[MOD] Research Overhaul v2.0

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sebast076
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[MOD] Research Overhaul v2.0

Post by sebast076 » Fri, 7. Dec 18, 10:15

Hello everyone.

A lot of us have been disappointed by the mere 10 minute required per research, despite Bosa Ta telling us we need to provide resource for them.
This mod implement resource requirement for you to be able to research technology.
I also have increased the research times a little.

Installation:
- Download the file
- Extract it's content into your X4/extensions folder. IT WILL NOT WORK WHEN PUT INTO YOUR DOCUMENTS FOLDER
- Done

FAQ:
- Where would one need to drop these wares off to count towards research?
The research is done in your PHQ's research module. So, you need to provide the resources to your PHQ and add sufficient storage to it.
Lite version resource chart :
Show
Image
Medium version resource chart :
Show
Image
Hard version resource chart :
Show
Image
----------------
v1.0:
- Added Italian Translation. Thanks to pflip
- Added Medium and Hard version
- Corrected interverted german/english translation in the research screen.
- Rebalanced Lite version

v0.2:
- Added resource requirement to research
- Added translation files. (only English and French are done)
- Added German translation. Thanks to Parcipal
- Added Russian translation. Thanks to Yardanico
- Modified research UI to show required resources
- Redone the presentation

v0.1:
- Initial release

Old post content
Spoiler
Show
Seriously, just 40mn of research to be able to go anywhere in the galaxy ? Not on my watch !

The mod comes in 2 from :

- Research Overhaul Full Time
Research time are now as follow :
Spoiler
Show
Teleportation : 1h | 1h30 | 2h15 | 3h22
Modules Hack : 30mn | 45mn
Mods : 25mn | 37mn | 56mn
- Research Overhaul Half Time
Research time are now as follow :
Spoiler
Show
Teleportation : 30mn | 45mn | 1h07 | 1h41
Modules Hack : 15mn | 22mn
Mods : 12mn | 18mn | 28mn
I have plan for future improvements like research needing wares to complete but i first i must look if it's feasible.
Any feedback appreciated :)
Last edited by sebast076 on Tue, 29. Jan 19, 10:25, edited 20 times in total.

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] Research Overhaul

Post by Max Bain » Fri, 7. Dec 18, 10:34

I havent researched anything so far. Can you explain why there are 4 different levels of research for teleportation? Do you need all 4 to get the ability or why do u need to research it 4 times?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

sebast076
Posts: 38
Joined: Mon, 27. Apr 09, 16:35
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Re: [Mod] Research Overhaul

Post by sebast076 » Fri, 7. Dec 18, 10:47

The first level let you teleport in a sector.
Second 1 or 2 sector away.
Third 2 or 3.
Fourth all across the universe.

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] Research Overhaul

Post by Max Bain » Fri, 7. Dec 18, 10:54

sebast076 wrote:
Fri, 7. Dec 18, 10:47
The first level let you teleport in a sector.
Second 1 or 2 sector away.
Third 2 or 3.
Fourth all across the universe.
Thanks!
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Osbot
Posts: 108
Joined: Sun, 10. Jan 10, 19:49
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Re: [Mod] Research Overhaul

Post by Osbot » Fri, 7. Dec 18, 20:06

sebast076 wrote:
Fri, 7. Dec 18, 10:47
The first level let you teleport in a sector.
Second 1 or 2 sector away.
Third 2 or 3.
Fourth all across the universe.
The first level of teleport is a few kilometers. Not the entire sector.

argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
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Re: [Mod] Research Overhaul

Post by argon_emperor » Mon, 10. Dec 18, 16:34

sebast076 wrote:
Fri, 7. Dec 18, 10:15
Seriously, just 40mn of research to be able to go anywhere in the galaxy ? Not on my watch !

The mod comes in 2 from :

- Research Overhaul Full Time
Research time are now as follow :
Spoiler
Show
Teleportation : 1h | 1h30 | 2h15 | 3h22
Modules Hack : 30mn | 45mn
Mods : 25mn | 37mn | 56mn
- Research Overhaul Half Time
Research time are now as follow :
Spoiler
Show
Teleportation : 30mn | 45mn | 1h07 | 1h41
Modules Hack : 15mn | 22mn
Mods : 12mn | 18mn | 28mn
I have plan for future improvements like research needing wares to complete but i first i must look if it's feasible.
Any feedback appreciated :)
Any progress on adding wares required for research? Heck, even Bosa Ta himself says that "these research tasks will require certain materials".. only to be time :P
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone

sebast076
Posts: 38
Joined: Mon, 27. Apr 09, 16:35
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Re: [Mod] Research Overhaul

Post by sebast076 » Mon, 10. Dec 18, 16:43

I need to do some testings.

I've successfully reenabled the research to hack shipyard and warf blueprint but I see other mods that could possibly do this very soon so i'm in a bit awkward position as to publish it or wait for their take on it

jmattspartacus2
Posts: 73
Joined: Wed, 5. Dec 18, 07:04

Re: [Mod] Research Overhaul

Post by jmattspartacus2 » Tue, 11. Dec 18, 22:33

I'd wait, since those features are broken in the core game files atm, as I understand it

morbideth
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Re: [Mod] Research Overhaul

Post by morbideth » Tue, 11. Dec 18, 23:32

argon_emperor wrote:
Mon, 10. Dec 18, 16:34
Any progress on adding wares required for research? Heck, even Bosa Ta himself says that "these research tasks will require certain materials".. only to be time :P
If he ask for millions of microchips, space him.

sebast076
Posts: 38
Joined: Mon, 27. Apr 09, 16:35
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Re: [Mod] Research Overhaul

Post by sebast076 » Wed, 12. Dec 18, 08:55

morbideth wrote:
Tue, 11. Dec 18, 23:32
argon_emperor wrote:
Mon, 10. Dec 18, 16:34
Any progress on adding wares required for research? Heck, even Bosa Ta himself says that "these research tasks will require certain materials".. only to be time :P
If he ask for millions of microchips, space him.
Maybe not for the firsts tiers but who know... :p

sebast076
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Joined: Mon, 27. Apr 09, 16:35
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Re: [Mod] Research Overhaul

Post by sebast076 » Wed, 12. Dec 18, 11:21

I made some progress with adding some wares to research. Everything work fine but the required wares are not displayed on the research window. :(

I didn't look at the UI modding thing so I an't tell if it can be done

Zirial
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Re: [WIP][MOD] Research Overhaul v0.1

Post by Zirial » Wed, 12. Dec 18, 12:11

Heya sebast,

when I read the title I was really excited, because I had hoped someone had added something to procure to be able to reasearch. I hope you you will at one point be able to do so :) .I just don't see the reason to artificially lengthen the reasearch for no apparent reason other than increasing the time. So I look forward to your mod as soon as there are actual requirements to research teleportation and so on. And I think the time you had to spent to aquire the then neccessary items is enough time spent without lenghtening the countdown ;) .

MutantDwarf
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Re: [Mod] Research Overhaul

Post by MutantDwarf » Wed, 12. Dec 18, 12:39

sebast076 wrote:
Wed, 12. Dec 18, 11:21
I made some progress with adding some wares to research. Everything work fine but the required wares are not displayed on the research window. :(

I didn't look at the UI modding thing so I an't tell if it can be done
I'm pretty certain it can. I looked into the UI side of this a while back, and most things are available in the LUA functions involved with displaying the research that would be required to display the list of wares required. You will need to modify the LUA files, though, which means replacing them with a sub_01.cat file (sub as in 'substitution' rather than the 'ext' for 'extension' prefix that other mods can use).

sebast076
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Re: [WIP][MOD] Research Overhaul v0.1

Post by sebast076 » Wed, 12. Dec 18, 12:51

Zirial wrote:
Wed, 12. Dec 18, 12:11
Heya sebast,

when I read the title I was really excited, because I had hoped someone had added something to procure to be able to reasearch. I hope you you will at one point be able to do so :) .I just don't see the reason to artificially lengthen the reasearch for no apparent reason other than increasing the time. So I look forward to your mod as soon as there are actual requirements to research teleportation and so on. And I think the time you had to spent to aquire the then neccessary items is enough time spent without lenghtening the countdown ;) .
Thanks but if you where the player, would you be confident in using a new teleportation technology than someone comes with in just 10mn ? Personally no :p
MutantDwarf wrote:
Wed, 12. Dec 18, 12:39
I'm pretty certain it can. I looked into the UI side of this a while back, and most things are available in the LUA functions involved with displaying the research that would be required to display the list of wares required. You will need to modify the LUA files, though, which means replacing them with a sub_01.cat file (sub as in 'substitution' rather than the 'ext' for 'extension' prefix that other mods can use).
Thank you, i'm looking into it right now and yeah it seems quite doable.
Maybe you'll have something by the end of the day (european time) :roll:

I have a question too !
Anyone know how to patch the text "Missing previous research." in the code below :

Code: Select all

<language id="44">
	<page id="1026" title="Mouse-Over Tooltips" descr="0" voice="no">
		<t id="7402">Missing previous research.</t>
	</page>
</language>
I've tried multiple solution but can't figure it out.

morbideth
Posts: 391
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Re: [WIP][MOD] Research Overhaul v0.1

Post by morbideth » Wed, 12. Dec 18, 13:32

sebast076 wrote:
Wed, 12. Dec 18, 12:51
I have a question too !
Anyone know how to patch the text "Missing previous research." in the code below :

Code: Select all

<language id="44">
	<page id="1026" title="Mouse-Over Tooltips" descr="0" voice="no">
		<t id="7402">Missing previous research.</t>
	</page>
</language>
I've tried multiple solution but can't figure it out.
If you are trying to change the existing text I don't think you can. You could try a diff patch but I've not had any success with them when dealing with the language files. Best solution is to use your own page id and edit the references to the text to point to yours.

sebast076
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Re: [WIP][MOD] Research Overhaul v0.1

Post by sebast076 » Wed, 12. Dec 18, 13:56

Thank you. Yeah I will do it this way

Edit: making some progress:
[ external image ]

sebast076
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Re: [WIP][MOD] Research Overhaul v0.2 *UPADATED*

Post by sebast076 » Wed, 12. Dec 18, 19:26

New v0.2 released.

I updated the first post
Balancing and tweaking will be done according to your feedback so please don't hesitate to share your thoughts

Kadatherion
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Re: [WIP][MOD] Research Overhaul v0.2 *UPADATED*

Post by Kadatherion » Wed, 12. Dec 18, 19:38

Hey, look, it's the Hub all over again! :roll:

I'm very happy you managed to make the resource requirement working, that was clearly a much needed feature, but haven't you gone a bit overboard with the numbers?

sebast076
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Re: [WIP][MOD] Research Overhaul v0.2 *UPADATED*

Post by sebast076 » Wed, 12. Dec 18, 19:43

Kadatherion wrote:
Wed, 12. Dec 18, 19:38
Hey, look, it's the Hub all over again! :roll:

I'm very happy you managed to make the resource requirement working, that was clearly a much needed feature, but haven't you gone a bit overboard with the numbers?
I calculated the amount of credit needed to buy all the ware.
Teleport III cost a little less than 10M using average prices.

Like I said earlier, the number need to be refined ^^

I also have a "lowcost" version incoming.

Kadatherion
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Re: [WIP][MOD] Research Overhaul v0.2 *UPDATED*

Post by Kadatherion » Wed, 12. Dec 18, 20:05

Yeah, I'm not really worried about the actual cost, rather the actual number of resources and trading trips needed. Right now the economy seems so frail and trading ships/AI behaviour are so wonky and slow, it could take aeons.
I would suggest using - where possible - a mix of "regular" and "exotic" resources. Regular resources, as the ones you are using now, should be much fewer, and be there for realism mostly. By "exotic" resources I mean things that aren't vital for the universe economy and are actually out of the shipbuilding chain (like nividium or other trade station/resource sinks only wares). Player inventory trade wares would be perfect for that too (we already use them to then craft the mods we have researched), but it would need a different way to detect and use them, as you can't put them in the PHQ cargo hold, so it might be too much effort.

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