[Feasibility Study] Skirmish Mode start

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Tenlar Scarflame
Posts: 3359
Joined: Mon, 30. May 05, 04:51
xr

[Feasibility Study] Skirmish Mode start

Post by Tenlar Scarflame »

So this morning I expressed the idea of having a Skirmish Mode game start (alongside Campaign and Free Play) in which you could build two custom opposing fleets, pick an environment to fight in, customize the Skunk a little bit, and set everything off in a one-off battle.

My question is, how much of that idea can be achieved using mods? As I understand it a lot of the GUI is pretty locked down, so building a whole set of menus and knobs and dials into the splash-screen menu might not work very well.

However, if we know how the starting universe is built, maybe it would be possible to create an external program that could put together a custom 'skirmish mode' starting universe that would launch the next time you clicked Free Play. Is a better way of doing this possible, given what we know about Rebirth's modding potential so far?

Personally I think a Skirmish Mode option would do wonders for keeping people interested in the game while the sandbox game's issues are hashed out, but I understand that such a thing probably wouldn't be on Egosoft's radar for a very long time. So, I come to the Modcave for guidance. ^^
My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
User avatar
Killjaeden
Posts: 5366
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden »

I think a Skirmish Mode option would do wonders for keeping people interested in the game while the sandbox game's issues are hashed out
It would highlight bugs and flaws and AI problems that appear in large battles, so the players can turn back to sandbox when that is semi fixed, so the battle problems can be semi fixed :P
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image
User avatar
Tenlar Scarflame
Posts: 3359
Joined: Mon, 30. May 05, 04:51
xr

Post by Tenlar Scarflame »

Killjaeden wrote:It would highlight bugs and flaws and AI problems that appear in large battles, so the players can turn back to sandbox when that is semi fixed, so the battle problems can be semi fixed :P
Fair enough :P

It really seems, though, that people have had more fun in the Taranis plot battle than in any other part of Rebirth so far... even if they're not working 100% correctly, big fleet fights are still pretty rad. AND it would give people a straightforward way to test out combat-centered mods.

My first approach might be building an external program that can build a custom Save file- inspiration comes from stk25's savegame editor. I don't know if I'll have time to get to it this weekend but I'll definitely post results when I do.
My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
Tyrant597
Posts: 299
Joined: Wed, 9. Apr 08, 05:52
x4

Post by Tyrant597 »

It is definitely possible. In fact, Egosoft actually wrote a battle script, it is in md/test_bigBattle.xml . You could trigger it however you like, wouldn't necessarily have to start a new game, or choose a specific game-start.
You could even have the battle take place in a custom zone, so that it wouldn't affect the 'real' universe at all.
You don't talks about X:Rebirth...
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines

Return to “X Rebirth - Scripts and Modding”