[MOD] Black Legion (v0.123 for 4.3 and below)

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iforgotmysocks
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[MOD] Black Legion (v0.123 for 4.3 and below)

Post by iforgotmysocks » Tue, 10. Oct 17, 22:11

Time for an update before the X4 frenzy starts. To update, simply replace the mod folder. Changelog can be viewed on Nexusmods, link below.
Hope u'll have lots of fun with it. :) Lemme know what u think.

for gameversion 4.3 and below


Black Legion

A new faction appeared in the galaxy, contradicting reports whisper about shipyards abroad of common zones, too far away to stumble over, yet close enough to bring danger... 
Pirates they say, but they seem organized. Few survivors who were fortunate enough to make it home after attacks talk about their ship's incredible weapon strength, but some ships seem to have weaker hulls to support a cargo hold.
A scarcely known trader already seems to make a small fortune supplying their shipyards, they say.
And they've been spotted in various systems, not just one.
Why now? And what do they want?



A few more infos:

-> they build up defence fleets protecting their shipyards and zones
-> they send out ships and coordinated fleets once advanced far enough to hit hostile targets
-> new missions for the player to take out Black Legion Ships or Stations (or work for them instead)
-> new pirate ships (some with cargo holds)
-> player can befriend the pirates and supply their shipyards
-> player can purchase or capture their ships
-> player can buy back neutral relations if things get out of hand
-> if relations drop very very low (-28) they primarily hunt the player (which can be a welcome change)

Nexus link: https://www.nexusmods.com/xrebirth/mods/519?

Pictures: [Pic1] [Pic2] [Pic3]

- Ships are balanced for CWIR, so they might be a bit strong in vanilla.
- You can adjust almost everything to ur liking in the config file that can be found at blacklegion/md/bl_config.xml

More detailed infos about features and how the mod works (don't read it if u wanna discover it urself):
Spoiler
Show
- Black Legion slowly grows stronger. Default time for a "level up" are 20 hours. If a shipyard is destroyed within that timeframe, the timer resets. If 2 are destroyed, the level drops by 1. Every level enables Black Legion to have 1 more shipyard in a system up to 4 (1 in each sector).
- Once their defence fleet reaches a certain strength all shipyards in a system launch a combined attack with ships that surpass their defence fleet numbers against a random target. If the player has positive relations, they won't include player assets, if negative his assets are included, but not prioritized. If relations are worse than -28, they will focus on player assets only. Coordinated attacks only include XL and L ships, all other ships are going out to plunder with a small fighter escort or follow their purpose (like mining)
- If the player wants to kill off the faction he has to destroy all shipyards before their next level up. Every time a shipyard is destroyed, the timer is reset and they won't be able to rebuild, which gives the player enough time.
(There might be a little suprise at the last remaining pirate zone)
- To fix bad relations with BL the player can contanct any station other than player or BL stations to negotiate a relations boost for money.
Installation:
Extract the modfiles and drop the blacklegion folder into your extensions directory.

Uninstallation: 
To uninstall, please navigate to the config file at
"blacklegion/md/bl_config.xml"
and set $cleanUpUninstall to "true".
Start the game, wait for the complete message, save and all the content is removed without leaving anything behind.
Last edited by iforgotmysocks on Thu, 22. Nov 18, 23:16, edited 9 times in total.

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Informer
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Post by Informer » Wed, 11. Oct 17, 13:07

Hey m8,

This looks interesting. I play almost XR everyday at the moment now. With some mods like CWIR and tactical map and so on. This looks great, but is a new start required?

Greetzzzz :D
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)

iforgotmysocks
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Post by iforgotmysocks » Wed, 11. Oct 17, 19:07

Nope, no new gamestart required. The only thing different from a new gamestart is that u may find more pirate zones in systems as with a fresh start, depending on how old ur save is. :)

roy35150
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Post by roy35150 » Wed, 11. Oct 17, 20:01

Thx for this.

Looks quite good :)

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Informer
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Post by Informer » Thu, 12. Oct 17, 01:04

Battleship nice, hehe. Expensive, but it looks like it is one hell of a beast :D

Nice mod, fits great in my game.

Thanks m8. :) :D
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)

iforgotmysocks
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Post by iforgotmysocks » Thu, 12. Oct 17, 20:07

Prices might need some adjustment, i didn't spent much time on the resources required. There are a few more adjusted ship, but the new Arawn type made the most drastic change.

w.evans
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Post by w.evans » Fri, 13. Oct 17, 00:48

Hey! It's out! Congrats!

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Informer
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Post by Informer » Fri, 13. Oct 17, 03:24

Hi,

After installing your mod yesterday, I had to uninstall the mod for know. :( When I installed the mod, it did run fine. Did fly to a ship yard in pirate sector, and did some missions for them. After some hours of playing, I did save the game.
When i started my game today (so first time loaded my save with your mod), I did see all ships flying, but my skunk didn't move. I could still hail ship and get some menu's. After waiting a minute I could fly/move again. But only for maybe 5 min. then game freezes and hangs. Did restart my save game many times, but always the same result.
The last mod I installed, was yours so I did uninstall it.
After that all problems were gone.

I running some mods like cwir, repair docks, and some more. Could this be a problem?
It did feel like the game could only run just for a few minutes start going out of memory or so. Can you look into it. would love to use this mod again.

Thanks,
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)

iforgotmysocks
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Post by iforgotmysocks » Fri, 13. Oct 17, 07:57

Hm... that does sound like a conflict, can't be cwir tho, the mod was designed to run wirh cwir, or alot other mods for that matter. The mod basicly only spawns own shipyards which build some vanilla and some new ships which then follow rheir own aiscripts.

Can u give me a list of ur mods? Thanks. :)

Oh... and the debug log might help finding out where the conflict is, if u don't mind getting to the point again where it happend and to send it over.

w.evans wrote:Hey! It's out! Congrats!
Thanks, mate. :D

A.Persyn
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Post by A.Persyn » Sat, 14. Oct 17, 20:17

Great mod but just a couple of nit-picks.

The Pirate Zones sometimes spawn so close to existing zones that they overlap that zone and are well within visual range of faction stations. It would make more sense if it spawned much further away.

Also, the Black Legion shipyards have a significantly higher number of missions available than any other station and those missions re-spawn very fast. Most of them are similar missions such as: six "Xenon targeting this station" missions and then three more immediately after completing them. Makes it extremely easy to improve relations.

Keep up the great work!

iforgotmysocks
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Post by iforgotmysocks » Sat, 14. Oct 17, 21:41

Thanks for the feedback. :)

Ya, i didn't want them to be completely off the grid. Factions are supposed to pick up on the pirates eventually, sometimes they clean house by themselves. ^^ I'm gonna work on having them spawn a little farther away or add a distance modifier for the player to adjust.

Sadly there are no new missions for working for the pirates, those are common vanilla missions, new missions are only offered when working against them. Reason for the higher numbers is that there's only a few pirates zones in a system and only a maximum of 1 per sector, so i wanted the player to have some missions available, but i can tune it down a bit.

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Informer
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Post by Informer » Sun, 15. Oct 17, 00:21

Hey m8,

I will check my save game, to enable your mod again. If it hangs again, I give you a list with all the mods I run.
I keep you informed.

:D
Information is power. But like all power, there are those who want to keep it for themselves (Aaron Swartz you will live forever)

iforgotmysocks
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Post by iforgotmysocks » Sun, 15. Oct 17, 10:52

Thanks bud, that'd be great. :)

JESS 246
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Post by JESS 246 » Mon, 16. Oct 17, 16:30

Hello iforgotmysocks

Again you make a mod that sounds and should look good that's if i could play it as for me i don't have anything i've installed it extension is on go to an existing game nothing there start a new game still nothing there try with and without beta 4.21 still no joy it's like it's not installed.

Knowing your work on past mods i have no doubt this mod is good but unless i'm doing something wrong or i have mod running that wont let your mod work and most of them are your work.

Sorry it's not working for me at present.

iforgotmysocks
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Post by iforgotmysocks » Mon, 16. Oct 17, 18:29

Finding their shipyards is part of the gameplay. Just cause u didn't find them im a few sectors doesn't mean it's not working. Maybe i need to upload an extra version of my mods just for you that spawns you right ontop of the content when starting the game. xD

I'm gonna give u a hint tho, there's at least one in every system up until they get destroyed or spread out to other sectors in a system.

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