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

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iforgotmysocks
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Post by iforgotmysocks »

DELETED

Just... why?

The start sucked, so the project went into the trash.

I started from scratch, aimed for more useability and more balance.
The new Project will be easy to configure, easy to update and there won't be a version chaos. Unbelievable, isn't it? :p

What improvements are going to take place to get started?

- less lame name!
- 2 inventoryitem modes available:
--> 1. specific items per missiletype
--> 2. random items of a selected itemgroup (how it was handled in MG v0.2)
- config file to set/enable functionalities like important info texts, debug texts, rebuild speed and item mode.
- auto detection for "Improved Missiles" Update to v1.7 required! (coming soon)
- update system integraded, no "clean" save nessesary anymore
Last edited by iforgotmysocks on Sun, 15. Dec 13, 05:37, edited 10 times in total.
iforgotmysocks
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Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks »

Hm, nobody having problems? :)
That would be a nice start.

Anyway, going to sleep now.
Cya.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

This looks like a nice piece of creative modding :D

Like the idea but have not had a chance to check it out yet.

Rather than the inventory usage being random perhaps it could be specific quantities of specific materials for specific missiles?

For example:-

Crushers: hazardouswaste, scrapmetal, enginecomponents
Sunstalker: radioactivewaste, scrapmetal, enginecomponents
Swarmkillers: hazardouswaste, shipwreckage, terranhitechgoods
Novadrones: plutoniumdioxide, shipwreckage, weaponinterfacechips

Quantities to be balanced based on average cost of materials relative to average cost of missile - perhaps balanced to 50% of mean missile purchase price?

[EDIT]Perhaps have the speed of construction affected by the Skunk's (or capital's) engineer's engineering skill level?

For example:-

No engineer: 150% regeneration time
0 star engineer: 100% regeneration time
1 star Engineer: 90% regeneration time
2 star Engineer: 80% regeneration time
3 star Engineer: 70% regeneration time
4 star Engineer: 60% regeneration time
5 star Engineer: 50% regeneration time[/EDIT]
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks »

Roger L.S. Griffiths wrote:This looks like a nice piece of creative modding :D

Like the idea but have not had a chance to check it out yet.

Rather than the inventory usage being random perhaps it could be specific quantities of specific materials for specific missiles?

For example:-

Crushers: hazardouswaste, scrapmetal, enginecomponents
Sunstalker: radioactivewaste, scrapmetal, enginecomponents
Swarmkillers: hazardouswaste, shipwreckage, terranhitechgoods
Novadrones: plutoniumdioxide, shipwreckage, weaponinterfacechips

Quantities to be balanced based on average cost of materials relative to average cost of missile - perhaps balanced to 50% of mean missile purchase price?

[EDIT]Perhaps have the speed of construction affected by the Skunk's (or capital's) engineer's engineering skill level?

For example:-

No engineer: 150% regeneration time
0 star engineer: 100% regeneration time
1 star Engineer: 90% regeneration time
2 star Engineer: 80% regeneration time
3 star Engineer: 70% regeneration time
4 star Engineer: 60% regeneration time
5 star Engineer: 50% regeneration time[/EDIT]
Ya, using specific items per missiletype is already on the todo list. ^^
But using the engineer to reduce time is quite a good idea. I like it!
We just should be carefull with the values. It still should need its time to rebuild them. ^^
iforgotmysocks
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Post by iforgotmysocks »

News:
Rebuild time variations depending on engineer skill (if available) and missiletype almost done.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Will have to give this a try at some point, probably when I start heading to the combat heavy portion of the story... at the moment I am still under the cosy protection/dominion of the PMC ;)
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks »

Roger L.S. Griffiths wrote:Will have to give this a try at some point, probably when I start heading to the combat heavy portion of the story... at the moment I am still under the cosy protection/dominion of the PMC ;)
You really should start kicking their asses. :3
I don't like them. xD

Have fun!
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Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
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Post by Sam L.R. Griffiths »

iforgotmysocks wrote:
Roger L.S. Griffiths wrote:Will have to give this a try at some point, probably when I start heading to the combat heavy portion of the story... at the moment I am still under the cosy protection/dominion of the PMC ;)
You really should start kicking their asses. :3
I don't like them. xD

Have fun!
I will do... you have heard the old saying... Keep your friends close but your enemies closer... what isss not sssaid isss until you decide it isss profitable to ssstab them in the back :twisted:
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks »

Alright, v0.2 is out!
Please report bugs and post what you think about it! :)

Have fun!



------------------------------
Roger L.S. Griffiths wrote:I will do... you have heard the old saying... Keep your friends close but your enemies closer... what isss not sssaid isss until you decide it isss profitable to ssstab them in the back :twisted:
Alright. xD
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks »

v0.3 coming soon. :)

- Mod will be renamed, because Missile Generator is just lame
- specific needed items for each missile type
- no different versions anymore, automatic detection of the mod "Improved Missiles" if updated to v1.7 (coming soon)
- no more debug versions, but instead there will be a version with activated infoboxes above the information panel of the cockpit where infos about the MG will be visible.

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