Mod capability compared to SPG2?

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maxrsp
Posts: 72
Joined: Sun, 5. Nov 06, 01:07

Mod capability compared to SPG2?

Post by maxrsp »

Hi All,

I know this may be a bit off topic but this is likely the only forum area frequented by the poeple who could answer the question...

Has anyone taken a close look at the modding capablity of the upcoming game Starpoint Gemini 2? It is in full Beta right now and based on my cursory review of the website their mod tools are already available.

I would be interested in any experienced modders feedback on the potential capabilty there versus the modding capabiltiy we know of in XR.

Thank you.
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Tanvaras
Posts: 170
Joined: Thu, 27. Nov 03, 10:45
x4

Post by Tanvaras »

This link might show you some of the guys playing with the mod tools - Again game has just moved to beta but is really good at this stage, mod tools are partially out with the rest to come soon.


A total conversion already underway:

http://www.starpointgemini.com/forum/sh ... hp?tid=253
maxrsp
Posts: 72
Joined: Sun, 5. Nov 06, 01:07

Post by maxrsp »

Cool, that looks promising. Anytime you get a genuine total conversion going I guess it says something about the modability of the game.

I downloaded the game this morning and have put in about 8 hours already... Very impressed so far. No campaign yet and some items not implemented but still very playable; lots of radiant quests and a good combat system in place, as well as (cough cough) ability to fly different ships.

I did a quick save game edit to cheat some money to accelerate my progress and I'm developing serious optimism for this game. It will be interesting to see what the final suite of mod tools will be.

It will have a very long way to go to replicate the strength of our X modding community but it seems to be off to a good start.

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