[MOD] More AI LIFE (V10.0)Now works !

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What would you want as optional versions?

More traders? + Base mod
6
8%
More Miners? + Base mod
5
6%
More Traders/Miners? + Base mod
24
31%
More traders? Without base mod
0
No votes
More Miners? Without base mod
2
3%
More Traders/Miners? Without base mod
6
8%
Just xenon edition
4
5%
Just pirates edition
2
3%
Just enemies edition
14
18%
Base mod + Less mass trafic
15
19%
 
Total votes: 78

Privata
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[MOD] More AI LIFE (V10.0)Now works !

Post by Privata »

The new version of the mod changes everything , well in terms of numbers it does every single ship in the universe gets its numbers at least doubled and enemies ships have very small re spawn time.

the economie will hold on better due to the bigger ammount of trade ships , you will see lots of real ships flying around doing there thing
xenon in high way tubes and all that.


IMPORTANT : the new version is know 100% stand alone , remove the old version from the extension folder. and REMEBER this version IS a LOOSE FILE version its just easier to update that way

put the files into C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth

IMPORTANT : remember to set -prefersinglefiles as launch option , or a xenon K will watch you sleep at night and will like totally hover there and do nothing !

NEWS :
V1 added more xenon.
V2 complete redone from ground up added pirates of all types and more xenon.
V2.1 due to bugs I reduced to number of enemies to match the same amount as normal races ships amount. so the total added is 3X more ships for each enemie faction
V3.0 all military ships and rogues increase (between X3-X5 based on faction)
V3.1 Its a loose file , and it doubles all npc ships with no exception
v4.0 complete redone from scratch. includes :
-More traders 2X-3X
-Less mass traffic
-More Miners 2X
-More enemies 3-5X
-More military 2X
v5.0
-Xenon civies are know xenon fighters
-cops use better scripts
V6.0 for 2.0 restarted mod from scratch.
V7.0 for 2.0 fixed enemie cap ship bug and more enemies
know ships are back to normal numbers
pirates respawn way faster (as do xenon)
pirates will use big ships
V8.0 for 2.0 more enemies of all type.
better xenon and more ship logic
V9.0 Xenon will know spawn in Deveris , Ommicron lyrea.
there are more types of enemies with differnt respawn times , including a massive xenon invasion that happens rarely that you must push back.
Pirates of all faction use cap ships
V10 thixed typo that caused the game not to spawn ships


-Very fast enemie respawn
-faction based pirates ships , only reivers use reiver ships.

-fun
-explosions
-fights
-thinking
-lose of profit

http://www.nexusmods.com/xrebirth/mods/303/?
Last edited by Privata on Tue, 24. Jun 14, 16:40, edited 18 times in total.
Privata
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Post by Privata »

Mod has reached version 2.0.
2.0 adds pirates. and more xenons
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Oh lawd, more targets to shoot. :twisted:

Any chance it's also possible to boost the number of faction ships, like station patrols and carrier groups?

Either way, downloaded.
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Chobittsu
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Post by Chobittsu »

Nice mod, but I have to point out that a 2.0 is a total rewrite. If you've updated the mod it's more of a 1.1 or 1.01 than a 2.0

But increased ship traffic is nice, regardless of inaccurate labels
Privata
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Post by Privata »

Freya Nocturne wrote:Nice mod, but I have to point out that a 2.0 is a total rewrite. If you've updated the mod it's more of a 1.1 or 1.01 than a 2.0

But increased ship traffic is nice, regardless of inaccurate labels
I was going to post it as a new mod , but that seemed unfair , and for some could look like a way to get more hits.

I will see what I can do about more faction ships.

what I am trying to work out is how to get factions to not like each other as much
Privata
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Post by Privata »

small update version 2.1 is out , this fixes a number of issues plus adds escorts and corrects errors I did in the job file
swatti
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Post by swatti »

Does this increase cap-ship spawns too? Mostly the infamous Titurel-freighter.

Not having to hunt hours for one would be nice.

REQUEST: LOOOOOTS of baddies with cap-ships near Reiver-waystations. Something to use our own cap-ships you know ^^
Privata
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Post by Privata »

swatti wrote:Does this increase cap-ship spawns too? Mostly the infamous Titurel-freighter.

Not having to hunt hours for one would be nice.

REQUEST: LOOOOOTS of baddies with cap-ships near Reiver-waystations. Something to use our own cap-ships you know ^^
as of know the mod only affect the following :
Xenon fighters Xenon Ks (witch to me are nothing than giant Ps)
Pirates of all factions.

The current version is a 3X version , meaning the spawns are increased by that much. but the spawning system in rebirth seems to work by squads at times so its more than you would think.

I will when I have a bit more time do a ''war"" edition were every main military groupe (Argon gov , PMC , Xenon) get a equale boost fiting there lore.
like for expemple Xenons will have tones of figthers however I wish to wait to do that as even in vanilla I am getting a bug were ships sort of stop in space and then fly in a cercle its funny but ragging...

annyway the goal of my mods (only one for know) is to be ready for rebirth when the game is ready to play.
Privata
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Post by Privata »

ok I have news , I will do more testing and update when I can.
so here my plan.
im going to do a lore version of the mod.
what I mean by lore is reflect what is said regardless of your or my GPU or CPU , I am the sort of person who belives in lore befor fun , and lore befor gameplay.

anyway so far xenon fighters spawn about 600 per cluster and spread there swarms into huge formations shooting at anything they see. (unless you get that bug were they fly around and do nothing but that happens in vanilla)

Know I so far have nearly no fps loss but I have an overpowerd pc
not2day
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Post by not2day »

Thank you for creating this, I was looking for a good fight.
laminblake
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Post by laminblake »

I think later down the road you or someone should create a "last man standing" mod where swarms upon swarms of Xenon are spawned across the universe wreaking havoc on everything with the end result of total Xenon control. It would be a mod that you activate when you are ready and have a fleet ready to protect your assets.
Privata
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Post by Privata »

laminblake wrote:I think later down the road you or someone should create a "last man standing" mod where swarms upon swarms of Xenon are spawned across the universe wreaking havoc on everything with the end result of total Xenon control. It would be a mod that you activate when you are ready and have a fleet ready to protect your assets.
that would be nice.
I am testing out a thew ideas and one is big swarms of xenons rather than small ones , with Ks as well , it allso serve to help out give the universe reason out side of trading
swatti
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Post by swatti »

Whoah! Found like 20+ Xenon piled up, called in my Carrier and BOOM! Best 30 seconds of X:rebirth so far!

Can you make the Xenon respawn at a hilarious rate, for pure carnage and lylz. Like a optional file.
Groundwalker
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Post by Groundwalker »

Privata wrote:small update version 2.1 is out , this fixes a number of issues plus adds escorts and corrects errors I did in the job file
Finally! A fight.
1. How to install the mod?
2. Does it reduce the performance?
3. Does it work with 1.18 only?
Privata
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Post by Privata »

Groundwalker wrote:
Privata wrote:small update version 2.1 is out , this fixes a number of issues plus adds escorts and corrects errors I did in the job file
Finally! A fight.
1. How to install the mod?
2. Does it reduce the performance?
3. Does it work with 1.18 only?
1. you put the folder named More Enemies in your extensions folder (you may need to create your own)
2. I did not get anny fps issues , I run at 60fps. the mod changed nothing.
the effect it has in game is you have huge squads of xenon/raider (10-20) flying in formation and killing stuff
3. It should work with annyversion due to the new amazing and confusing new system for moding that seems to be update compatible , annyway its only the job file so nothing to important and only edits the combat one for enemies.
4. have fun , you might need to wait for the new enemies to spawn if continuing a game but they will spawn dont worry
Groundwalker
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Post by Groundwalker »

Privata wrote:...
Thanks a lot!
God bless modders :D (especially for the Rebirth)
swatti
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Post by swatti »

Something went boo boo... Im not seeing any increased enemies anymore. Any missions or randoms spawns just have one or two fighters...

No updates between my last case of nearly 20 xenon.

Me bad? And any chance of that faster respawn as an option?
swatti
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Post by swatti »

Is this still being developed? Mine doesnt really work too well. 1-2 pirates maybe once per hour. Huge load of Xenon destroyers tho and seen few swarms of fighters too.

There are quite a few pirate factions, are all these modified and is there a difference between free-play and plot?

Like i mentioned, spawning needs to be MUCH faster to actually pose any danger.

If this mod is dead then please someone take over and "bring the fun back to war!"
May need to check faction relations too so NPCs attack the larger pirate-groups.
Privata
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Post by Privata »

swatti wrote:Is this still being developed? Mine doesnt really work too well. 1-2 pirates maybe once per hour. Huge load of Xenon destroyers tho and seen few swarms of fighters too.

There are quite a few pirate factions, are all these modified and is there a difference between free-play and plot?

Like i mentioned, spawning needs to be MUCH faster to actually pose any danger.

If this mod is dead then please someone take over and "bring the fun back to war!"
May need to check faction relations too so NPCs attack the larger pirate-groups.
sorry did not see your comment :oops:

right so the problem is that the xenon seem to get hammered realy easy by sector patrols.
I could do a OMGF edtion just for you if you want like a X5 or even a 10X more enemies edition.
however as of yet I do not know how to controle respawn I fear that maybe , just maybe respawns might be slower than normal? or maybe linked to the blocked shipyard bug? I dont know or it just take a long time , remeber in older Xs it did take ages for ships to spawn again.
swatti
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Post by swatti »

Considoring the economy now spawning tons of juicy transports its only natural for pirates to tenfold ;)

2x, 5x and 10x versions would most likely suffice to everyones taste.

If amount were tenfold, im sure they will last quite some time before the locals repel them. If there is any way to change the spawn time it would sertainly be the icing on the cake.

X3 XRM mod had Yaki fighter-groups spawn every 10-20sec in some sectors. Nearby sectors were quite busy near the gates.

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