[WIP] X Rebirth: The New Frontier

The place to discuss scripting and game modifications for X Rebirth.

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BlackRain
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Post by BlackRain » Thu, 6. Jul 17, 17:55

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
Working on it. We have something we are testing currently.

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The Cheshire Cat
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Post by The Cheshire Cat » Thu, 6. Jul 17, 18:57

Out of curiosity, do you have plans for this mod to be compatible with Random Universe? It seems like it should work in theory since everything gets dynamically spawned, but I'm not sure what would be required under the hood.

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Charon_A
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Post by Charon_A » Thu, 17. Aug 17, 14:58

Amazing goals! Wish you all the luck with the project guys!
Any estimates when this candy will be available for beta test? :P
Be careful about reading health books. You may die of a misprint.
---Mark Twain---

STKEHX3
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Post by STKEHX3 » Fri, 8. Sep 17, 20:40

Very very nice idea.
I am waiting a long time for such a realistic X!
Hope you will get this working!
Thank you for your work in the X-community, cwir made the game a lot better and this project will finish X-Rebirth!!!

My opinion :wink:

SiD_azer
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Post by SiD_azer » Fri, 29. Sep 17, 10:09

or an alpha build maybe ? :-)

kyrah
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Post by kyrah » Mon, 2. Oct 17, 09:30

Is it possible to give us a status update?

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Marvin Martian
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Post by Marvin Martian » Tue, 3. Oct 17, 09:01

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)

Warnoise
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Post by Warnoise » Fri, 6. Oct 17, 13:46

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)
So if we start the campaign with the mod in this current status, what are the features that we can test?

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Marvin Martian
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Post by Marvin Martian » Fri, 6. Oct 17, 13:56

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

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 06:28

Hi, it's my dream to play XR with no random spawn and real economy!!

How i can help with testing your alpha build?

Try just to put it in the extension directory, but can't understand is it working, and police captain have no new commands in diolog

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 13:49

the multiple mm/nf_.... folders need to be placed directly into your extensions/ directory, then the parts of the mod should be listed and enabled (if requirements matches, some parts only compatibility stuff for other optional mods, like LostSectors)

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 14:47

Make as you said and get no main menu on gamestart... think i did it wrong :D

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 14:54

do you use latest XR (4.22) Beta?

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 15:02

Yes 4.22 and 2DLC,

I listed files like this:

mm_USP
nf_base
nf_hegi
nf_hol
nf_ls
nf_to

Problem is in nf_base, when remove it all load as normal, mb problem in gamestart changes?

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 15:18

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

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 15:21

Yes problem was in this file, know it works!

what can i test to give real help?

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 15:45

every feedback is helpfull

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 17:23

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?

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Marvin Martian
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Post by Marvin Martian » Tue, 14. Nov 17, 17:47

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")

Trup2
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Post by Trup2 » Tue, 14. Nov 17, 18:46

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...

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