[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)

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Observe
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[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)

Post by Observe » Wed, 28. May 14, 03:04

[ external image ]

Introduction

This mod contains several gamestarts in the added Transcend sector.

Part of the reason I developed this mod, was because sometimes I like to start a game with an existing empire - without the tedium of building from scratch. These gamestarts also provide an opportunity to test out a variety of ships that might otherwise take a long time to aquire.

Notes:

Teladi Outpost DLC required.

Please delete any previous versions of this mod, as they are obsolete and incompatible with this new version.

Download from Steam Workshop

Description of Starts

Transcend Empire

The jumpgate connecting your homeworld to the rest of civilization has re-activated. You choose whether to stay at home and continue building your empire, or set out to explore the rest of the galaxy.

Ships/Stations:

Stations:

E-Cell Fab Energy Array
Military High-Tech Weapon Complex

XL Ships:

1x Arawn (Carrier)
1x Taranis (Destroyer)
1x Olmekron (Destroyer)
1x Balor (Frigate)
1x Scaldis (Trade/Hauler)
1x Lyramekron (Hauler)
1x Lyranea (Freighter)
1x Titurel (Armed Freighter)

Large Ships:

1x Stromvok (Defense)
2x Sanahar (Container)
1x Vulture (Energy)
1x Vulture (Bulk)
1x Rahanas (Liquid)
1x Rahanas (Bulk)
1x Boann (Hydrogen)
1x Hermod (Bulk/Liquid)
1x Stromvok (Defense)
1x Midir (Ions)
1x Midir (Plasma)
1x Sequana (Ice)
1x Fedhelm (Ore)

Transcend Derelict

Raised in an isolated mining settlement, you have never travelled beyond your home zone. Finally, you have managed to patch together a unique derilict ship that your father found among the ruins of an asteroid.

No additional ships or stations.

Transcend Transporter

Raised in an isolated mining settlement, you have never traveled beyond your home zone. One day, you received a note, stating that you have inherited a small fortune and a fleet of trading ships; waiting for you to take command of them in Far Reach Sector.

Ships

Large Ships:

1x Heavy Sul
1x Light Sul
1x Rahanas (Liquid)
1x Sanahar (Container)
1x Vulture (Bulk)
1x Vulture (Energy)
7x Stromvok (Defense)

Transcend Miner

You have always dreamed of traveling the galaxy, with you own mining fleet. Recently, you used most of your inheritance to purchase a group of ships at an auction and now you have arrived at their delivery location to take command of them.

Ships

Large Ships:

1x Boann (Hydrogen)
1x Hermod (Bulk/Liquid)
1x Sequana (Ice)
1x Vulture (Bulk)
1xVulture (Energy)
5x Stromvok (Defense)

Transcend Explorer

You are an adventurer with a love for exploring new places and you have found your way to a remote sector, bordering Xenon space. Do you feel like seeing what is behind that gate? Or, would you rather turn back and explore more friendly regions?

Transcend Hunted

You have a small, but powerful fleet, operating deep in Xenon space, under contract to download important data from beacon asteroids. The Xenon will do anything they can to stop you!

Note: You must fly inside the beacon asteroids to trigger data collection. Look around the asteroid and you will see an opening.

[ external image ]

Ships

XL Ships

1x Arawn (Carrier)
1x Taranis (Destroyer)
1x Sucellus (Destroyer)
1x Olmekron (Destroyer)
1x Fulmekron (Destroyer)

Credits:

Thanks to alexalsp for creating the t file and providing Russian translation.
Last edited by Observe on Tue, 21. Mar 17, 05:00, edited 52 times in total.

karabAs
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Post by karabAs » Wed, 28. May 14, 03:29

Thank you x 100000000!!!!!
Will try it tomorrow. :)

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Observe
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Post by Observe » Wed, 28. May 14, 04:35

Update: Enabled missing local highways. Sorry about that.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 28. May 14, 09:06

Delightfully unexpected :)

Will try with my next re-start...so probably soon.

Any likely mod or does this only really chance the map?

Thanks!

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Post by NZ-Wanderer » Wed, 28. May 14, 09:35

Ohhh, you made a place we can call our own??
Thank you from the bottom of Skunky to the top :)

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Post by birdtable » Wed, 28. May 14, 10:41

Stunning ... Brilliant ... at last an air of danger..... gameplay has returned to the X Rebirth universe.
Just cleared out 100's of hrs of saves in Rebirth and moving over to Transcend ...... :D

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Post by dcajner2 » Wed, 28. May 14, 14:38

:o :o NICE !!! :) :)
If you can't beat them... try again ;-)

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Post by Observe » Wed, 28. May 14, 15:25

Sparky Sparkycorp wrote:Any likely mod or does this only really chance the map?
Initially, this mod consists of a new cluster with a single sector added to the map; along with a number of stations and ships to establish local economy (hopefully). Nothing else is changed from vanilla except there is a new jump-gate connecting Transcend cluster to Xenon space.

I will be making updates in coming days. Mostly this will have to do with adjustments so the local economy is sustainable (within ability of present game). Also, I will be making some changes to player-owned start-up stations.

In the long-run, this mod will form a growing framework for more Transcend mods in the future. Eventually, the idea is to import Transcend ships from X3, but obviously that is pie-in-the-sky until we have better modeling tools available to us.

In the short-term, besides tweaking the economy for Transcend sector, I am considering an expansion involving a Battlestar Galactica style rag-tag-fleet mission. Essentially, a mega escort mission with an assortment of ships across a large and varied range of space. Probably I'll add more sectors to Transcend cluster. The nice thing about having a separate cluster to work with, is it doesn't interfere with or change the rest of the standard universe.

However, all the above takes time and I don't want to get ahead of myself. In the meantime, even as there may be economy bugs, this mod in its current state should be a nice gamestart addition. :)

Thanks
Last edited by Observe on Wed, 28. May 14, 19:12, edited 1 time in total.

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Post by Sparky Sparkycorp » Wed, 28. May 14, 19:01

Thanks for your full and very interesting reply.

I had meant to write "Any likely mod conflicts...", which I think you realised :)

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Observe
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Post by Observe » Wed, 28. May 14, 19:17

Sparky Sparkycorp wrote:I had meant to write "Any likely mod conflicts...", which I think you realised :)
I don't anticipate mod conflicts, but to be honest, I'm not sufficiently aware of what the various existing popular mods are doing.

Since I am not altering anything to do with the vanilla game (or whatever other mods may be changing), I doubt any compatibility issues. That said, I will deal with any reported problems within my reach.

Thanks

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Post by jeroll3d » Wed, 28. May 14, 19:25

:o Very very nice.

Thanks. :)
Entusiasta da série X3! The best game.

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Observe
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Post by Observe » Wed, 28. May 14, 19:55

Updated OP with list of player-owned start-up ships, stations, money

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Post by NZ-Wanderer » Wed, 28. May 14, 20:02

Observe wrote:Nothing else is changed from vanilla except there is a new jump-gate connecting Transcend cluster to Xenon space.
Don't suppose there is an easy way to change the jump gate location to somewhere less ummm dangerous is there :lol:

Had a quick look at Transcend last night and am very impressed with what you have done, wasn't too happy about the red blips appearing almost immediately I loaded it tho :o was kinda expecting a nice peaceful home where I could get used to the new space and explore without having to worry about incursions into my new home.
Pity you couldn't have 2 starts, 1) with enemies, and 2) without enemies..
Hope to have a really good go at Transcend today..
Really great work, thank you...

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Post by NZ-Wanderer » Wed, 28. May 14, 20:05

Awwww, PLEASE put the shipyard back in (I notice in your updated post it isn't there any more...)
There was a mod out there that gave us a shipyard, but it has been long broken, so you can imagine my joy when I found you had included one :)
OR give us the ability to build one :D
Last edited by NZ-Wanderer on Wed, 28. May 14, 20:11, edited 1 time in total.

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Post by Observe » Wed, 28. May 14, 20:09

NZ-Wanderer wrote:Don't suppose there is an easy way to change the jump gate location to somewhere less ummm dangerous is there :lol:
I'm afraid it'll stay were it is for now for various reasons. Sorry. :)
NZ-Wanderer wrote:Had a quick look at Transcend last night and am very impressed with what you have done, wasn't too happy about the red blips appearing almost immediately I loaded it tho :o was kinda expecting a nice peaceful home where I could get used to the new space and explore without having to worry about incursions into my new home.
I tend to agree with you here. Those enemy you encounter in the beginning were more a left-over from testing I was doing when I originally created this mod ages ago. I'd thought about removing them, but now you've mentioned it, they'll be removed in next update (probably shortly).

Thanks!

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Post by Observe » Wed, 28. May 14, 20:10

NZ-Wanderer wrote:Awwww, PLEASE put the shipyard back in (I notice in your updated post it isn't there any more...)
There was a mod out there that gave us a shipyard, but it has been long broken, so you can imagine my joy when I found you had included one :)
It is my intention to put back the shipyard, but I need to verify some things and do more testing before I do so.

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Post by NZ-Wanderer » Wed, 28. May 14, 20:15

well as I said, in the post I just edited, what you could do is give us the ability to actually build one.
This way it isn't just "setup" for us, we actually have to do some work to obtain one :)

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Post by Observe » Wed, 28. May 14, 20:22

NZ-Wanderer wrote:well as I said, in the post I just edited, what you could do is give us the ability to actually build one.
This way it isn't just "setup" for us, we actually have to do some work to obtain one :)
I agree and will continue looking into it. Thanks!

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Post by NZ-Wanderer » Wed, 28. May 14, 20:26

Thank you for your replies, much appreciated.
Well I will stop bugging you now and get on with loading.. I just noticed they have released the new beta 64-bit version, so I not only got your Transcend to play with I got a brand new beta to play with as well.. :D

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Post by Observe » Wed, 28. May 14, 20:36

NZ-Wanderer wrote:Thank you for your replies, much appreciated.
Well I will stop bugging you now and get on with loading.. I just noticed they have released the new beta 64-bit version, so I not only got your Transcend to play with I got a brand new beta to play with as well.. :D
Thank you for your help! Please let me know if you have any other suggestions. I am very open to making adjustments so this new addition to the galaxy can be both enjoyable and functional. :)

Also, I just updated the mod. Those enemy squads are no longer present when the game begins. You may see random enemy spawned in the same way you have elsewhere.

Thanks

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