[MOD]DeadAirGate Overhaul v0.6

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DeadAirRT
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[MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Sun, 31. Mar 19, 06:15

Mod name: DeadAirGate Overhaul
Mod type: Galaxy/Universe rework
Mod description: I was unhappy with the vanilla universe and started experimenting with gates. Eventually I added a few sectors then went off the deep end. The newest version of my mod adds 39 new sectors and reorganizes the universe to facilitate longer wars. The core design principle is that there are 7 core systems for each major faction, border systems that buffer the core, and neutral sectors in between major factions. Every single gate has been moved/retargeted and the superhighway is gone. This mod requires Mysterial's Faction War/Economy Enhancer (formerly Faction Fix Pack) to have fully functioning wars. For now, all the new systems added look the same and have the same resource clusters but I plan on getting around to fixing that.

Beta 3.0v5 versions available on github
DeadAirRT Github

Submods:

DeadAir Fill -
Removes/Adds cargo from Critical stations at 5min intervals
- Keeps wares between 10% and 95% at tradestations(TS)
- Keeps wares between 10% and 100% at Shipyard/Wharf/Equipdock
- Rewards random L/XL ship with a shipmod if faction reaches 95% ware at TS
- Factions will build an additional tradestation if economy is strong (also rebuild if destroyed)
SAVE GAME COMPATIBLE

DeadAir God -
Improves universe spawning for a war heavy gamestart
-Adjusts amount of stations
-Adjusts critical stations to spawn in faction's core systems
-Adjusts the wares that Trade Stations carry
REQUIRES NEW GAME

DeadAir Jobs -
Improves NPC jobs for a war heavy gamestart
- Adjusts ship limits for galaxy and sector
- Adds critical economy jobs that will always rebuild if lost
- Changes weapon loadouts
- Ships use faction paint mods
RECOMMEND NEW GAME

DeadAir Supplement -
HAT/ALI/SCA/MIN:
Factions have complete economy incl. Shipyard/Wharf
Removes spawning jobs, ships are actually built
Adds 6 new sectors
REQUIRES NEW GAME

DeadAir Ware -
Scales production cycles to 5 minutes or less
Increases critical ship ware production amounts
Increases workforce effect to 100% and growthrate
Removes faction relation discounts to prevent unsellable goods
Adjusts warebaskets of traders
Speeds up faction response to resource shortages
SAVE GAME COMPATIBLE

DeadAir Dynamic Wars -
RNG events that change faction relations between two AI coalitions. Inspired by nexelren from StarSector (and not nearly as fleshed out)
ARG/ANT/HAT - HOP - ALI/PAR - MIN/TEL - SCA
Events range from instant 30 rep to instant -30 rep war.

Nexus link: https://www.nexusmods.com/x4foundations/mods/285

Here is a preview of the universe: (edit had an old version of the picture up)
Spoiler
Show
Image
Last edited by DeadAirRT on Fri, 14. Feb 20, 00:22, edited 7 times in total.

taintedxodus
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Re: DeadAirGate Overhaul

Post by taintedxodus » Sun, 31. Mar 19, 06:24

Interesting, I may have to start a new game and switch to the overhaul. Two things though, you might want to add Mysterials as a requirement to the download on your nexus page...and is this compatible with Ventures - iforgotmysocks / Nexus ?

DeadAirRT
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Re: DeadAirGate Overhaul

Post by DeadAirRT » Sun, 31. Mar 19, 06:27

Ah never thought of that, thank you.

I'm not too familiar with that mod, I'll take a look into it. Almost every mod SHOULD work with it unless they have hard coded sectors in them.

For the ventures mod it looks like it does conflict with his venture system. A simple edit in ventures\maps\XU_ep2_universe\galaxy.xml should fix it.

Code: Select all

<position x="-90000000" y="0" z="-34640000" />

taintedxodus
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Re: DeadAirGate Overhaul

Post by taintedxodus » Sun, 31. Mar 19, 06:50

Thanks for that, I'll make that change to Ventures....might also be good to mention on Nexus. Some of them never visit here and should get less of the it doesn't work arm flailing.

DeadAirRT
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Re: DeadAirGate Overhaul

Post by DeadAirRT » Sun, 31. Mar 19, 06:55

Well tbh, I'm kind of using you as a guinea pig for that mod. I did a quick lookover and if my understanding is correct, then it should work. It was mostly lucky that it was a simple fix and his mod is named alphabetically after mine. :mrgreen:

taintedxodus
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Re: DeadAirGate Overhaul

Post by taintedxodus » Sun, 31. Mar 19, 07:50

Ah I see...Ill check shortly and let you know.

Edit: They appear to work together, at least thats what I get out of seeing a venture complete.

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Misunderstood Wookie
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Re: DeadAirGate Overhaul

Post by Misunderstood Wookie » Sun, 31. Mar 19, 14:39

Finally!!
A map which makes sense.
I like the X3 remake but I like this one better.
I really did not like how a lot of the default map sectors were spread out wasting space and just making more time spent zooming in and out to find the right ones.

Nice and balanced got pirate sectors on outskirts of each faction's buffer sectors and buffers between each faction for the war spoils
Now all this game needed was performance through wazzoo and 4 player MMO style servers and we have our selves a beutAAAY of a competitive layout.

Also, I am a little confused are we supposed to use both main files with this? Okay so I removed the 1.51 6Kb Main FIle and testing with just the DAGO 0.5 Main File.
If that works then you may wish to re-version your main files and or make it more clear on the file desc to use only one file or simply move one down to optional or old file.
*modified*
MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

DeadAirRT
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Re: DeadAirGate Overhaul

Post by DeadAirRT » Sun, 31. Mar 19, 16:05

Yeah i was trying to figure out how to move the old version (1.51) down. I have a couple modules that go well with the new map that I'm working on still. The map is fully functional now but the economy may have some issues that I'll try to address while remaining as compatible as i can. It may be best to wait a few days before really committing to a new game.

Perkel
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Re: DeadAirGate Overhaul

Post by Perkel » Sun, 31. Mar 19, 16:14

congratz mate on mod release.

Will try it.

DeadAirRT
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Re: DeadAirGate Overhaul

Post by DeadAirRT » Sun, 31. Mar 19, 23:25

Perkel wrote:
Sun, 31. Mar 19, 16:14
congratz mate on mod release.

Will try it.
TYVM. If you have any feedback, please feel free to let me know.

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Misunderstood Wookie
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Re: DeadAirGate Overhaul

Post by Misunderstood Wookie » Mon, 1. Apr 19, 08:09

DeadAirRT wrote:
Sun, 31. Mar 19, 16:05
Yeah i was trying to figure out how to move the old version (1.51) down. I have a couple modules that go well with the new map that I'm working on still. The map is fully functional now but the economy may have some issues that I'll try to address while remaining as compatible as i can. It may be best to wait a few days before really committing to a new game.
No worries,
I think you can edit the old files and move them to old, or it does it on it's own when you use a version number higher than the current main file, you can also choose to replace the main-file, or set the upload as optional.
Just from what I figured out from my one Skyrim mod I uploaded.

I use these mods currently
https://i.imgur.com/fcx4A7o.png

I think the economy is going okay, probably mostly due to the Faction Fix Set of mods .
I would probably only request a version without super-highways, I tried using the no super highways mod it did not remove the highways your modified sectors, I think the higheways are tied deeper then simply removing the macro from them which I modified your map script to have the same effect of no highways mod but it did not work for modified sectors at least I could cut the highway mod out of the load order tho.

I need to dump the cat file I think and make the changes properly to each sector I might have a go later might just leave it how it is -
Because I use Variety and Rebalance Overhaul and this removes Boost via tab key and modifies ships to go faster in general and have much faster travel modes, it is recommended to remove then highways with that mod as it negates the concept of the ships being faster to cover the distance.
*modified*
MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

User avatar
Misunderstood Wookie
Posts: 330
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Re: DeadAirGate Overhaul

Post by Misunderstood Wookie » Mon, 1. Apr 19, 08:10

DeadAirRT wrote:
Sun, 31. Mar 19, 16:05
Yeah i was trying to figure out how to move the old version (1.51) down. I have a couple modules that go well with the new map that I'm working on still. The map is fully functional now but the economy may have some issues that I'll try to address while remaining as compatible as i can. It may be best to wait a few days before really committing to a new game.
No worries,
I think you can edit the old files and move them to old, or it does it on it's own when you use a version number higher than the current main file, you can also choose to replace the main-file, or set the upload as optional.
Just from what I figured out from my one Skyrim mod I uploaded.

I use these mods currently
https://i.imgur.com/fcx4A7o.png

I think the economy is going okay, probably mostly due to the Faction Fix Set of mods .
I would probably only request a version without super-highways, I tried using the no super highways mod it did not remove the highways your modified sectors, I think the higheways are tied deeper then simply removing the macro from them which I modified your map script to have the same effect of no highways mod but it did not work for modified sectors at least I could cut the highway mod out of the load order tho.

I need to dump the cat file I think and make the changes properly to each sector I might have a go later might just leave it how it is -
Because I use Variety and Rebalance Overhaul and this removes Boost via tab key and modifies ships to go faster in general and have much faster travel modes, it is recommended to remove then highways with that mod as it negates the concept of the ships being faster to cover the distance.
*modified*
MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

DeadAirRT
Posts: 136
Joined: Fri, 25. Jan 19, 04:26
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Re: DeadAirGate Overhaul

Post by DeadAirRT » Mon, 1. Apr 19, 14:56

Rechecked files - see later post
Last edited by DeadAirRT on Mon, 1. Apr 19, 19:48, edited 2 times in total.

EmperorDragon
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Joined: Sat, 13. Apr 13, 14:45

Re: DeadAirGate Overhaul

Post by EmperorDragon » Mon, 1. Apr 19, 16:08

@DeadAirRT: I still need to thank you. I struggled to get into map editing so I downloaded and used your first basic version of DeadAir Gate as a template. It helped a lot! Map editing is not as daunting anymore as it first appeared.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin

DeadAirRT
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Re: DeadAirGate Overhaul

Post by DeadAirRT » Mon, 1. Apr 19, 17:20

EmperorDragon wrote:
Mon, 1. Apr 19, 16:08
@DeadAirRT: I still need to thank you. I struggled to get into map editing so I downloaded and used your first basic version of DeadAir Gate as a template. It helped a lot! Map editing is not as daunting anymore as it first appeared.
Glad that i could help. I think it took me as much time to redo the whole universe as it took to figure out that first gate haha. If you ever have any questions feel free to ask.

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