[WIP] Modified REM

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Folker
Posts: 157
Joined: Fri, 31. Jul 20, 21:56
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[WIP] Modified REM

Post by Folker »

Hi everyone, today I'm going to present a modified version of the REM mod, which was created by Realspace.

For those who don't know, REM is a complete rebalancing of ships by racializing them. This means that each race has its own specific characteristics. It makes the ships more unique and gives them realistic physics. If you want to know more, the mod is here:

https://www.nexusmods.com/x4foundations ... ?tab=files

So I suggested to Realspace that I modify his mod, and with his agreement, I'm using REM to do a major overhaul of the weapons and turrets to reinforce the fact that each race has its own specific characteristics.

So, I'm going to start by presenting the ideas, then the progress made, and finally the work to be done.

As I said, the goal is to reinforce the feeling that each race has its own specific characteristics. Here they are:
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Argon ---> Versatile weapons with long range. Weapons from XR and X3 have been implemented, such as the HEPT, HIT/MA, Plasma/MA, and Particle Accelerator, as well as certain weapons from Beryll and Plutarch.


Paranid ---> Beam weapons, generally medium- to short-range, usually slightly more powerful than average. Shields are slightly weaker to compense


Split ---> Very aggressive faction, with very powerful weapons that can inflict damage directly on the hull. Battles are generally lethal, both for opposing ships and for the Splits, who have very little shield.


Boron ---> They are peaceful, so they have a lot of shields, and their weapons are more focused on neutralization. They inflict a lot of damage to shields and very little to hulls, and have special effects that cause targets to drift. However, they should not be underestimated, as these effects can be decisive in combat.


Teladi ---> Their weapons are useless, but they have a lot of shields and hull. Some of their weapons have a dual function, combining combat and mining. Fighting a Teladi ship can take time and overheat your weapons because they are so sturdy.


Xenon ---> These are killing machines, descended from the terraformers who nearly destroyed Earth. Their weapons are carefully chosen to be deadly. A word of advice: never face a P or a B head-on, and make sure you have weapons that can easily destroy the hull of an I, as the Xenons' armor is significant.


Terran ---> They are technologically advanced, so their weapons are powerful and they have good shields, but their hulls are weak. The Asgard has a chance against an I, unlike all other ships.


Khaak ---> We all remember the presidential border in X3R or Timeline DLC. The Khaaks are a technologically advanced race that surpasses everyone else thanks to their technology and Kyon beams. They have very good shields and lethal weapons, but they are few in number.
All weapons will have a unique description with their own name, and the faction can also be recognized by the effects and characteristics of the weapons.

The weapons and shields of M and S ships will all have durability; they can be hit and therefore damaged or even destroyed. Damaged parts can be repaired using the repair laser, while destroyed parts can be repaired using equipment docks. It is very important to have crew members on standby, as during long battles they can continuously repair weapons, although this process is time-consuming.

This will also give more meaning to weapons that cause additional damage to surface elements, as well as weapons that cause damage to shields or even penetrate the hull. The resistance of each weapon will depend on the faction. For example, Terran and Boron weapons will have little hull, while Split and Teladis weapons will have more.

There is also a new type of weapon, which existed in X3 but not since XR : ammunition weapons. These are intermediate weapons between missiles and laser weapons, inflicting more damage but consuming ammunition.


Speaking of missiles, I'm going to address this point because I have lots of ideas about it:
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- Increase the hitbox of missiles

- Increase the missile reserve added by launchers:

- New missile concepts
MOT/PROP: Slowing down or deactivating engines and thrusters
COR: Corrosive
ICM: Tracker insensitive to countermeasures
D: Detonates near the target (if possible)
ES: Inflicts damage to surface elements but little to the rest
TB: Pierces shields
DB: Deactivates shields for a short time before reactivating them (if possible)
AUTO: Missiles with no reload time (or very short reload time)
RAFF: Burst missiles
TEG: Guided missile (novadrone style in XR if possible)
RARE: Certain very special and powerful missiles that can only be found in crates, cannot be
industrialized, and cannot be purchased.
PROJ-TEG: Guided laser projectile disguised as a missile (see if possible in case where the
missile is created from nothing or is not consumed)
Work in progress in chronological order:
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Step 1:

New weapon effects, descriptions, damage balancing:

Terran Done
Xenon Done
Argon Done
Paranid Done
Split Done
Boron Done
Teladi
Khaak

Bug fixes (I think there are quite a few)

Step 2:

Slight reworking of the economy to see if the weapons are consistent with their prices

Bug fixes

Step 3:

Implementation of damage to weapons and shields M/S

Bug fixes (there will surely be some)

Step 4:

Replacement/creation of missiles, some will be inspired by X3, others by XR, and the rest by me or people who suggest ideas to me.

Bug fixes

------------------------------------------

Step 1 is the longest and most tedious; I estimate its progress at 70-80%. On average, I make 2 weapons/turrets in an afternoon and for ammunition weapon I do 1 in 2 day.

Step 2 will be much faster.

Step 3 will also be fast.

Step 4 will take a little longer, but much less than the first step.
When I have some free time, I make videos for my channel. The next video will be about the Xenons.
https://www.youtube.com/@Folker998

We will publish it with Realspace's approval in stage 1, so you can play around with it a bit. However, if you have any ideas, I will add them at the end when the mod is in its final version. As for bug reports, they will be resolved when I get to the dedicated section at the end of any stage
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
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Re: [WIP] Modified REM

Post by Realspace »

This is a big challenge you took, your ideas look all great!
I am fixing many small things in REM. I made every race able to produce the basic engine of every other race. This was needed because if a race, say terran, would use an argon ship, they can not mount a terran engine (as we want) but could not produce an argon one so the ship was engine-less. I had hundreds of errors due to this, seems that this race crossover is more common than I thought...now it is fixed.
So...REM has to be bug-free before adding your great new features ;)
Folker
Posts: 157
Joined: Fri, 31. Jul 20, 21:56
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Re: [WIP] Modified REM

Post by Folker »

Realspace wrote: Wed, 31. Dec 25, 03:56 This is a big challenge you took, your ideas look all great!
I am fixing many small things in REM. I made every race able to produce the basic engine of every other race. This was needed because if a race, say terran, would use an argon ship, they can not mount a terran engine (as we want) but could not produce an argon one so the ship was engine-less. I had hundreds of errors due to this, seems that this race crossover is more common than I thought...now it is fixed.
So...REM has to be bug-free before adding your great new features ;)
Thanks for the quick feedback. As soon as you publish it, I'll transfer the changes from my modified version to the latest one.

If I understand correctly, the factions' equipment/weapons/ships must either be completely independent of each other, a bit like the Borons, or be completely mixable to avoid errors. Or is it just for engines and thrusters that are mandatory ? If I understand that, it will allow me to debug more quickly.

Otherwise, I'm glad you like the concept. I just published a video about the Xenons if you want to see it, here's the link:

https://www.youtube.com/watch?v=39ftJnYpZAY

Say me what you think. For the Xenons, we are very close to the concepts of XR.
Folker
Posts: 157
Joined: Fri, 31. Jul 20, 21:56
x4

Re: [WIP] Modified REM

Post by Folker »

Hi everyone, today I managed to create some new weapon logos inspired by the missile icon replacement mod. Thanks to this mod that realspace told me about, I learned how to make new logos.

Here are the ones I made today :

https://drive.google.com/file/d/1S91Ih3 ... sp=sharing

PS : Does anyone know how to display images directly with img /img
Folker
Posts: 157
Joined: Fri, 31. Jul 20, 21:56
x4

Re: [WIP] Modified REM

Post by Folker »

Hi everyone, I'm going to take a little break from modding for now, so I won't be making any progress on the modified version of REM.
I have exams coming up and I'm pretty busy at the moment, so I'm going to prioritize those, and when I'm done with exams, I'll take a little break.
Then I'll come back strong with the Teladis and Khaak factions completed.

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