[MOD] World War X - Version 3.2- 07-17-2015 updated
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sounds like a great mod
i guess i have to get some defenses up for my stations in devries, since i never needed it until now.
i guess this mod isnt anyhow affecting/boosting the economy as well (as the Real War mod did)? i mean will the npc factions also build more battleships in their shipyards to throw them against each other so it creates a bigger need of specific wares (especially the wares produced in tech-based fabs are still insanely overstocked...Bio-Optic Wiring/Chemical Compounds/Podkletnov Generators/Microchips/Quantum Tubes etc...so there is no reason to build such a station atm.
).
btw thanks for your great work. modders like you (and many others who provide awesome stuff) keep me playing X:R and make the game how it should have been! i am looking forward to any new features that are coming to extend/polish the current X:R universe.

i guess this mod isnt anyhow affecting/boosting the economy as well (as the Real War mod did)? i mean will the npc factions also build more battleships in their shipyards to throw them against each other so it creates a bigger need of specific wares (especially the wares produced in tech-based fabs are still insanely overstocked...Bio-Optic Wiring/Chemical Compounds/Podkletnov Generators/Microchips/Quantum Tubes etc...so there is no reason to build such a station atm.

btw thanks for your great work. modders like you (and many others who provide awesome stuff) keep me playing X:R and make the game how it should have been! i am looking forward to any new features that are coming to extend/polish the current X:R universe.
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While this doesn't do what Real war mod did, there are economy boosting aspects. There will of course be more ships getting attacked and destroyed which means goods will be lost but also there are galaxy traders added here. There are galaxy traders from different factions (like PMC, JSS, LI, etc.) that travel to all the clusters looking to sell goods (basic and intermediate). The economy in my game is doing pretty well.diabolos099 wrote:sounds like a great modi guess i have to get some defenses up for my stations in devries, since i never needed it until now.
i guess this mod isnt anyhow affecting/boosting the economy as well (as the Real War mod did)? i mean will the npc factions also build more battleships in their shipyards to throw them against each other so it creates a bigger need of specific wares (especially the wares produced in tech-based fabs are still insanely overstocked...Bio-Optic Wiring/Chemical Compounds/Podkletnov Generators/Microchips/Quantum Tubes etc...so there is no reason to build such a station atm.).
btw thanks for your great work. modders like you (and many others who provide awesome stuff) keep me playing X:R and make the game how it should have been! i am looking forward to any new features that are coming to extend/polish the current X:R universe.
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I don't know how Berserk is doing it honestly. The thing is, even when Berserk gets a real economy going with shipyards producing ships for factions, I don't see how the shipyards are going to be able to meet up with demand. The amount of ships needed to be produced is quite a lot. They would need to produce all the trade ships and then patrol ships, escorts and then if you were to throw fleets into the mix, it is a lot of ships. I doubt the shipyards will be able to keep up with all this if it solely relies on all ships being produced by shipyards and no ships spawned by jobs.Dygaza wrote:I've been enjoying this mod a lot lately.
BlackRain, are you planning to try to implement jobs to be filled by shipyards instead of timed spawns? Maybe a joint operation with Berserk Knight?
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What about just having that particular sectors patrol be built? Like HOA having a patrol for just their shipyards and the ships of that patrol being built instead of spawned?BlackRain wrote:I don't know how Berserk is doing it honestly. The thing is, even when Berserk gets a real economy going with shipyards producing ships for factions, I don't see how the shipyards are going to be able to meet up with demand. The amount of ships needed to be produced is quite a lot. They would need to produce all the trade ships and then patrol ships, escorts and then if you were to throw fleets into the mix, it is a lot of ships. I doubt the shipyards will be able to keep up with all this if it solely relies on all ships being produced by shipyards and no ships spawned by jobs.Dygaza wrote:I've been enjoying this mod a lot lately.
BlackRain, are you planning to try to implement jobs to be filled by shipyards instead of timed spawns? Maybe a joint operation with Berserk Knight?
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Well, the economy wouldnt be able to handle too many shipyards because of the amount of goods needed to run a shipyard. There are a lot of things that would have to go into it. Tons more stations would have to be made to produce enough goods, more shipyards made. Problem is that you need build spots to build stations and there are limited build spots.Dygaza wrote:Yep, we would need that dynamica AI, that also builds more shipyards (and other stations aswell).
So for something like that to work you would have to get around all of this. How do you get around the need to have NPC build spots? You could spawn stations anywhere you want, sure, but it isn't the same as "building" them.
A lot of infrastructure would be needed and it would take significant time to build it all up. All of these things would have to be taken into account. An AI that understands it and knows what it needs to build and even replace if stations are destroyed.
Also stations would need to be made destroyable and the AI would have to know how to build out of zone which also brings some issues.
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Ah, can I take from this that it's relatively save-game safe, perhaps with the caveat it may take ships created a while to be destroyed, or something like that?BlackRain wrote:This is expected behavior. It doesn't get saved in your save game so you can easily remove it.
I keep meaning to try it, it looks great.
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Okay so next to do is corporate patrols/fleets/wings. Most corporations will just have fighter wings but a couple may have a fleet or two. Jonferson will have a couple of fleets and perhaps Ledda Industrial since these are the two largets after PMC. Each corporation will have the fighters unique to their company.
The following corporations have their own unique fighters : Jonferson, Ledda industrial, Albion energy subsidiary, No limit, Wholesome Foods, and Beryll.
These are the only corporations I believe have unique ships. For other corporations, they will have to borrow ships from another corp. The unique ships are only fighters. If any of the corps have larger ships they will need to use the already existing capital ships. Perhaps ledda will use the smaller carriers and Jonferson can use the Lyramekron (or whatever it is called). Maybe they can have a couple of Olmekrons too.
I am considering whether I should have them tied to stations and they will just patrol only their factions stations or should I have them only patrol the zone their faction has a station in or perhaps have them patrol the whole sector or cluster their stations are in.
The following corporations have their own unique fighters : Jonferson, Ledda industrial, Albion energy subsidiary, No limit, Wholesome Foods, and Beryll.
These are the only corporations I believe have unique ships. For other corporations, they will have to borrow ships from another corp. The unique ships are only fighters. If any of the corps have larger ships they will need to use the already existing capital ships. Perhaps ledda will use the smaller carriers and Jonferson can use the Lyramekron (or whatever it is called). Maybe they can have a couple of Olmekrons too.
I am considering whether I should have them tied to stations and they will just patrol only their factions stations or should I have them only patrol the zone their faction has a station in or perhaps have them patrol the whole sector or cluster their stations are in.
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Yeah, this is pretty much save game safe but it does rely on Manual command extension. Ships spawned will eventually either die or if their patrol timer ends they will die also.Archaeosis wrote:Ah, can I take from this that it's relatively save-game safe, perhaps with the caveat it may take ships created a while to be destroyed, or something like that?BlackRain wrote:This is expected behavior. It doesn't get saved in your save game so you can easily remove it.
I keep meaning to try it, it looks great.
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Ok, so I was thinking about it and there is one thing that really annoys me and that is ships spawning in the center of a zone, sometimes right on top of you. So, I don't yet know if it is possible to just have ships spawn in the unknown somewhere so this is what I have decided I am going to do.
I am going to completely redo where all ships spawn in the jobs.xml file. This will make this incompatible with Privata's more ai mod but I will do the following:
I am not going to touch trade ships, doesn't matter where they spawn in my opinion. I am only touching military ships but I am going to do all factions. I am going to have factions ships spawn from their stations and then from there they can go anywhere I want. So for example, I can have all PMC military ships spawn at the PMC shipyard and then they will either patrol Albion or Devries depending on what I want. Reivers will spawn at their reiver outposts.
Now I will have to get creative for some factions. Sovereign syndicate perhaps will spawn in that one zone that has no stations in Albion. There is one zone that has no stations in it at all so I will have Sovereign syndicate maybe spawn there and from there go into the rest of Albion or perhaps I will have them spawn at no limit stations or something, I will think on that.
Heretic vanguard, I will try to find a suitable zone for them in Omicron lyrae.
Xenon will spawn at their stations and then go on to attack the rest of the Universe.
Split will spawn from their station, Argon will spawn from the JSS shipyard, etc.
HOA will spawn from the HOA or ROC shipyards, Cantera from their shipyard.
I think this will make things much more interesting. What do you guys think?
Now I am not saying they will be built at said shipyards, they will just spawn there and from there move on. Initially this will have a lot of ships spawn in some of the zones so you might not want to be there initially but after they all clear out, they wont be spawning at the same time so it shouldn't be a problem after that initial spawn of ships.
I am going to completely redo where all ships spawn in the jobs.xml file. This will make this incompatible with Privata's more ai mod but I will do the following:
I am not going to touch trade ships, doesn't matter where they spawn in my opinion. I am only touching military ships but I am going to do all factions. I am going to have factions ships spawn from their stations and then from there they can go anywhere I want. So for example, I can have all PMC military ships spawn at the PMC shipyard and then they will either patrol Albion or Devries depending on what I want. Reivers will spawn at their reiver outposts.
Now I will have to get creative for some factions. Sovereign syndicate perhaps will spawn in that one zone that has no stations in Albion. There is one zone that has no stations in it at all so I will have Sovereign syndicate maybe spawn there and from there go into the rest of Albion or perhaps I will have them spawn at no limit stations or something, I will think on that.
Heretic vanguard, I will try to find a suitable zone for them in Omicron lyrae.
Xenon will spawn at their stations and then go on to attack the rest of the Universe.
Split will spawn from their station, Argon will spawn from the JSS shipyard, etc.
HOA will spawn from the HOA or ROC shipyards, Cantera from their shipyard.
I think this will make things much more interesting. What do you guys think?
Now I am not saying they will be built at said shipyards, they will just spawn there and from there move on. Initially this will have a lot of ships spawn in some of the zones so you might not want to be there initially but after they all clear out, they wont be spawning at the same time so it shouldn't be a problem after that initial spawn of ships.
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The reason I haven't released a new version yet is because I am doing considerable testing. It isn't going to work having all ships/fleets spawning in just the shipyard zones and such since it is just too much and crashes/freezes the game. I am trying to find alternative methods. I really want it to be as immerse as possible.
There are a few options. I could have a few different sectors (like some fleets/ships spawn at shipyard, some spawn at certain key zones) and I could do like a wave spawning where some will initially spawn and more will come later so hopefully the patrols have moved on by the time another wave spawns.
For the battleground areas in Devries, I could have the attack ships for PMC spawn in one of the connecting gate zones so it seems like they are heading through the gate. This will make that twilight sector a huge hot spot.
The Canteran and HOA battle fleets could spawn in the crimson zone which is one away from the twilight one and could proceed to fight whenever they meet up with a PMC fleet.
I could do it something like this, anyway I am testing different methods now and will see how it goes.
Another idea would be to have less spawns but to have them spawn pretty much as soon as one dies or finishes and this way it feels like a lot of ships. I will consider and test.
There are a few options. I could have a few different sectors (like some fleets/ships spawn at shipyard, some spawn at certain key zones) and I could do like a wave spawning where some will initially spawn and more will come later so hopefully the patrols have moved on by the time another wave spawns.
For the battleground areas in Devries, I could have the attack ships for PMC spawn in one of the connecting gate zones so it seems like they are heading through the gate. This will make that twilight sector a huge hot spot.
The Canteran and HOA battle fleets could spawn in the crimson zone which is one away from the twilight one and could proceed to fight whenever they meet up with a PMC fleet.
I could do it something like this, anyway I am testing different methods now and will see how it goes.
Another idea would be to have less spawns but to have them spawn pretty much as soon as one dies or finishes and this way it feels like a lot of ships. I will consider and test.
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Hi,
i think the way is wrong.
You cant get real immersion and an "real" functioning economy with the formula : i can build 5 ships/day and that the game looks cool i destroy every 10min a ship ......
It musst be massive more capacity to build ships, or the ships must act smarter ....
An leader who command the fleets would be not on his position if he care not over the possibility to refill his looses on ships.
And if he can only X amount of ships rebuild in time - he cant loos X x 10 amount ... or he will quick discontinued in his "job" ...
So the ships can fight ... but musst react to dangerous situations who the destroying of an ship is near better ...
Simple -> the ships must better give up, as be destroyed, and flee ...
But this will be an task of the AI .... and the actual state of the AI is .... umhhh ..... suboptimal .......
Just my 2 cents
Regards
R-TEAM
i think the way is wrong.
You cant get real immersion and an "real" functioning economy with the formula : i can build 5 ships/day and that the game looks cool i destroy every 10min a ship ......
It musst be massive more capacity to build ships, or the ships must act smarter ....
An leader who command the fleets would be not on his position if he care not over the possibility to refill his looses on ships.
And if he can only X amount of ships rebuild in time - he cant loos X x 10 amount ... or he will quick discontinued in his "job" ...
So the ships can fight ... but musst react to dangerous situations who the destroying of an ship is near better ...
Simple -> the ships must better give up, as be destroyed, and flee ...
But this will be an task of the AI .... and the actual state of the AI is .... umhhh ..... suboptimal .......

Just my 2 cents

Regards
R-TEAM
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I apologize but I don't really know what you are saying here. The purpose of this mod is not to create a "real economy" or anything like that. The purpose is to make the game more interesting and fun and more stuff to do when you start getting your own fleets and such. I am just trying to find a more immerse way to have ships spawn so they don't spawn right on top of you, especially when it is a dozen ships.R-TEAM wrote:Hi,
i think the way is wrong.
You cant get real immersion and an "real" functioning economy with the formula : i can build 5 ships/day and that the game looks cool i destroy every 10min a ship ......
It musst be massive more capacity to build ships, or the ships must act smarter ....
An leader who command the fleets would be not on his position if he care not over the possibility to refill his looses on ships.
And if he can only X amount of ships rebuild in time - he cant loos X x 10 amount ... or he will quick discontinued in his "job" ...
So the ships can fight ... but musst react to dangerous situations who the destroying of an ship is near better ...
Simple -> the ships must better give up, as be destroyed, and flee ...
But this will be an task of the AI .... and the actual state of the AI is .... umhhh ..... suboptimal .......
Just my 2 cents
Regards
R-TEAM
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Okay, I have been doing a lot of testing and am still trying out stuff. I want to completely replace the jobs.xml to make things much more interesting. No more 1 capital ship patrols. From now on, there will be patrols with groups of ships, some just fighters, some capital ships and fighters. This is the idea anyway. I need to see if it will work as intended but I have put a lot of work into this. I have had a lot of setbacks though because some things aren't working as they should but I am going to try a few more ideas I have and see what works.
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I think I got it to a point now where I am going to release a new version tomorrow. There are a lot of changes so the new version will be 1.5. I did a lot of testing and tweaking so hopefully the universe will be much more interesting. There is still a lot of work to do and I didn't get to corporations yet but all the major factions have been touched.
I completely got rid of all the vanilla patrols and replaced them with new patrols. Fighter squadrons and small fleets will now defend and attack.
"Far Out" is considered HOA space (Yes I know the PMC HQ is there but it is the only PMC station in the sector and HOA has a huge presence in this sector) so no PMC military ships will spawn in "Far Out". Only HOA military ships will spawn in Far out. There are a couple of PMC fleets and fighter wings which will go into Far out from PMC space and "attack" HOA ships and assets (if they are set to enemy).
There are also HOA fleets which will go and attack PMC space. All other sectors in Albion are considered PMC space.
Sovereign syndicate ships will spawn in Lookout Alpha - Epsilon lowlands and will go anywhere in PMC space. Sovereign syndicate has a few fighter wings and has a small fleet which consists of a Taranis and around 30 fighters.
Devries is split up into a few areas of interest. Glaring Truth is considered Canteran space so Canteran ships will spawn there and patrol mostly that one sector. HOA ships will also spawn in Glaring truth, some of which will also patrol to the other sectors (except for the "battleground" sector)
Barren Heart is considered Reiver territory and only Reiver ships will spawn here. Some which will defend their space and some which can go to the other sectors of Devries and attack. Reivers have mostly fighter wings but they have a small fleet with Titurel and lots of fighters.
Bleak Pebble is considered to be contested space. HOA, Canteran and PMC fleets/fighter wings will spawn here. There are a lot of ships which will spawn in this sector. Between HOA and ROC there are around 20 fighter wings and 5 fleets which will spawn. PMC has around 20 fighter wings and 7 or so fleets which will spawn. They will fight each other whenever they meet. Some may go and attack other sectors in Devries if they can get away from Bleak Pebble.
Maelstrom is also very divided. Sable Vortex is Xenon space and I would advise you not to go there. The amount of fighter wings and fleets they have is immense. However, many of these fighter wings and fleets can leave Sable Vortex and try to attack all other clusters. They still have a decent size defense force though and this is where all their ships will spawn and the only sector they will spawn (be prepared)!
Blurred reflection is Split space. They have a decently sized military which will patrol all of blurred reflection. Some of their fleets may also invade sable vortex. Since many Xenon may move through here, the split may have a hard time holding them back.
Sigma Sector is considered Argon space, however, the separatists, HEV, have the most influence here. All HEV ships/fleets will spawn in this sector. They can invade anywhere in Argon space if they wish. All their ships are fighters though, no capital ships for now.
All of Omicron is considered Argon space. All argon ships spawn here. Argon fleets may attempt to invade Xenon space or the HEV in sigma. Argon military is very powerful with many fighter wings and fleets patrolling their space.
Future - to be done-
Corporate fighterwings/fleets. Some of the defense of Argon space will be outsourced to JSS and other corporations. Corporations will patrol their assets with their own ships (if they have faction based ships) or with something reasonable. Perhaps JSS will have some capital fleets as well.
Also to do, add small fleets (frigates and fighters, small carriers and fighters, etc.) Also, perhaps smaller reconnaissance fighter wings as well.
I completely got rid of all the vanilla patrols and replaced them with new patrols. Fighter squadrons and small fleets will now defend and attack.
"Far Out" is considered HOA space (Yes I know the PMC HQ is there but it is the only PMC station in the sector and HOA has a huge presence in this sector) so no PMC military ships will spawn in "Far Out". Only HOA military ships will spawn in Far out. There are a couple of PMC fleets and fighter wings which will go into Far out from PMC space and "attack" HOA ships and assets (if they are set to enemy).
There are also HOA fleets which will go and attack PMC space. All other sectors in Albion are considered PMC space.
Sovereign syndicate ships will spawn in Lookout Alpha - Epsilon lowlands and will go anywhere in PMC space. Sovereign syndicate has a few fighter wings and has a small fleet which consists of a Taranis and around 30 fighters.
Devries is split up into a few areas of interest. Glaring Truth is considered Canteran space so Canteran ships will spawn there and patrol mostly that one sector. HOA ships will also spawn in Glaring truth, some of which will also patrol to the other sectors (except for the "battleground" sector)
Barren Heart is considered Reiver territory and only Reiver ships will spawn here. Some which will defend their space and some which can go to the other sectors of Devries and attack. Reivers have mostly fighter wings but they have a small fleet with Titurel and lots of fighters.
Bleak Pebble is considered to be contested space. HOA, Canteran and PMC fleets/fighter wings will spawn here. There are a lot of ships which will spawn in this sector. Between HOA and ROC there are around 20 fighter wings and 5 fleets which will spawn. PMC has around 20 fighter wings and 7 or so fleets which will spawn. They will fight each other whenever they meet. Some may go and attack other sectors in Devries if they can get away from Bleak Pebble.
Maelstrom is also very divided. Sable Vortex is Xenon space and I would advise you not to go there. The amount of fighter wings and fleets they have is immense. However, many of these fighter wings and fleets can leave Sable Vortex and try to attack all other clusters. They still have a decent size defense force though and this is where all their ships will spawn and the only sector they will spawn (be prepared)!
Blurred reflection is Split space. They have a decently sized military which will patrol all of blurred reflection. Some of their fleets may also invade sable vortex. Since many Xenon may move through here, the split may have a hard time holding them back.
Sigma Sector is considered Argon space, however, the separatists, HEV, have the most influence here. All HEV ships/fleets will spawn in this sector. They can invade anywhere in Argon space if they wish. All their ships are fighters though, no capital ships for now.
All of Omicron is considered Argon space. All argon ships spawn here. Argon fleets may attempt to invade Xenon space or the HEV in sigma. Argon military is very powerful with many fighter wings and fleets patrolling their space.
Future - to be done-
Corporate fighterwings/fleets. Some of the defense of Argon space will be outsourced to JSS and other corporations. Corporations will patrol their assets with their own ships (if they have faction based ships) or with something reasonable. Perhaps JSS will have some capital fleets as well.
Also to do, add small fleets (frigates and fighters, small carriers and fighters, etc.) Also, perhaps smaller reconnaissance fighter wings as well.
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I'm really not sure if its even possible but I love the Idea of invading fleets, but anyways my idea is would it be possible to have entire sectors "change" control? Like stations becoming allied with HOA after being attacked?
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
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"Time is the fire in which we burn"
Reaper's Mod Index