X Rebirth

X Rebirth

Hiigaran Crossroads Cluster v2.2
162 Comments
Judgement 7 Mar, 2020 @ 6:40am 
@ExavierMacbeth,

Fair enough, was just making sure I was not doing anything wrong. An made me confused.
ExavierMacbeth  [author] 6 Mar, 2020 @ 9:30pm 
Wow I am surprised this mod is still functioning after all this time. I think I removed the randomness from that when I did the 2.0 revision, must not have updated the description.
Vectorial1024 6 Mar, 2020 @ 8:30pm 
@Judgement

maybe the description is wrong
Judgement 6 Mar, 2020 @ 11:50am 
I tried it like 15 times, still get the same spawn each time. 3 Frigates, 2 Construction and 1 freighter. always the same.

I do not own the HoL DLC is that why?
aladinaleks 6 Mar, 2020 @ 2:20am 
3-6 its random
Judgement 5 Mar, 2020 @ 12:44pm 
Just a curious question, when you select the Hiigaran start is says you can start with (3-6) Frigates and (3-6) Construction ships and with 1 freighter an 100m. But you always start with 3 Frigates and 2 Construction ships with 1 freighter, so I was wondering is there a way to alter it or am I misunderstanding something.
mazrados 13 Mar, 2019 @ 12:17am 
Awsome :)
Speach could be better but it's barely an issue.
Also like this new ship. It makes sense for DV as I did not see anything else then fighters over there.
Wilsonatron 26 Oct, 2018 @ 5:26pm 
Does this work well with New frontiers mod?
Vectorial1024 30 Jul, 2018 @ 1:41am 
I just sent you the translations over at the Forums.
ExavierMacbeth  [author] 29 Jul, 2018 @ 6:38pm 
As aladinleks said I welcome any translations you want to send me. The thread on the official forums is generally better for posting those to me than trying to link them in steam... I am actually working on an update right now so I can include the translations in pretty quick :)

As far as the sub-mod/addon, Other modders are more than welcome to use my code or framework in any other project they wish (related or not). The only line I draw is at any artwork which I do prefer to be asked about (since I often get permission to borrow art from other artists).
Vectorial1024 26 Jul, 2018 @ 8:58am 
[1] My mod will be affecting how subscribers perceive Hiigaran Crossroads. I hope to get Exavier's permission first. (In fact the new mod is sitting in my Workshop waiting to be shown public)

[2] I have the mod source and its t-files. aladinakes are you sure you can represent Exavier? I need to know how he wants to have the file handled.
aladinaleks 26 Jul, 2018 @ 7:25am 
1) In order to remove the fog, you do not need to ask permission. )) This is only your desire to do or not. You do not modify the author's mod, you create your own add-on.

2) Download the mod and make the translation into Chinese. Send files via Forum PM - https://forum.egosoft.com/viewtopic.php?t=376352

the author answers at the forum.
Vectorial1024 26 Jul, 2018 @ 6:46am 
Hi there again,

First thing: I have prepared a Remove Fog sub-mod for your Hiigaran Crossroads mod. The Remove Fog line of mods is aimed to let players have a choice as to whether they want to get the fog effects in the game, should they be willing to sacrifice vfx for better performance. Requesting permission to publish the sub-mod.

Second thing: I would like to help translate the texts of this mod from English to the both Chinese. Would that be possible?
ExavierMacbeth  [author] 4 Jul, 2018 @ 11:53pm 
I will also point out that Egosoft didn't consider gate & highway gate locations in the way they handle save game loading. If I physically move the gate it will break everyones saved games. I tested that when I did the 2.0 update originally.
ExavierMacbeth  [author] 4 Jul, 2018 @ 11:49pm 
Thats by design.
The intent was to future proof the mod against additional DLC, Native AI patrols camping the gates, & whatever crazy additions modders came up with. Technically all those gates share the exact same coordinate offsets lol

As far as Egosoft is concerned a zone is a 100km by 100km by 100km cube. You'd be surprised by how few zones actually respect the absolute center. :P
Vectorial1024 4 Jul, 2018 @ 10:31pm 
Hi there,
Is it possible to adjust the gates inside the vanilla systems (Albion, DeVries, etc)? They seem to be placed very far off the zone center; it is a bit difficult to fly to those gates and back to normal space.
ExavierMacbeth  [author] 10 Jun, 2018 @ 8:45pm 
Update 2.2

- Correction for Russian Language
ExavierMacbeth  [author] 10 Jun, 2018 @ 5:06am 
Bah stop putting bugs both here and on ego forums, I never know which one to reply to you on :P

Language I will look into and update tomorrow. See Ego Forums for expanded details & followup questions reguarding it.

For the NPCs I have no idea, thats why I asked how long you waited. I think the refresh script triggers randomly with a time range of 15-60min. I saw general NPCs on the stations pretty much immediatly but didn't specifically look for the Ship Dealers. Will check that out when I get after i get some sleep. Worst case I will add a couple of lines to the station spawn code to force spawn the Ship Dealers... I do however need to know exactly which stations you checked. The shipyards in Sparkling Desert & Sea of Lost Souls are spawned differently than the others. I need to know what set I will need to modify.
aladinaleks 10 Jun, 2018 @ 4:56am 
And update the Russian language. You used the old file of the Russian text.

https://drive.google.com/file/d/1ZJfLsWtZ6T2T1eyP5y9HZOoJUOch7tE1/view?usp=sharing
aladinaleks 10 Jun, 2018 @ 4:52am 
Checked at the start of the game. No NPC only in the system Hiigaran.

How long does it take to wait?
ExavierMacbeth  [author] 10 Jun, 2018 @ 4:39am 
I don't have any special scripts that add NPCs to the stations. Thats all done by the games generic scripts for NPC Faction controlled stations. Same scripts that provide the mechanics, drone dealers, etc.

Is it an issue with all the Shipyards? (3 Main Faction Capitals & 2 Minor Faction Civ) The Minor & Major stations are spawned differently so if its just one set of them thats not getting them then I might have to force something. If its all of them then the question is how long did you wait before checking them since the script to recycle/refresh station NPCs is rather slow.
aladinaleks 10 Jun, 2018 @ 3:30am 
Not fixed:

- Shipyard does not have ship dilers XL / L class
- No engineer

Maybe I do not understand something? Maybe this was conceived?
ExavierMacbeth  [author] 9 Jun, 2018 @ 10:00pm 
Btw this update should not break saved games. Any broken stations should re-initialized automatically.
ExavierMacbeth  [author] 9 Jun, 2018 @ 9:54pm 
Update 2.1 is out.
- Added Initialization for default stations.
- Added patch code for broken faction constructed stations
- Added patch code for station trading errors
- Added Russian language & audio
- Added patch code for broken station combat scripts
ExavierMacbeth  [author] 2 Jun, 2018 @ 11:56am 
@rawlingsgraham69, The asteroids & nebula have always been a problem with X Rebirth mods in general no matter how much I tweak them. Heck I even broke it down into multiple smaller fields (so the graphics can be culled from memory), removed alot of the random rotations, and even made more than 70% of the fields fake (no physical resorces or objects) in order to try to lighten the graphics & processing load.

I've tried to make lighter versions but this is the closest I could come without it becoming bland and empty because things started fading into the background too much.

What system specs do you have that are considered low end? My "oldest" machine that I still used for testing is an old Phenom II X4 with an Nvidia GTX 560. It had alot more problems with the AI traffic density (after more than 3 gates were opened) than it did with the background effects.
rawlingsgraham69 2 Jun, 2018 @ 7:45am 
This is a great mod iin general it seems to run well on my low end system untill you get into the asteroid belts and nebula's they grined me to an almost unplayable rate so i tend to stay out of those. It wouyld be cool if there was a lighter version of this but either way its cool do you thing it might be posible if any fucher updates to remove some of the mealstrom effects from it like the plasma storm that runs through the syastem as that seems to slow things down a bit anyway great mod.
Sonic 5 Mar, 2018 @ 1:53pm 
Спасибо
Mariouzs 17 Feb, 2018 @ 10:23pm 
So, is not updated yet?
aladinaleks 26 Jan, 2018 @ 4:52pm 
@Ishmala Ibn Khattab

Вбей в поиск гугла название мода,скачай его с сайта. На сайте с русским.

https://www.google.com.ua/search?newwindow=1&source=hp&ei=-cxrWsXTGcfXsAHZ-76QAw&q=Hiigaran+Crossroads+Cluster+&oq=Hiigaran+Crossroads+Cluster+&gs_l=psy-ab.3..0i22i30k1l2.1638.1638.0.2662.3.2.0.0.0.0.104.104.0j1.2.0....0...1c.1.64.psy-ab..1.2.198.6..35i39k1.94.rfydTHYAI-I

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ExavierMacbeth  [author] 26 Jan, 2018 @ 12:10pm 
And no I don't trust google translate for the language files I will be using. They were provided by a 3rd party.
ExavierMacbeth  [author] 26 Jan, 2018 @ 12:08pm 
@Ishmala : The Russian Translation files got misplaced in my project file when I did the last update. They will be included in the hotfix that I will be releasing soon to fix some of the stations.

Google Translation Attempts:
Когда я сделал последнее обновление, файлы русского перевода были потеряны в моем файле проекта. Они будут включены в исправление, которое я скоро выпущу, чтобы исправить некоторые из станций.

Kogda ya sdelal posledneye obnovleniye, fayly russkogo perevoda byli poteryany v moyem fayle proyekta. Oni budut vklyucheny v ispravleniye, kotoroye ya skoro vypushchu, chtoby ispravit' nekotoryye iz stantsiy.
Sonic 26 Jan, 2018 @ 11:49am 
а на Русском нету?
ExavierMacbeth  [author] 9 Dec, 2017 @ 6:18pm 
@MegaTherium Last update was Nov 27th and as far as I am aware the more recent patch to the game didn't affect anything I use. Or at least i haven't had any bug reports yet. If you get one please post it in the v2.0 Bug report discussion so i can review it.

Next update will be after theh olidays stop making RL a pain :P
Therium 9 Dec, 2017 @ 4:55pm 
Is this upto Date ?
Drako 4 Dec, 2017 @ 12:44pm 
the earlu alpha is already great to play :)
ExavierMacbeth  [author] 3 Dec, 2017 @ 3:13pm 
Thats why I was thinking of just adding some generic triggers to my code. It wouldn't be hard to set up a few script cues that other mods could force trigger to say open the gates, reset the traffic, or disable the initial station spawns. Then they could map whatever content they wanted in the area as a replacement.
Raider480 3 Dec, 2017 @ 2:22pm 
Isn't that the early-early alpha for CWIR's successor? It would be a lot of work to keep updating for successive pre-releases, if that's the case.
Drako 3 Dec, 2017 @ 11:15am 
it is based on cwir:
https://github.com/40712ef4f9/nf_a
ExavierMacbeth  [author] 3 Dec, 2017 @ 10:06am 
@Maximus, I could but I would need to know where to get the mod at. I don't see a download link for it on the X Rebirth forums WIP page. Not sure I can do it for something early in development though since the files/scripts/cues I might use to trigger detection might change.

Though it might be easier for me to just add a set of geneic cue triggers to my scripts that otherm odders can signal if they want all the gates opened. I'll look into doing that for the hotfix at least and Blackrain can sinply add a signal for that cue set. Its on the To Do List.

Actual hotfix was delayed till after the holidays, real life got a bit chaotic lol
Drako 3 Dec, 2017 @ 2:04am 
can you open the gate by default for cwir new frontier also ? :)

Thanks for this mod :)
Mariouzs 16 Nov, 2017 @ 2:20pm 
Great mod! I tested it yesterday and seems like a new DLC! Thank you! I will keep exploration tonight.
beaver1981 12 Nov, 2017 @ 11:07am 
Ah, OK... ...problem solved ;)
ExavierMacbeth  [author] 12 Nov, 2017 @ 10:09am 
NPCs on the stations take a bit to sync up. For compatability reasons I don't actually generate any of the NPC Life in my cluster beyond assigning the Management Personel to the stations. They have to wait for whichever scripts in the base game & CWIR trigger an NPC refresh.

Might make an exception with the Ship Dealers though.
Do me a favor and post in the Discussion Thread I started for Bug Reports so I remember to add it to the review list for the expected Hotfix :)
beaver1981 12 Nov, 2017 @ 3:40am 
Great to see you updated your mod. :) I´ve been playing with this since release.

Just took a quick look around... ...and it seems the capital shipyards being generated in conjuction with CWIR don´t have capital ship dealers on them. :(

Looking forward to start a new game now! :)
ExavierMacbeth  [author] 11 Nov, 2017 @ 7:02pm 
Mod has Been updated & Changelogs Posted.

WARNING: v2.0 Represents a complete rebuild of this mod. I could not support saved game compatability from previous Hiigara Crossroads Versions. You WILL need a fresh save or new game. I tried to do this as a patch but the structure changes were too much for the game to adapt to.

Hope you guys like it & the new Skybox :)
Also the Gate locations will now show up in the logbook as "HC : Gate Opened" with the name of the Cluster & Zone it linked to. So you can see where they go and when they open.
ThisIsOli 20 Oct, 2017 @ 4:23pm 
Love to see this staying updated!
ExavierMacbeth  [author] 19 Oct, 2017 @ 11:53am 
Still working on it. Been posting changelist & status updates in the egosoft thread if you wana keep up on the status. Top of Page 4 has a list of whats comming & where i am at with them. https://forum.egosoft.com/viewtopic.php?t=376352

Current ETA is about a week or so. The components I am adding to fully support CWIR are taking a bit longer than expected.
Mariouzs 19 Oct, 2017 @ 11:26am 
Iam waiting for the next update to install this great mod! ETA? I started a new game, doing the plot actually, after that i would like to build my empire in this sector, and later cwir...