Deutscher Mod-Thread
Find Plutarch clashing against the Canterans and Heart of Albion on your next visit to Twilight Sentinel.
Author: IRaven
Download? Where? Right Here !
Steam Workshop:
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Nexus:
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Dropbox:
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This modification will change the Universe from the way you know it to a way you would expect it to be.
1.) Shipyards will from now on only produce Ships if they have at least enough Resources to build 2 Arawns. So if the Player wants to build a Ship he will not see 0% Ships that are blocking the Building Site and the Shipyard will have at least enough Resources to build 2 Arawns (if Resources keep coming. If the Player uses all Resources for Ships they will still deplete)
2.) The Shipyard will only build Ships that i can actually use.
It will build 14 new Mining Ships and 16 new Trade Ships per Faction to support the local economy.
Heart of Albion got a Set of Galaxy Wide Mining- and Trade Ships
After that is finished it will start producing Military Ships to patrol the local Sectors and fight a War in Bleek Pebble (Plutarch vs. Heart of Albion and Canterans)
If a Economy Ship gets destroyed the Shipyard will build a Replacement for it and after that continue producing Military Ships.
So never ever will the Shipyard build a ship to just vanish into thin air. Every resource you or any NPC Factory trade to the Shipyard will be either used for the local Economy, local Safety or the War.
3.) A War will break out between
Plutarch Mining Corporation
vs.
Heart of Albion, supported by Republic of Cantera
The newly builded Military Ships from the Shipyard will be used to bring Death and Destruction in an amazing and gigantic Space Battle around the Albion Jumpgate in the DeVries Cluster.
Thus making the Universe feel more like a living Entity created to entertain you.
Also the Shipyards will only produce move.die ships if it has spare resources to do so. So the winning faction will be the one with the better economy going. If you want to support the War start building stations.

4.) To stop Mining Ships to get killed in the War Sectors all Resources got moved from Bleak Pebble to Molten Archon and from Lookout Alpha with 50% to Ascendancy and 50% to Far out. (War Sector support for Lookout Alpha is soon to come)
5.) Also the Jump Beacon from Twilight Sentinel got moved to Crimson Rocks (as it seemed kind of silly to have War Ships just appear in front of each other)
After 24 hours:
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Upper Left: HOA Galaxy Economy Ships in DeVries in Action
Upper Right: The War
Lower Left + Lower Right: New Patrol Ships in DeVries-Molten Archon
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So what does this mod do?
- Change the Relation between Factions. (Plutarch vs. HOA + RoC + Player)
- Send War Ships to Bleak Pebble and start to patrol the sector.
- Build Mining- and Trade Ships to support the local Economy.
- Only build ships that the universe actually needs.
- Set a Resource Limit to stay for the Player in every Shipyard.
- Reallocate all Resources from the War Sectors.
- Move the Jump Beacon from Twilight Sentinel to Crimson Rocks.
Save
This Mod changes the Scripts of the Shipyards. To uninstall it you will need an Uninstall Version of this Mod.
This Uninstall Version will also delete all the War- and Eco- Ships.
Nexus: Just choose the Uninstall Version from the Files.
Dropbox: Download
1.) Use this new Uninstall Script like you would Update Real War.
2.) Start and Load your Game.
3.) Follow the Instructions given In-Game.
4.) After everything is finished Save your Game, Exit X Rebirth, Delete the Mod from your Extensions Folder and Restart your Game.
Mod Compatibility
This Mod changes the Files:
aiscripts\move.die
The Trade-Managers of the 4 Big Shipyards get a new Custom aiscript running in exchange for trade.shipyard
maps\XU_ep1_universe\zones.xml [only Zones 34 + 39 and the properties from Zone 32]
libraries\region_definitions.xml
And uses Language Page ID 819091
Changelog
15.01.2014
0.40 Initial Alpha / Work in Progress Release
22.01.2014
0.41 Introduced Check for Completed Plot + Some Small Bug Fixes
25.01.2014
0.42 Some Small Bug Fixes + A little Bit here and there
27.01.2014
0.50 Beta Release / Some rearranging of Code and finally sorting out the CTD Bug
28.01.2014
0.51 Hotfix so move.die ships actually shoot something
29.01.2014
0.52 Hotfix of Hotfix, move.die ships actually really shoot something now. Tested and proved
31.01.2014
0.53 Sorting out some Bugs that would prevent the Mod to work normal if updating by just overwriting old mod-files
16.02.2014
0.60
- Update Problem solved
- Change of Ship Production
- Add Mining- and Trade Ships to support the local economy
- War Ships get a small squad of fighters for support
- Jump Beacon moved from Twilight Sentinel to Crimson Rocks
- Resources moved from Bleak Pebble and Lookout Alpha (see above)
- War Relations will only get set once on first Completing the Plot (not with every new update as was before)
- Stopped a Bug that would make a new ship move until a certain point of the zone and only then start the move.patrol script
- War Ships will patrol the whole Sector from now on
- Fuel Station in Gemstone Manufacture gets its owner changed to HoA for HoA ships to provide with fuel
- Gemstone Manufacture changes its owner to Heart of Albion
23.02.2014
0.63
- NEW FEATURE - Shipyards will only build Ships if they have spare resources so there will always be enough Resources for the Player to build
- Fixed a Bug that would cause a Crash if a Patrol Ship gets build to patrol the Shipyard Sector
- Fixed a Bug that would make Shipyards not use the new trade.shipyard script
- Fixed a Bug that would make the Modification not work with Jonferson Shipyard in Omicron Lyrae
- Fixed a Bug that would cause Patrol Ships not spawning any Defence Fighters
01.03.2014
0.65
- NEW FEATURE - HOA got 14 new Mining- and 16 new Trade Ships which will also Trade between Clusters
- NEW FEATURE - Added Patrol Ships for Sector Defence for RoC and PMC
- Added a little Pause if completing the Plot or starting a new Plot Game so the Intro or Outro Video wont disturb Mod Notifications
- Fixed a Bug that would cause Defence Fighters of Patrol Ships not doing anything at all
- Fixed a Bug that would make Shiptraders stop in the middle of producing Ships
- Fixed a Bug that would make the Mod not correctly register if the Plot isnt completed at all
01.03.2014 - Evening
0.66 Hotfix
- Fixed a Bug that would cause the Shiptrader not to restart its Scripts if updating the Mod
- Fixed a Bug that might have caused a Crash if buying a Ship
- Fixed a Bug that caused a Crash if HOA Shipyard trys to build its second Hydrogen Miner
- Fixed a Bug that might have caused the Shiptrader Script not to move on
- Fixed a Bug that might have caused a Debug-Log Error if updating the Mod (nothing Game Breaking)
06.03.2014
0.68
- NEW FEATURE - The Cell Recharge Fab in Gemstone Manufacture will get its owner changed to Heart of Albion even if you havent completed the Plot yet
- NEW FEATURE - The new Ship-Trader-Scripts will now activate even if you havent completed the Plot yet
- Reduced Fighter-Escort Squads to 1/3 of the old value to improve Performance
- Reduced War- and Patrol- Ships to a fixed number to improve Performance
- Some behind the Scene Changes to support the new War-Mission, soon-to-come
- Fixed a Bug that would cause Free-Play-Game-Starts not to register that there is no Plot in certain Cases
- Fixed a Bug that might have caused a Shiptrader to block Production if too low on Resources
03.04.2014
0.69
- Added support for new Beta 1.30 RC3 (changed Escort and Mining scripts to use the new ones)
- Escort Fighters will now spawn from Station-Docks (where the Escortee got build) and will even follow him using Super-Highways and (hopefully) Jumpgates
- Added Workshop support
(only if u are using Beta 1.30, if not please Download from Dropbox or Nexus, the new update _should_ work even when still running the old version)
If you are going to use Workshop and are updating from a older version please delete the old RealWar Folder from your \extensions\ directory as i had to change the Mod-Folder-Name for the new Workshop to "realwar".
Be aware that you _will_ have to edit your savegame then, because the Mod-Id will also get changed.