly always
to test the universe better use an free start, then the map-stations are a bit different to vanilla/campaign-map
the most problem will be the economy, the new shippart-ware won't handled correct at the moment, the NPCs sell at lowest and buy at highest price, hardly always
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
because without _base, nothing should be enabled
try to remove from nf_base the subst_01.cat/dat, this is only a test suggested from Unitrader to separeate the Savegames from vanilla, but effected the UI/LUA stuff so is very problematic to have them up-to-date and could be responsible to your Menu problem
try to remove from nf_base the subst_01.cat/dat, this is only a test suggested from Unitrader to separeate the Savegames from vanilla, but effected the UI/LUA stuff so is very problematic to have them up-to-date and could be responsible to your Menu problem
Ok i get free start, and everything is seem to work,
1. All CEO get there money...PMC so rich O_0 Is there CWIR added to this mod? what is Hyperdrive? and EWC?
2. Notive that stations replaced from original and have much more free space, notice that they have big difference in /Z/ that's perfect.
3. Some ships have names like SUL (20106.1804) - saw 5 like this
4. Become witness of 2 HOA Balors fighting with PMC SUL and Balors never fire a torpedo.
5. Couse of new station locations M traders become a bit slower
6. Again couse of new stations locations map become very hard to read, they spread out of zones and cover map with blue carpet (not a big deal just cosmetic)
7. Loking over new HOA Ship from shipyard, gonna see were it go and what will do...
8. And what a hell is Sanahar MK2 trad ship??? never see it, and it completly unbalanced =)))
9. PMC stock will ruin there economy...they bay items, get full cargo of it and sell it cheap...MB remove trade orders from it?
1. All CEO get there money...PMC so rich O_0 Is there CWIR added to this mod? what is Hyperdrive? and EWC?
2. Notive that stations replaced from original and have much more free space, notice that they have big difference in /Z/ that's perfect.
3. Some ships have names like SUL (20106.1804) - saw 5 like this
4. Become witness of 2 HOA Balors fighting with PMC SUL and Balors never fire a torpedo.
5. Couse of new station locations M traders become a bit slower
6. Again couse of new stations locations map become very hard to read, they spread out of zones and cover map with blue carpet (not a big deal just cosmetic)
7. Loking over new HOA Ship from shipyard, gonna see were it go and what will do...
8. And what a hell is Sanahar MK2 trad ship??? never see it, and it completly unbalanced =)))
9. PMC stock will ruin there economy...they bay items, get full cargo of it and sell it cheap...MB remove trade orders from it?
- Marvin Martian
- Posts: 3546
- Joined: Sun, 8. Apr 12, 09:40
CWIR is in part base of this, so can't combined (hyperdrive and EWC is CWIR stuff)
i add some little mods of mine like Carriers and "someShips" package
the Torpedo problem is a bug in latest betas, should be fixed in upcomming build of XR as far i know
about buildsports, i try to have space to build each type of station on every location, so the buildspot layout is a bit different to vanilla
PMC stock (and all NPC Warehouses) should only buy&sell around avg price (about latest Egosoft Information this works "fine")
i add some little mods of mine like Carriers and "someShips" package
the Torpedo problem is a bug in latest betas, should be fixed in upcomming build of XR as far i know
about buildsports, i try to have space to build each type of station on every location, so the buildspot layout is a bit different to vanilla
PMC stock (and all NPC Warehouses) should only buy&sell around avg price (about latest Egosoft Information this works "fine")
Reading the CWIR wiki found some:
1. If you give CV more then 5mil it will not bay reall resources but just simulate that... will it stay so?
2. what about Invasion fleet's, respond fleet and generated small ship groups? building every ship, or they still just spawn like in CWIR?
P.S
In Flamed Corona evergy solar plant know belong to neutral faction and atack all canterian ships...
1. If you give CV more then 5mil it will not bay reall resources but just simulate that... will it stay so?
2. what about Invasion fleet's, respond fleet and generated small ship groups? building every ship, or they still just spawn like in CWIR?
P.S
In Flamed Corona evergy solar plant know belong to neutral faction and atack all canterian ships...