[WIP - MOD] CAS - Community Alternate Start 0.08

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alistair3149
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[WIP - MOD] CAS - Community Alternate Start 0.08

Post by alistair3149 »

The purpose of this mod is to provide templates to standardize community gamestart extensions, and act as a modder resources for those who wished to create gamestart mods.
In addition, this mod allows players to mix-and-match the list of gamestarts they wanted if the gamestart mods are CAS compatible.

Reasons behind the mod:
  • Allow more people to create gamestarts quicker and easier
  • Resolve compatibility issues between gamestarts
  • Standardize syntax in xml files and UI in main menu
  • Simplify localization as all strings are in the same file
In the current version, the following base gamestarts are included:
  • The Master Builder - Builder start with a CV, all blueprint and research unlocked
  • The Bankrupt Miner - Miner start with a little credit and a M-sized mining ship
  • The Betrayed Mercenary - Pirate start at the Holy Order system with extremely bad relations with Holy Order
  • The Humble Merchant by SilverXarrow 
  • The Upstart Teladi by Captain Radish - Teladi trader start with a S-size trading ship in a Teladi system
  • The Argon Citizen by BoostHungry - Argon start with a fleet of different ships and satellite coverage of Argon Stations and some critical gates
  • The Teladi Contractor by Very_old_gamer - Teladi combat start with a M-size bomber in a Teladi system, with all Teladi sectors discovered
Installation:
Extract the content to the extensions folder under your X4 directory (Please don't put it in documents, the string files would not work)

Download link: https://www.nexusmods.com/x4foundations/mods/52/

Changelog:
  • 0.08
    - Added a new start: The Teladi Contractor (suggested by Very_old_gamer)
  • 0.07
    - Updated Argon Citizen gamestart to the latest version
    - Moved gamestart-related scripts to standalone xmls
    - Included German translation from NOfX81
  • 0.06
    - Added two new gamestarts: The Upstart Teladi and The Argon Citizen
    - Added Player Owned Ship Production blueprints to The Master Builder
    - Removed the teleport mk3 research from the Master Builder to fix plot mission
    - Added NOTES section for the gamestart.xml file
  • 0.05
    - Updated content.xml to fix game launch issue with users who play X4 in a different language
  • 0.04
    - Updated naming and IDs in the files to reflect documentations
  • 0.03
    - Updated the Master Builder gamestart to include a CV at the start, reduced the credit since CV is no-longer needed
    - Updated the faction relation of the Betrayed Mercenary gamestart
  • 0.02
    - Updated gamestarts.xml to use diff function instead
  • 0.01
    - Initial release
Credits:
  • EGOSOFT - Various disabled gamestarts
  • BoostHungry - Argon Citizen gamestart and PlayerHQ at Argon Prime
  • Captain Radish - Upstart Teladi gamestart
  • SilverXarrow - Humble Merchant gamestart
  • NOfX81- German translations
  • iforgotmysocks - MD script on discovering sectors
  • Very_old_gamer - Teladi Contractor gamestart
P.S. This is my first mod on learning how X4/XR extension works, please give me feedbacks and suggestions!
Last edited by alistair3149 on Wed, 26. Dec 18, 13:09, edited 27 times in total.
alistair3149
Posts: 21
Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MOD] CAS - Community Alternate Start

Post by alistair3149 »

Documentation

Notes: In the templates below, you need to replace text marked with square brackets ( [VAR] ).

Creating a new gamestart
You only need to edit three files to create a new gamestart using the CAS as the base.
  1. 0001-L044.xml - Located in \CAS\t\
    Contains all the English text for the gamestarts. If your gamestart is not based in English, please also edit the relative language file (e.g. 0001-L007.xml for Russian) in the same folder.
    In the text file, each gamestart is allocated 20 IDs for their respective text to standardize localizations. Edits on the text file will affect the UI on the New Game selection.
    The IDs for the CAS gamestarts begin at 5000 to avoid any possible conflicts with other extensions and game files.

    To begin adding a new gamestart, you have to locate the ID of the title of the last gamestart in CAS and add 20. This will be the title ID of your gamestart. If there is no last gamestart, use 5000 as your title ID.
    For example: If the Master Builder gamestart is the last CAS gamestart, since the title ID of Master Builder is 5000, your gamestart title ID would be 5020.

    Then you can fill out the text for your gamestart using the below template. Remember to change the ID when you use the template. Try to use the in-game strings for objects that are in the base game (e.g. {20003,140001} for Argon Prime), that will reduce the effort of localization for translators. You can remove the lines that you won't be using.

    Code: Select all

    <!-- TITLE -->
    <t id="5020"> [TITLE] </t>
    <t id="5021"> [DESCRIPTION] </t>
    <t id="5022"> [CHARACTER NAME] </t>
    <t id="5023"> [LOCATION] </t>
    <t id="5024"> [STARTING SHIP] </t>
    <t id="5025"> [CASH] </t>
    <t id="5026"> [EQUIPMENT] </t>
    <t id="5027"> [PROPERTY] </t>
    <t id="5028"> [CREW] </t>
    <t id="5029"> [FACTION RELATIONS] </t>
    <t id="5035"> [AUTHOR] </t>
    <t id="5036"> [VERSION] </t>
    <t id="5037"> [DATE] </t>
    <t id="5038"> [DEPENDENCIES] </t>
    
    As a reference, the section of the Master Builder gamestart looks like this:

    Code: Select all

    <!-- The Master Builder -->
    <t id="5000">The Master Builder</t>
    <t id="5001">Coming from a legendary family of builders, construction work is the only thing you have ever done. After your father passed away, he left you a construction ship and a key to the family vault filled with blueprints, records, and credits. It is up to you to continue the family legacy. Prove yourself worthy of the inherritance left to you.</t>
    <t id="5002">Bob DaBuilder</t>
    <t id="5003">(Argon Prime){20003,140001}</t>
    <t id="5004">(Discoverer Vanguard){20101,10102}</t>
    <t id="5005">1,000,000 {1001,101}</t>
    <t id="5006">(Docking Computer Mk2){20108,4021}, (SETA){20201,17401} {1021,9900}(Line break)</t>
    <t id="5015">alistair3149</t>
    <t id="5016">0.2</t>
    <t id="5017">2018-12-06</t>
    <t id="5018">None</t>
    
  2. gamestarts.xml - Located in \CAS\libraries\
    Contains the basic settings for your gamestart. That includes your starting credits, spawn location, spawn ship, inventory, blueprints, and research.

    The first thing you would want to do is to replace the string IDs ({1021,5000+}) with your new one. If your title ID is 5020, then your template will look like the below code.
    And for easier reference, please name your gamestart id in this format: x4ep1_gamestart_cas_XXXX_NAMENOSPACE, where XXXX is your title ID, it will allow the others to integrate your gamestart easier.

    Code: Select all

    <gamestart id="x4ep1_gamestart_cas_5020_newgamestart" name="{1021,5020}" description="{1021,5021}" image="gamestart_5" intro="gamestart5" group="9">
      <info>
        <item name="{1021,8}" value="{1021,5022}" /> <!-- Name -->
        <item name="{1021,1}" value="{1021,5023}" /> <!-- Location -->
        <item name="{1021,2}" value="{1021,5024}" /> <!-- Starting Ship -->
        <item name="{1021,3}" value="{1021,5025}" /> <!-- Cash -->
        <item name="{1021,4}" value="{1021,5026}" /> <!-- Equipment -->
        <item name="{1021,5}" value="{1021,5027}" /> <!-- Property -->
        <item name="{1021,6}" value="{1021,5028}" /> <!-- Crew -->
        <item name="{1021,7}" value="{1021,5029}" /> <!-- Faction Relations -->
        <item name="{1001,2690}" value="{1021,5035}" /> <!-- Author -->
        <item name="{1001,2655}" value="{1021,5036}" /> <!-- Version -->
        <item name="{1001,2691}" value="{1021,5037}" /> <!-- Date -->
        <item name="{1001,2692}" value="{1021,5038}" /> <!-- Dependencies -->
        <item name="{1021,9950}" value="{1021,5039}" /> <!-- Notes -->
      </info>
      ...
      <player macro="character_player_tutorial_macro" money="1000000" name="{1021,5022}">
    
    Then you can tweak the other parameters like starting ship or blueprints, they are self-explanatory and I included a few example gamestart as modder resources.
    Note that one limitation I found is that you are not allowed to set L or XL ship as your starting ship. However, you are able to add it as your property in the Setup_Gamestarts.xml file, which I will touch on later.

    As a reference, the section of the Bankrput Miner gamestart looks like this:

    Code: Select all

    <gamestart id="x4ep1_gamestart_cas_5020_mine" name="{1021,5020}" description="{1021,5021}" image="gamestart_2" group="9">
      <info>
        <item name="{1021,8}" value="{1021,5022}" /> <!-- Name -->
        <item name="{1021,1}" value="{1021,5023}" /> <!-- Location -->
        <item name="{1021,2}" value="{1021,5024}" /> <!-- Starting Ship -->
        <item name="{1021,3}" value="{1021,5025}" /> <!-- Cash -->
        <item name="{1021,4}" value="{1021,5026}" /> <!-- Equipment -->
        <item name="{1001,2690}" value="{1021,5035}" /> <!-- Author -->
        <item name="{1001,2655}" value="{1021,5036}" /> <!-- Version -->
        <item name="{1001,2691}" value="{1021,5037}" /> <!-- Date -->
        <item name="{1001,2692}" value="{1021,5038}" /> <!-- Dependencies -->
      </info>
      <location galaxy="xu_ep2_universe_macro" zone="zone001_cluster_29_sector002_macro">
        <position x="-4850.0" y="0.0" z="-5223.3" />
        <rotation yaw="14.1" pitch="-3.0" roll="0.0" />
      </location>
      <player macro="character_player_tutorial_macro" money="1000" name="{1021,5022}">
        <ship macro="ship_arg_m_miner_solid_01_a_macro">
          <loadout>
            <macros>
              <engine macro="engine_arg_m_allround_01_mk1_macro" path="../con_engine_01" />
              <weapon macro="weapon_gen_m_mining_01_mk1_macro" path="../con_primaryweapon_01" optional="1" />
              <shield macro="shield_arg_m_standard_01_mk1_macro" path="../con_shield_01" optional="1" />
              <turret macro="turret_arg_m_laser_01_mk1_macro" path="../con_turret_01" optional="1" />
              <turret macro="turret_arg_m_laser_01_mk1_macro" path="../con_turret_02" optional="1" />
            </macros>
            <ammunition>
              <ammunition macro="eq_arg_satellite_01_macro" exact="10" optional="true" />
            </ammunition>
            <software>
              <software ware="software_dockmk2" />
              <software ware="software_scannerminingmk1" />
            </software>
            <virtualmacros>
              <thruster macro="thruster_gen_m_allround_01_mk1_macro" />
            </virtualmacros>
          </loadout>
        </ship>
        <inventory>
          <ware ware="inv_timewarp" amount="1" />
          <ware ware="inv_interfaceunit" amount="6" />
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1" />
          <ware ware="software_scannerobjectmk3" amount="1" />
        </inventory>
        <blueprints>
          <ware ware="paintmod_0006"/>
          <ware ware="paintmod_0048"/>
          <ware ware="paintmod_0049"/>
          <ware ware="paintmod_0050"/>
        </blueprints>
        <research>
          <ware ware="research_radioreceiver" />
          <ware ware="research_sensorbooster" />
          <ware ware="research_tradeinterface" />
          <ware ware="research_module_dock" />
          <ware ware="research_module_production" />
          <ware ware="research_module_storage" />
        </research>
      </player>
    </gamestart>
    
  3. x4ep1_gamestart_cas_XXXX_YY.xml - Located in \CAS\md\
    Contains the scripts that initialized when your game started. The property like owned stations and ships are contained in this file.
    Still learning and working on the documentation for this part. In the meantime, feel free to dig into the file included in the mod :)


Translating the CAS gamestarts
Refer to the 0001-L044 file.

~ Work In Progress ~
Last edited by alistair3149 on Wed, 26. Dec 18, 13:06, edited 6 times in total.
MutantDwarf
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Re: [WIP - MOD] CAS - Community Alternate Start

Post by MutantDwarf »

Given the way X4 modding works - specifically the patching/diff/replace abilities of the XML files - I don't think a unified mod is needed in order to ensure well-made gamestart mods are compatible with one another.
Langy the Mutant Dwarf
alistair3149
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Re: [WIP - MOD] CAS - Community Alternate Start

Post by alistair3149 »

MutantDwarf wrote: Thu, 6. Dec 18, 01:46 Given the way X4 modding works - specifically the patching/diff/replace abilities of the XML files - I don't think a unified mod is needed in order to ensure well-made gamestart mods are compatible with one another.
I agree that the patching functions make life so much easier compared to modding in other games. However, that's assuming the gamestart mods are all well-made. There are multiple ways for doing the same thing in X4 and it'll beneficial to standardize the way we approach gamestart. Ultimately I hope that though unifying the gamestart mods, we're able to have a framework that let people create gamestart mods in similar quality easily, and also it can help to avoid compatibility issues such as using the same text ID for example.
alistair3149
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Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MOD] CAS - Community Alternate Start

Post by alistair3149 »

Updated various game starts.
XTC0R
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Re: [WIP - MOD] CAS - Community Alternate Start

Post by XTC0R »

alistair3149 wrote: Thu, 6. Dec 18, 01:59
MutantDwarf wrote: Thu, 6. Dec 18, 01:46 Given the way X4 modding works - specifically the patching/diff/replace abilities of the XML files - I don't think a unified mod is needed in order to ensure well-made gamestart mods are compatible with one another.
I agree that the patching functions make life so much easier compared to modding in other games. However, that's assuming the gamestart mods are all well-made. There are multiple ways for doing the same thing in X4 and it'll beneficial to standardize the way we approach gamestart. Ultimately I hope that though unifying the gamestart mods, we're able to have a framework that let people create gamestart mods in similar quality easily, and also it can help to avoid compatibility issues such as using the same text ID for example.
I think this is good approach and will lead to various contributors which we all will benefit from.
alistair3149
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Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by alistair3149 »

Updated mod to fix launch issues for non-English X4 users, please put the mod in the extension folder in the X4 directory instead of the document folder.
V4IT
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by V4IT »

Hello,

in my german version of the game there are only placeholders for text on the starting screen, so I can´t see wich start is wichone.

Thx for the effort.
sulu244
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by sulu244 »

V4IT wrote: Sat, 8. Dec 18, 23:47 Hello,

in my german version of the game there are only placeholders for text on the starting screen, so I can´t see wich start is wichone.

Thx for the effort.
I have the same issue (In English).
alistair3149
Posts: 21
Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by alistair3149 »

sulu244 wrote: Sun, 9. Dec 18, 00:07
V4IT wrote: Sat, 8. Dec 18, 23:47 Hello,

in my german version of the game there are only placeholders for text on the starting screen, so I can´t see wich start is wichone.

Thx for the effort.
I have the same issue (In English).
Did you put the mod in the extension folder in the X4 directory instead of documents?
gmargaro
Posts: 38
Joined: Tue, 3. Jun 08, 19:34
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by gmargaro »

Hi,

I just discovered a tiny problem with the builder start : It comes with all the research completed at start, so the "plot" for the research station cannot be completed.
Perhaps You can leave one research to do, so one can complete this plot ?
alistair3149
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Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by alistair3149 »

gmargaro wrote: Sun, 9. Dec 18, 18:33 Hi,

I just discovered a tiny problem with the builder start : It comes with all the research completed at start, so the "plot" for the research station cannot be completed.
Perhaps You can leave one research to do, so one can complete this plot ?
Do you know which research is the plot one? I can make the edit. Meanwhile if you want to keep your save game, you can remove it from the research tag in your save.
V4IT
Posts: 9
Joined: Fri, 30. Nov 18, 10:18
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by V4IT »

alistair3149 wrote: Sun, 9. Dec 18, 02:07
sulu244 wrote: Sun, 9. Dec 18, 00:07
V4IT wrote: Sat, 8. Dec 18, 23:47 Hello,

in my german version of the game there are only placeholders for text on the starting screen, so I can´t see wich start is wichone.

Thx for the effort.
I have the same issue (In English).
Did you put the mod in the extension folder in the X4 directory instead of documents?
My extension folder is in the gamefolder where the exe is, not in documents
gmargaro
Posts: 38
Joined: Tue, 3. Jun 08, 19:34
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by gmargaro »

alistair3149 wrote: Mon, 10. Dec 18, 06:11 Do you know which research is the plot one? I can make the edit. Meanwhile if you want to keep your save game, you can remove it from the research tag in your save.
The plot mission asks you to complete one, you choose which one you want to complete.
So, as long as you can make one research, it's OK.
captainradish
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by captainradish »

Here's a new one I created. It's not tested all that well, but it seems to work fine for me.

The Upstart Teladi
After inheriting a small sum of money from a formerly alive relative you buy a stripped second-hand container transport. Prove you have what it takes to build an empire!

It starts you out with a very basic Magpie courier and 3000 credits in Hewa's Twin I in front of the trade station. Not the easiest of starts.

Your PC is also a Teladi!

gamestart.xml:

Code: Select all

	   
	    <!-- The Upstart Teladi -->
    <!-- TODO: Awaiting permission to include, included as an example -->
    <gamestart id="x4ep1_gamestart_cas_5080_UT" name="{1021,5080}" description="{1021,5081}" image="gamestart_2" intro="gamestart2" group="9">
      <info>
        <item name="{1021,8}" value="{1021,5082}" /> <!-- Name -->
        <item name="{1021,1}" value="{1021,5083}" /> <!-- Location -->
        <item name="{1021,2}" value="{1021,5084}" /> <!-- Starting Ship -->
        <item name="{1021,3}" value="{1021,5085}" /> <!-- Cash -->
        <item name="{1021,4}" value="{1021,5086}" /> <!-- Equipment -->
        <item name="{1001,2690}" value="{1021,5095}" /> <!-- Author -->
        <item name="{1001,2655}" value="{1021,5096}" /> <!-- Version -->
        <item name="{1001,2691}" value="{1021,5097}" /> <!-- Date -->
        <item name="{1001,2692}" value="{1021,5098}" /> <!-- Dependencies -->
  	  </info>
  	  <location galaxy="xu_ep2_universe_macro" zone="zone001_cluster_19_sector001_macro">
      <player>
        <position x="-2.5" y="1.7" z="21" />
        <rotation yaw="145" pitch="0" roll="0" />
      </player>
  	  </location>
  	  <player macro="character_player_trade_macro" money="3000" name="{1021,5082}">
		<ship macro="ship_tel_s_trans_container_01_a_macro">
    		<loadout>
    			<macros>
    				<engine macro="engine_tel_s_travel_01_mk1_macro" path="../con_engine_01" />
					<engine macro="engine_tel_s_travel_01_mk1_macro" path="../con_engine_02" />
    				<shield macro="shield_tel_s_standard_01_mk1_macro" path="../con_shield_01" optional="1" />
					<shield macro="shield_tel_s_standard_01_mk1_macro" path="../con_shield_02" optional="1" />
    			</macros>
      			<software>
      				<software ware="software_trademk1" />
      			</software>
      			<virtualmacros>
      				<thruster macro="thruster_gen_s_allround_01_mk1_macro" />
      			</virtualmacros>
    		</loadout>
        </ship>
    	  <inventory>
          <ware ware="inv_interfaceunit" amount="6" />
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1" />
          <ware ware="software_scannerobjectmk3" amount="1" />
        </inventory>
        <blueprints>
          <ware ware="paintmod_0006"/>
          <ware ware="paintmod_0048"/>
          <ware ware="paintmod_0049"/>
          <ware ware="paintmod_0050"/>
        </blueprints>
    	  <research>
          <ware ware="research_radioreceiver" />
          <ware ware="research_sensorbooster" />
          <ware ware="research_tradeinterface" />
        </research>
  	  </player>
    </gamestart>
    
0001-L044.xml:

Code: Select all

	<!-- Upstart Teladi -->
	<t id="5080">The Upstart Teladi</t>
	<t id="5081">After inheriting a small sum of money from a formerly alive relative you buy a stripped second-hand container transport. Prove you have what it takes to build an empire!</t>
	<t id="5082">Isemados Sibasomos Nopileos VI</t>
	<t id="5083">{20003,340001}</t>
	<t id="5084">Magpie Courier</t>
	<t id="5085">3000 {1001,101}</t>
	<t id="5086">None</t>
	<t id="5087">None</t>
	<t id="5088">None</t>
	<t id="5089">[FACTION RELATIONS]</t>
	<t id="5095">Captain Radish</t>
	<t id="5096">1.0</t>
	<t id="5097">12/10/2018</t>
	<t id="5098">None</t>
	
EDIT: Anyone have any success with a start that has you start without any ships? I was trying to make this start like that, but the game refused to show the map at all.
alistair3149
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Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by alistair3149 »

captainradish wrote: Mon, 10. Dec 18, 22:37 Here's a new one I created. It's not tested all that well, but it seems to work fine for me.

The Upstart Teladi
After inheriting a small sum of money from a formerly alive relative you buy a stripped second-hand container transport. Prove you have what it takes to build an empire!

It starts you out with a very basic Magpie courier and 3000 credits in Hewa's Twin I in front of the trade station. Not the easiest of starts.

Your PC is also a Teladi!

gamestart.xml:

Code: Select all

	   
	    <!-- The Upstart Teladi -->
    <!-- TODO: Awaiting permission to include, included as an example -->
    <gamestart id="x4ep1_gamestart_cas_5080_UT" name="{1021,5080}" description="{1021,5081}" image="gamestart_2" intro="gamestart2" group="9">
      <info>
        <item name="{1021,8}" value="{1021,5082}" /> <!-- Name -->
        <item name="{1021,1}" value="{1021,5083}" /> <!-- Location -->
        <item name="{1021,2}" value="{1021,5084}" /> <!-- Starting Ship -->
        <item name="{1021,3}" value="{1021,5085}" /> <!-- Cash -->
        <item name="{1021,4}" value="{1021,5086}" /> <!-- Equipment -->
        <item name="{1001,2690}" value="{1021,5095}" /> <!-- Author -->
        <item name="{1001,2655}" value="{1021,5096}" /> <!-- Version -->
        <item name="{1001,2691}" value="{1021,5097}" /> <!-- Date -->
        <item name="{1001,2692}" value="{1021,5098}" /> <!-- Dependencies -->
  	  </info>
  	  <location galaxy="xu_ep2_universe_macro" zone="zone001_cluster_19_sector001_macro">
      <player>
        <position x="-2.5" y="1.7" z="21" />
        <rotation yaw="145" pitch="0" roll="0" />
      </player>
  	  </location>
  	  <player macro="character_player_trade_macro" money="3000" name="{1021,5082}">
		<ship macro="ship_tel_s_trans_container_01_a_macro">
    		<loadout>
    			<macros>
    				<engine macro="engine_tel_s_travel_01_mk1_macro" path="../con_engine_01" />
					<engine macro="engine_tel_s_travel_01_mk1_macro" path="../con_engine_02" />
    				<shield macro="shield_tel_s_standard_01_mk1_macro" path="../con_shield_01" optional="1" />
					<shield macro="shield_tel_s_standard_01_mk1_macro" path="../con_shield_02" optional="1" />
    			</macros>
      			<software>
      				<software ware="software_trademk1" />
      			</software>
      			<virtualmacros>
      				<thruster macro="thruster_gen_s_allround_01_mk1_macro" />
      			</virtualmacros>
    		</loadout>
        </ship>
    	  <inventory>
          <ware ware="inv_interfaceunit" amount="6" />
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1" />
          <ware ware="software_scannerobjectmk3" amount="1" />
        </inventory>
        <blueprints>
          <ware ware="paintmod_0006"/>
          <ware ware="paintmod_0048"/>
          <ware ware="paintmod_0049"/>
          <ware ware="paintmod_0050"/>
        </blueprints>
    	  <research>
          <ware ware="research_radioreceiver" />
          <ware ware="research_sensorbooster" />
          <ware ware="research_tradeinterface" />
        </research>
  	  </player>
    </gamestart>
    
0001-L044.xml:

Code: Select all

	<!-- Upstart Teladi -->
	<t id="5080">The Upstart Teladi</t>
	<t id="5081">After inheriting a small sum of money from a formerly alive relative you buy a stripped second-hand container transport. Prove you have what it takes to build an empire!</t>
	<t id="5082">Isemados Sibasomos Nopileos VI</t>
	<t id="5083">{20003,340001}</t>
	<t id="5084">Magpie Courier</t>
	<t id="5085">3000 {1001,101}</t>
	<t id="5086">None</t>
	<t id="5087">None</t>
	<t id="5088">None</t>
	<t id="5089">[FACTION RELATIONS]</t>
	<t id="5095">Captain Radish</t>
	<t id="5096">1.0</t>
	<t id="5097">12/10/2018</t>
	<t id="5098">None</t>
	
EDIT: Anyone have any success with a start that has you start without any ships? I was trying to make this start like that, but the game refused to show the map at all.
Looks awesome! May I include it in the mod as well?

As for starting without a ship, you can give the player a ship first through gamestart.xml, spawn the player at a station through setup_gamestart.xml, and change the faction of your ship. (There's a debug start that starts on a dock, you should be able to find it in the those two files)
captainradish
Posts: 190
Joined: Sat, 30. Apr 05, 06:09
x4

Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by captainradish »

alistair3149 wrote: Tue, 11. Dec 18, 09:14
captainradish wrote: Mon, 10. Dec 18, 22:37 Here's a new one I created. It's not tested all that well, but it seems to work fine for me.

The Upstart Teladi
After inheriting a small sum of money from a formerly alive relative you buy a stripped second-hand container transport. Prove you have what it takes to build an empire!

It starts you out with a very basic Magpie courier and 3000 credits in Hewa's Twin I in front of the trade station. Not the easiest of starts.

Your PC is also a Teladi!

gamestart.xml:

Code: Select all

	   
	    <!-- The Upstart Teladi -->
    <!-- TODO: Awaiting permission to include, included as an example -->
    <gamestart id="x4ep1_gamestart_cas_5080_UT" name="{1021,5080}" description="{1021,5081}" image="gamestart_2" intro="gamestart2" group="9">
      <info>
        <item name="{1021,8}" value="{1021,5082}" /> <!-- Name -->
        <item name="{1021,1}" value="{1021,5083}" /> <!-- Location -->
        <item name="{1021,2}" value="{1021,5084}" /> <!-- Starting Ship -->
        <item name="{1021,3}" value="{1021,5085}" /> <!-- Cash -->
        <item name="{1021,4}" value="{1021,5086}" /> <!-- Equipment -->
        <item name="{1001,2690}" value="{1021,5095}" /> <!-- Author -->
        <item name="{1001,2655}" value="{1021,5096}" /> <!-- Version -->
        <item name="{1001,2691}" value="{1021,5097}" /> <!-- Date -->
        <item name="{1001,2692}" value="{1021,5098}" /> <!-- Dependencies -->
  	  </info>
  	  <location galaxy="xu_ep2_universe_macro" zone="zone001_cluster_19_sector001_macro">
      <player>
        <position x="-2.5" y="1.7" z="21" />
        <rotation yaw="145" pitch="0" roll="0" />
      </player>
  	  </location>
  	  <player macro="character_player_trade_macro" money="3000" name="{1021,5082}">
		<ship macro="ship_tel_s_trans_container_01_a_macro">
    		<loadout>
    			<macros>
    				<engine macro="engine_tel_s_travel_01_mk1_macro" path="../con_engine_01" />
					<engine macro="engine_tel_s_travel_01_mk1_macro" path="../con_engine_02" />
    				<shield macro="shield_tel_s_standard_01_mk1_macro" path="../con_shield_01" optional="1" />
					<shield macro="shield_tel_s_standard_01_mk1_macro" path="../con_shield_02" optional="1" />
    			</macros>
      			<software>
      				<software ware="software_trademk1" />
      			</software>
      			<virtualmacros>
      				<thruster macro="thruster_gen_s_allround_01_mk1_macro" />
      			</virtualmacros>
    		</loadout>
        </ship>
    	  <inventory>
          <ware ware="inv_interfaceunit" amount="6" />
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1" />
          <ware ware="software_scannerobjectmk3" amount="1" />
        </inventory>
        <blueprints>
          <ware ware="paintmod_0006"/>
          <ware ware="paintmod_0048"/>
          <ware ware="paintmod_0049"/>
          <ware ware="paintmod_0050"/>
        </blueprints>
    	  <research>
          <ware ware="research_radioreceiver" />
          <ware ware="research_sensorbooster" />
          <ware ware="research_tradeinterface" />
        </research>
  	  </player>
    </gamestart>
    
0001-L044.xml:

Code: Select all

	<!-- Upstart Teladi -->
	<t id="5080">The Upstart Teladi</t>
	<t id="5081">After inheriting a small sum of money from a formerly alive relative you buy a stripped second-hand container transport. Prove you have what it takes to build an empire!</t>
	<t id="5082">Isemados Sibasomos Nopileos VI</t>
	<t id="5083">{20003,340001}</t>
	<t id="5084">Magpie Courier</t>
	<t id="5085">3000 {1001,101}</t>
	<t id="5086">None</t>
	<t id="5087">None</t>
	<t id="5088">None</t>
	<t id="5089">[FACTION RELATIONS]</t>
	<t id="5095">Captain Radish</t>
	<t id="5096">1.0</t>
	<t id="5097">12/10/2018</t>
	<t id="5098">None</t>
	
EDIT: Anyone have any success with a start that has you start without any ships? I was trying to make this start like that, but the game refused to show the map at all.
Looks awesome! May I include it in the mod as well?

As for starting without a ship, you can give the player a ship first through gamestart.xml, spawn the player at a station through setup_gamestart.xml, and change the faction of your ship. (There's a debug start that starts on a dock, you should be able to find it in the those two files)
Certainly you can include it.

I'll have to experiment with your idea. I did find the platform start but I didn't have the idea of changing the player ship at start.

I also discovered that there is a data vault literally 10km outside of sensor range with this start which makes it a bit less challenging than I originally thought. :D
alistair3149
Posts: 21
Joined: Fri, 10. Oct 14, 07:03
x4

Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start

Post by alistair3149 »

New version updated
- Added two new gamestarts: The Upstart Teladi and The Argon Citizen
- Added player shipyard blueprints to The Master Builder
- Removed the teleport mk3 research from the Master Builder to fix plot mission
- Added NOTES section for the gamestart.xml file
Thorgorath
Posts: 16
Joined: Mon, 16. Nov 09, 20:50
x4

Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start 0.06

Post by Thorgorath »

This was intended to just be something half-assed for myself, but since I whole-assed it, I might just share it anyway. Feel free to include it in the mod.
Spoiler
Show

The Nobody
This isn't how you expected your career to go. Not even close. You warned your boss not to mess with the Scale Plate Pact, but he didn't listen. The fight was short. They shot out the shields, boarded the ship and dragged him away. You finished the repairs hours ago, but you still can't quite accept that this is your ship now. Afterall, you're just a mediocre engineer. You are absolutely not ready for this, but the public comm channels are full of talk about Xenon ships in the sector, so you best get moving. First lesson learned: Do not mess with pirates if all you have is an unarmed mining vessel.

You start with a Courier Miner in Silent Witness XI and 34 Cr.
Player model is Teladi.

gamestart.xml:

Code: Select all

<!-- The Nobody -->
    <gamestart id="x4ep1_gamestart_cas_6020_nobody" name="{1021,6020}" description="{1021,6021}" image="gamestart_2" group="9">
      <info>
        <item name="{1021,8}" value="{1021,6022}" /> <!-- Name -->
        <item name="{1021,1}" value="{1021,6023}" /> <!-- Location -->
        <item name="{1021,2}" value="{1021,6024}" /> <!-- Starting Ship -->
        <item name="{1021,3}" value="{1021,6025}" /> <!-- Cash -->
        <item name="{1001,2690}" value="{1021,6035}" /> <!-- Author -->
        <item name="{1001,2691}" value="{1021,6037}" /> <!-- Date -->
      </info>
      <location galaxy="xu_ep2_universe_macro" zone="zone001_cluster_44_sector001_macro">
        <position x="-90685" y="3560.0" z="-140695" />
        <rotation yaw="14.1" pitch="-3.0" roll="0.0" />
      </location>
      <player macro="character_player_trade_macro" money="34" name="Tertasobas Yayasisos Tissmaneos VI">
        <ship macro="ship_arg_s_miner_solid_01_a_macro">
          <loadout>
            <macros>
              <engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_01" />
              <engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_02" />
              <engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_03" />
              <weapon macro="weapon_gen_s_mining_01_mk1_macro" path="../con_weapon" optional="1" />
              <shield macro="shield_arg_s_standard_01_mk1_macro" path="../con_shield" optional="1" />
            </macros>
            
            <software>
              <software ware="software_scannerminingmk1" />
            </software>
            <virtualmacros>
              <thruster macro="thruster_gen_s_allround_01_mk1_macro" />
            </virtualmacros>
          </loadout>
        </ship>
        <inventory>
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1" />
          <ware ware="software_scannerobjectmk3" amount="1" />
        </inventory>
        <blueprints>
          <ware ware="clothingmod_0001" />
          <ware ware="clothingmod_0002" />
          <ware ware="module_arg_dock_m_01_lowtech" />
          <ware ware="module_arg_pier_l_02" />
          <ware ware="module_tel_stor_container_s_01"/>
          <ware ware="module_tel_stor_liquid_s_01"/>
          <ware ware="module_tel_stor_solid_s_01"/>
          <ware ware="module_gen_prod_energycells_01" />
          <ware ware="module_tel_prod_teladianium"/>
		  <ware ware="module_gen_prod_siliconwafers_01"/>
          <ware ware="module_gen_prod_water_01"/>
          <ware ware="paintmod_0006"/>
          <ware ware="paintmod_0048"/>
          <ware ware="paintmod_0049"/>
          <ware ware="paintmod_0050"/>
        </blueprints>
        <research>
          <ware ware="research_radioreceiver" />
          <ware ware="research_sensorbooster" />
          <ware ware="research_tradeinterface" />
        </research>
      </player>
  </gamestart>
0001-L044.xml:

Code: Select all

 <!-- The Nobody -->
    <t id="6020">The Nobody</t>
    <t id="6021">This isn't how you expected your career to go. Not even close. You warned your boss not to mess with the Scale Plate Pact, but he didn't listen. The fight was short. They shot out the shields, boarded the ship and dragged him away. You finished the repairs hours ago, but you still can't quite accept that this is your ship now. Afterall, you're just a mediocre engineer. You are absolutely not ready for this, but the public comm channels are full of talk about Xenon ships in the sector, so you best get moving. First lesson learned: Do not mess with pirates if all you have is an unarmed mining vessel. </t>
    <t id="6022">Tertasobas Yayasisos Tissmaneos VI</t>
    <t id="6023">(Silent Witness){20003,80001}</t>
    <t id="6024">(Courier \(Mineral\)){20101,11601}</t>
    <t id="6025">34 {1001,101}</t>
    <t id="6035">Thorgorath</t>
    <t id="6037">12/14/2018</t>
Now for the main reason I'm posting here:
While I was messing around with the gamestart, I noticed the the sector IDs are all over the place, so Idecided to map them.

I also made a ctrl-F-able list
Spoiler
Show

Code: Select all

zone001_cluster_01_sector001_macro	Grand Exchange I
zone001_cluster_01_sector002_macro	Grand Exchange III
zone001_cluster_01_sector003_macro	Grand Exchange IV
zone001_cluster_02_sector001_macro	Eighteen Billion
zone001_cluster_03_sector001_macro	Memory of Profit IX
zone001_cluster_04_sector001_macro	Nopileos' Fortune II
zone001_cluster_04_sector002_macro	Nopileos' Fortune VI
zone001_cluster_05_sector001_macro	Path to Profit
zone001_cluster_06_sector001_macro	Black Hole Sun IV
zone001_cluster_06_sector002_macro	Black Hole Sun V
zone001_cluster_07_sector001_macro	The Reach
zone001_cluster_08_sector001_macro	Silent Witness I
zone001_cluster_09_sector001_macro	Bright Promise
zone001_cluster_10_sector001_macro	Unholy Retribution
zone001_cluster_11_sector001_macro	Pontifex's Claim
zone001_cluster_12_sector001_macro	True Sight
zone001_cluster_13_sector001_macro	Second Contact II Flashpoint
zone001_cluster_14_sector001_macro	Argon Prime
zone001_cluster_15_sector001_macro	Ianamus Zura IV
zone001_cluster_15_sector002_macro	Ianamus Zura VII
zone001_cluster_16_sector001_macro	Matrix #451
zone001_cluster_17_sector001_macro	Matrix #9
zone001_cluster_18_sector001_macro	Trinity Sanctum VII
zone001_cluster_19_sector001_macro	Hewa's Twin I
zone001_cluster_19_sector002_macro	Hewa's Twin II
zone001_cluster_20_sector001_macro	Company Regard
zone001_cluster_21_sector001_macro	Scale Plate Green I
zone001_cluster_21_sector002_macro	Scale Plate Green VII
zone001_cluster_22_sector001_macro	Pious Mists II
zone001_cluster_23_sector001_macro	Sacred Relic
zone001_cluster_24_sector001_macro	Holy Vision
zone001_cluster_25_sector001_macro	Faulty Logic I
zone001_cluster_25_sector002_macro	Faulty Logic VII
zone001_cluster_26_sector001_macro	Atiya's Misfortune I
zone001_cluster_26_sector002_macro	Atiya's Misfortune III
zone001_cluster_27_sector001_macro	The Void
zone001_cluster_28_sector001_macro	Antigone Memorial
zone001_cluster_29_sector001_macro	Hatikvah's Choice I
zone001_cluster_29_sector002_macro	Hatikvah's Choice III
zone001_cluster_30_sector001_macro	Morning Star III
zone001_cluster_31_sector001_macro	Heretic's End
zone001_cluster_32_sector001_macro	Tharka's Cascade XV
zone001_cluster_32_sector002_macro	Tharka's Cascade XVII
zone001_cluster_33_sector001_macro	Matrix #79B
zone001_cluster_34_sector001_macro	Profit Center Alpha
zone001_cluster_35_sector001_macro	Lasting Vengeance
zone001_cluster_36_sector001_macro	Cardinal's Redress
zone001_cluster_37_sector001_macro	Pious Mists IV
zone001_cluster_38_sector001_macro	Pious Mists XI
zone001_cluster_39_sector001_macro	Memory of Profit
zone001_cluster_40_sector001_macro	Second Contact VII
zone001_cluster_41_sector001_macro	Second Contact XI
zone001_cluster_42_sector001_macro	Hewa's Twin III
zone001_cluster_42_sector002_macro	Hewa's Twin IV The Cove
zone001_cluster_43_sector001_macro	Hewa's Twin V
zone001_cluster_44_sector001_macro	Silent Witness XI
zone001_cluster_45_sector001_macro	Silent Witness XII
zone001_cluster_46_sector001_macro	Morning Star IV
zone001_cluster_47_sector001_macro	Trinity Sanctum VII
Figured this might be a useful resource for the mod's documentation.
mati140
Posts: 46
Joined: Thu, 15. Jan 09, 20:15
x4

Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start 0.06

Post by mati140 »

Hmmmm... is it possible to have the game start on foot on an NPC capship rather than a platform?

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