[WIP - MOD] CAS - Community Alternate Start 0.08

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alistair3149
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Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MODDER RESOURCE] CAS - Community Alternate Start 0.06

Post by alistair3149 »

Updated to 0.07 and 0.08, included the latest fixes from the Argon Citizen mod, and included a new Teladi start.
mati140 wrote: Sun, 16. Dec 18, 19:58 Hmmmm... is it possible to have the game start on foot on an NPC capship rather than a platform?
Yes I think it is possible, you might have to spawn a cap ship first through md then put yourself on it.
iFred
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Joined: Fri, 30. Nov 18, 17:05
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by iFred »

The builder start seems to have a Problem with the Reputation stuff - it stays on 0 for all factions, even after 30 Hours of Gameplay.
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Retrox
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by Retrox »

In my game, i only have "readtext" messages, when i look for the new gamestarts. My game is on english. Does anyone have any idea, how to fix this?
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well :lol: ]
alistair3149
Posts: 21
Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by alistair3149 »

Retrox wrote: Fri, 28. Dec 18, 11:57 In my game, i only have "readtext" messages, when i look for the new gamestarts. My game is on english. Does anyone have any idea, how to fix this?
You need to put it in the X4 root extension directory instead of my documents.
alistair3149
Posts: 21
Joined: Fri, 10. Oct 14, 07:03
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by alistair3149 »

iFred wrote: Thu, 27. Dec 18, 09:15 The builder start seems to have a Problem with the Reputation stuff - it stays on 0 for all factions, even after 30 Hours of Gameplay.
That's weird. There's no modifications done on faction relation for the master builder start, would you mind to provide your mod list so that I can look into it for you?
norcaine_288
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Joined: Fri, 30. Nov 18, 20:06
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by norcaine_288 »

I've created a couple of gamestarts and wanted to share them with you - after all I learned pretty much everything from the other CAS files. The files are too long to put in a forum post - so here is a dropbox link for the time being. I send them to Alistair3149 to include into the mod (if he wants to) but haven't heard anything back yet. So if anyone is interested you can take a look here:

https://www.dropbox.com/sh/gmi7c20z68to ... n4gRa?dl=0

The gamestarts include player owned stations, so they require a few more files than usual. Enjoy!
ApoxNM
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Joined: Wed, 5. Dec 18, 06:17
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by ApoxNM »

norcaine_288 wrote: Wed, 16. Jan 19, 09:33 I've created a couple of gamestarts and wanted to share them with you - after all I learned pretty much everything from the other CAS files. The files are too long to put in a forum post - so here is a dropbox link for the time being. I send them to Alistair3149 to include into the mod (if he wants to) but haven't heard anything back yet. So if anyone is interested you can take a look here:

https://www.dropbox.com/sh/gmi7c20z68to ... n4gRa?dl=0

The gamestarts include player owned stations, so they require a few more files than usual. Enjoy!
You could make your own thread with some details, I am interested!
norcaine_288
Posts: 7
Joined: Fri, 30. Nov 18, 20:06
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by norcaine_288 »

Making my own thread wouldn’t really be appropriate – I’m not doing anything too different from the others. And CAS is supposed to be a collection of sorts from different authors, right?

But if you are looking for additional info I can certainly try to help.
If you want to know how to install the files – they are currently formatted so the work standalone with or without the other CAS files. Just drop them in a folder, name it something like “mygamestarts” or whatnot and drop this folder into the extensions folder in your game directory. Then you should be all set and the new gamestarts should appear once you fire up X4.

If you want to know more about the gamestarts themselves:
The first is the “Abandoned Spy” – an Argon agent who was discovered and is now hunted by the HOP. As she also pissed of the Godrealm the Argon denied knowing of her and declared her a renegade – So you start in a pirate sector between Paranid and Teladi space with no money and a ship with no shield generator – hunted by hostiles and disliked by most factions while the HOP being outright hostile. So you need to escape, get some quick cash to get your ship up to speed and from there you should be fine. There is a station in a remote pirate sector that the Argon didn’t confiscate as a bonus if you can make it that far.

The second is the “Rising Smuggler” – a Teladi criminal that has just overtaken his old bosses criminal syndicate. As such you start with a Spaceweed Station and the ships to keep it running – overall an easy gamestart with quick access to money and a powerful boost to keep the grinding during the first game hours somewhat shorter.

Then there is the “Mercenary Leader” – an Antigone war veteran. He is hostile to the HOP and is in fact attacked by one of their fleets right in the beginning. He has a small fleet of his own though and an Engine Part factory station to support more. This combat focused gamestart is also designed to get you to the more interesting parts of the game faster, just like the last one.

The last is the “Robbed Tycoon” – a former industrial magnate that was enjoying her riches until they mysteriously disappeared. She has her old station (Claytronics with all the frills) and a few ships – but almost no money or resources stocked. Nonetheless, once you get the station going it’s going to do what Claytronic factories do – it prints mountains of money.
taintedxodus
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Joined: Fri, 2. Mar 07, 00:58
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Re: [WIP - MOD] CAS - Community Alternate Start 0.08

Post by taintedxodus »

There are a couple errors for the Argon Cit gamestart that stop the PHQ from spawning in Argon Prime. In the X4Ep1_Mentor_Subscription.xml needs to be changed to this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>

<diff> 

	<!-- Disable the plot completely only when this game start is launched -->
	<add sel="//cue[@name='Phase_SignalLeak']/conditions">
		<check_value value="player.module != 'x4ep1_gamestart_cas_5100_AC'"/>
	</add>

	<!-- Move the plot forward and spawn the PHQ in Argon Prime (only when this game start is launched) -->
	<add sel="//cue[@name='Start']/cues">
		<cue name="Argon_Citizen_Progress_Plot" module="x4ep1_gamestart_cas_5100_AC">
			<delay exact="20s" />
			<actions>
				<debug_to_file name="'Boost'" directory="'Boost'" text="''" output="false" append="true" />
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Progressing Plot'" output="false" append="true" />
				
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Updating positions for PHQ'" output="false" append="true" />
				<find_sector name="$HQSector" macro="macro.cluster_14_sector001_macro"/>
				<set_value name="$HQPosition" exact="position.[-10km, 0m, -45km]"/>
				
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Calling Shortcut'" output="false" append="true" />
				<signal_cue cue="SHORTCUT_Research" />
				<signal_cue cue="Argon_Citizen_Finish_HQ_Setup" />

				<debug_to_file name="'Boost'" directory="'Boost'" text="'Progressing Plot Done'" output="false" append="true" />
			</actions>
		</cue>

		<cue name="Argon_Citizen_Finish_HQ_Setup" module="x4ep1_gamestart_cas_5100_AC">
			<conditions>
				<event_cue_signalled/>
			</conditions>
			<delay exact="5s" />
			<actions>
				<debug_to_file name="'Boost'" directory="'Boost'" text="''" output="false" append="true" />
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Finishing up HQ'" output="false" append="true" />
				
				<!-- Set the build storage as owned by the player -->
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Changing owner of build storage: ' + $HQ.buildstorage" output="false" append="true" />
				<set_owner object="$HQ.buildstorage" faction="faction.player" overridenpc="true"/>
				
				<!-- Enable the Research Menu -->
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Unlocking Research Menu'" output="false" append="true" />
				<set_value name="player.entity.$x4ep1_hq_research_unlocked"/>
				
				<debug_to_file name="'Boost'" directory="'Boost'" text="'Finishing up HQ Done'" output="false" append="true" />
			</actions>
		</cue>
	</add>
</diff>
Also there is a readtext error in 0001-L044.xml, line 89 has a } out of place. It missing after 20101,11402 and doubled after 20101,10702

Code: Select all

    <t id="5107">2x (Eclipse Vanguard){20101,10402}, 4x(Drill Vanguard){20101,10802}, 1x (Mammoth Vanguard){20101,11402}, 2x (Mercury Vanguard){20101,10702}</t>

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