X2: Hostile Universe

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giskard
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X2: Hostile Universe

Post by giskard »

Hello all.

Time to update my plans for my X2: Hostile Universe mod.

Players wishing to contribute can do so at the link below. That is where I post all ideas and respond to ideas posted or feedback. The forum is not as busy as this one, which this makes it a lot easier for me to keep track of stuff. The search function also works there :)

You will need to register (an anti spam bot measure i added) in order to see the X2 forum on the site ( http://www.respawn.co.uk ).

http://www.respawn.co.uk/modules.php?na ... &p=301#301

Before I forget: Special thanks to Reven for his excellent Tutorials:

X2: Hostile Universe

The original Freelancer Hostile Universe was created to add features to that game that I felt should have existed in the original game. Well X2 Hostile universe is being created with the same basic idea in mind.

Player feedback on the Freelancer version of this mod helped me a great deal, so much so that some of them felt like they where part of the HU team even though they just posted feedback and new ideas. Im hoping the same thing will happen again as I found it extremely useful to have players with definate ideas of their hanging around the forum.

The one rule was the ideas had be in keeping with my idea of what I wanted HU to become. In this case an extension of X2 not a collection of cheat scripts. So for an idea to be considered it had to be in keeping with the original game in some way.

Hostile Universe as Ship upgrades

I have decided to make the entire mod as a series of ship upgrades. This means to enable a feature you must first buy the right upgrade. This makes it easier for players to choose which parts of HU they wish to use and which parts they do not. It also makes it easier for players to disable parts later.

(The NewMars sector and other Freelancer HU sectors and perhaps ships may well appear too but are currently not planned).

The core feature of X2 Hostile Universe will be Missions and Encounters. This is where most of the work is being done and is accessable via a Communication scanner upgrade available from specific equipement docks.

Fitting then Communication scanner upgrade enables the missions and encounters HU will add to X2.

The Communication Scanner and the first Encounter is already working. More missions or encounters will be added soon. Hostile Universes initial release will be dependant on these encounters rather than the other ship upgrades I will add.
Contact me if you can translate English into German or any other language X2 supports and are willing to help me do the translations, you do not need to be a scripter but if you are it would make things a lot easier. Prior to the release of the mod I'll be sending you either the text that needs translating or the english xml doc depending on your experience.
Other Ship Upgrades planned.

I plan to include a patrol upgrade to allow multi sector patrols for warships and a remoting banking feature to help with the collection of cash from player owned factories (if it doesnt lag the game too much).

Also I will be putting a lot of work into the pirate side of the game so players can choose pirate life if they wish. Right now pirates have very few options.

Capital ship engagements will exist but only as encounters, see above.

Bounty hunters will exist but only as encounters, see above (I loved the idea somebody posted so i'll be including it.:) ).

Detailed information on each of these areas is available at the link above. Please feel free to register and post your own thoughts. I give all feedback serious thought and whilst not all ideas or comments are accepted, the best ones usually are.

So if you wanted a feature thats in keeping with the existing game now may be your chance to get it. :)

PS the current version of the mod is being tested with an unmodified saved game so it may be possible to add HU to an existing game but you may need some scripting experience to run the script that will start HU that way. The plan is actually to have the player start a new game for those not familar with this process because it should be much easier for the scripting noobs out there (who wants to learn scripting just to play mod anyway lol).

Giskard
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Sandalpocalypse
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Post by Sandalpocalypse »

Looks neat. Keep in mind there's an expansion in the works, tho.


8)
hrett
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Post by hrett »

Sandalpocalypse wrote:Looks neat. Keep in mind there's an expansion in the works, tho.


8)
Really?

Man - I have been away too long. Got a link that gives a description?
Blindly going where no man has gone before...
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giskard
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Post by giskard »

Any future expansion Egosoft release will more than likely not work with any mods anyway. So its a mute point really :)

Besides there are features fans have been crying out for since XBTF that Egosoft have not had the time to add. So the chances are high they will not have the time to add much of what im currently doing either.

They are after all a small company.

Giskard
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