So X3TC is a great game, I played through vanilla and with some of the modded custom starts particularly enjoying the Apricotslice one from the superbox so cheers for that. It has to be said the modding community has created some masterpieces in mods and scripts. However I was wondering has anyone created mods that truly change the dynamics of the game. The one I'd really love to see and am wondering if anyones working on or how hard it would be to accomplish with current mods is:
X3 universe destroyed, the remnants of its inhabiting races forced to take their 'colony ships' and use a collapsing wormhole to jump to a new galaxy. Other unwanted elements followed them through to escape destruction. On route instability scatters everything across an unexplored galaxy.
Trade
-Harvesting becomes major factor-mining (ores/minerals/ice), energy collection, food production, salvaging wreckage and exploring debris fields. Expect, at least initially, universe traders to be replaced by universe salvagers/miners. Non race elements will also be competing for the resources and those resources include the debris of your ships. Can also turn owned ships to resources e.g. sell to Colony ship.
*Work off ice asteroids/script for salvaging ships/script for debris scavenging/script for collecting rocks/scripts for mine and trade/script for specific mining*
-Population is a resource which increases automatically in the presence of suitable foodstuffs on Colony ship. Population is spent every time new factory built and also on some ships.*Um couldn’t this function just like an additional factory construction i.e. 1 water+1 ration=1 human?*
-Unlike current game destroying factories has a major effect on the economy of whoever owns them and they will not be pleased.
*Elements of RRF?*
-Possibility to perform automated missions for delivery of resources or killing of one races enemies. Increased diplomatic standing which allows for trading at their stations as vanilla.
Fight
-Colony ship is heavily armed and shielded but these systems are damaged needing repairs costing resource and resources.
-Takes a lot longer for fighters to become obsolete as will be a lot longer until capitals exist.
-Due to the undesirables who followed you through and the initial lack of jumpdrives harvesters will require decent escorts. Getting attacked however offers the perks of enemy pilots bailing out of ships or the debris of ships offering further resources.
-Mobile mining bases can mine, produce energy cells and drones and offer both space and protection to harvesters. They are essential as they offer a way to exploit a sector’s resources without committing a fixed station allowing for retreat if things get too heated.
*Crystal free PP, Drone management(cycrow?) with Peladors drones.*
-Goal is to conquer the galaxy and diplomacy will only get you so far. AI races have similar goal but achieve it by attacking their enemies first and also to focus on unopposed expansion.
*?*
-Possibility to capture enemy stations but much more difficult and costly than destroying them and even that will be tough for some time.
*Scripts for station capture/would modify boarding pod script*
-Marines/Mercs cost pop/weapons/resources
Build
-PC Colony ship has integrated features which must be restored due to damage with resources(aka credits). Initially can only generate energy cells, later can be upgraded with drone/ship/factory production but limited by number of features it can have active at once thus need to build factories.
*No idea how to do the repair or upgrade part/some scripts available to build ships on carriers might allow factories also*
-‘Resources’ replace credits purely for aesthetics.
-Sectors given functionality. This is carried out by removing the associated factory, introducing new elements to be found in space for example crystal asteroids which pp are built on or a suitable object placed in gas clouds for other factories and then using a new model for it.
-Possibility to downscale some of Realspaces planetary bodies and make them interactive through associated element most likely a moon (remodelled asteroid). The planetary body decides what can be built on the moon. Planetary body itself is essentially eye candy, will be in a sector with at most two gates and positioned as far out of the way as possible. Associated element i.e. where ships will actually dock will be on the near side so there should be little to no interaction with planetary body.
-Thus objects can cost resources as well as require you to X amount of products in your freight.
Think
-Each race starts totally separated with a single sector on a much smaller more central galaxy map.
-Each race starts with minuscule fleet and their colony ship.
-AI races set to expand to claim limited resources, where conflict of interest checks vs diplomacy status and resolve with diplomacy loss or combat.
*Uses modified sector claim scripts requiring no enemy entities present but not dependent on presence of friendly stations.*
-Essential to plan out your expansion. Also the more you explore the more likely it is you may find something that doesn't like you.
-Player chosen tech tree based on factories player builds. Of course a complete tree would be provided as a schematic so they can plan out progression. Certain technologies ‘bought’ before can be produced such as ship and factory types. In time a player could of course build everything once they have the resources.
*This is probably the most complicated to introduce, particularly for the AI.*
-Due to tech tree configuration galaxy will consist of very different ships, some races having highly advanced aggressive technology, some being much wealthier due to more advanced haulers and some with more interesting variants such as early game jumpdrives. Also the technology the player invests in will reflect their play style from honest merchant to pirate.
-Don't know what people think but what about race specific tech. It would suck if you needed something but are enemy with the only race with that tech. Possibility to slowly reverse engineer enemy tech from ships.
So although this is a mod request of sorts its more about the possibility and difficulty there would be associated with doing this. There are a number of scripts that allow for certain aspects mentioned and producing the new galaxy could be done by utilizing at least some parts of the current one. The major elements to overcome are probably combining several scripts to get the colony ship to function, the tech idea as a whole and getting the AI to use the new system although there was a mod at some stage that focussing on AI expansion(too many crashes irc). So how many people would be interested in such a galaxy. *Edit* Wow no matter how it's formatted this is a wall of text.
