[Idea] AI Empires

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Fumblesneeze
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Post by Fumblesneeze »

Tarazu: It is not my intention to fix the whole economy issue; I think that is egosoft's issue and I also think that they will be working on that. (and in the meantime someone could plug in their own economy mod like jey is doing)
I want to make an alternative set of scripts that work inside the current engine and give the actions and reactions meaning. (it might be possible to adjust these to work with the existing stuff, but as I said it's not my aim for now)
Tarazu
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Joined: Thu, 8. Apr 10, 07:59
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Post by Tarazu »

Ah, sorry for not being particularly clear on what I meant. In that thread jey explains how the economy's end consumer is functioning. The shipyard creates ships and runs "move.die" essentially teleporting them away and dissapear.

I meant that a first goal of this mod could be to create empires that have a goal. The goal may be different for different empires (aggressive/protective/economic perhaps). To fullfill this goal the empire will build ships/stations and use them and as such be a consumer for the economy to function more naturally.
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Fumblesneeze
Posts: 75
Joined: Tue, 26. Nov 13, 10:07
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Post by Fumblesneeze »

Yeah I did understand. I don't want to fix the vanilla stuff because I expect ego to heavily work on these things. On the other hand, my scripts should not conflict with the vanilla ones so if someone does make changes to the vanilla they would also work with this mod.

So, does anyone know how to load a different map than the XU_... one?

Because the blackgalaxy is pretty much what I wanted.. ^^

Maybe it is possible to edit a save to use it...

EDIT: it seems the blackgalaxy is somehow used for the main menu..

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