[REQUEST] Mining enhancement mod - ship improvements too

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swatti
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Joined: Sun, 7. Dec 03, 12:03
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[REQUEST] Mining enhancement mod - ship improvements too

Post by swatti »

There were two mining mods, one dead and other one broken atleast partially by patches. Thus a new one is needed.

First and foremost. "in-sector" minig made more fun:
- Double NPC mining-beam range
- Double player mining-beam damage
- Decrease hull-damage to pitifull (OR add shields to mk2 miner-drones)

Ship improvements: Fedhelm "the mining ship"
- Needs three more mining-turrets, both sides and top.
- Better AI to search for asteroids ordered, ignore others
- Modify model for more accessable dronebay
- Failsafe for bad target, 1min -> go for next target

NPC ships should have more range then player and more turrets for larger coverage but player should have faster and more powerfull leizoor.
Drones get hit quite often by the beam so reduce its damage even further if possible. Or as mentioned, miner drone MK2-versions could have small shields.

The Fedhelm needs some serious help also. New AI to take it where it needs to be and the turret-coverage to take out its intended targets and from a longer range too.
Its dronebay is covered and causes many drones to get stuck, miners less but cargo-drones very often. Removing this cover by modifying the model would be good.
Theres also a minor issue with targeting. If the mining-turret cant turn to an angle where its target is, it gets stuck to that target till the ship moves, and it wont or the target goes out of range. So, a simple failsafe, swap target after one minute.

Out-of-sector mining was based on the amount of drones aboard the ship. This may need a small fix since the drones just pickup the stuff, the ship is the actual miner. I have no experience on Scoopers so they may increase the income by their numbers.
Overall the OOS-mining is "quite decent" but if someone is willing to dig deeper and re-balance it...

Anyways, ideas? Any modder out there willing to take on the challenge?

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