Roguey's X3 Mod explanation (Page 2 of 8)

Written by NetHawk,

Roguey's X3 Mod explanation guide, written by NetHawk


Foreword


First of I'd like to say, thanks for reading this. Many hours went into the production of Roguey's mod, it's testing and rewriting etc., and as you'll without doubt see for yourself it's a beautifull piece of work.

Now I don't want to bore anyone with the details of specifics, so I'm just going to try and keep this as small and fun as possible.

With this much (a lot so far huh? :P ), I'd just like to point out a couple of things. First of the joy of using a mod is not just in downloading and playing it, but also in the community that revolves around it, so head over to Roguey's site register on the forums and write what you like, what you don't like, what you feel should be added, or just drop by and say hello, maybe post a picture or two of your new complex/ship/station/sector, e.g. it's a lot of fun to have a community, and totally worth the writing even if you have a couple of critics to say. If you don't like forums that much, just join up on the IRC chat, directly from Roguey's site, or from your own IRC client. Details can be found at WyldRyde.org, the channel name is #Rogueys.

I think that's it for the foreword folks, thanks for reading this, and special thanks to everyone that contributed to this mod (I am not going to write each name down since I don't know 'em all and don't want to leave someone out).


Introduction to Roguey's Mod for X3 Reunion


By now you probably want to know what Roguey's Mod is all about, huh?

Well in short it is a modification for X3 Reunion, who would've guessed that one?

Seriously through, it's a bit hard to explain, the short version is, it's a modification that tries to enhance X3 Reunions gameplay, without siding too much with only one if it's elements. This means that it's not trying to change the core gamplay, or prefering one type of player, but rather it's trying to just fill in the gaps. A list of features will be discussed in the next chapter, so bear with me for the moment.

Let me tell you that the first time I've played X3 Reunion (Vanilla), I've felt lost in a huge universe, and didn't know what to do, oblivious to all the possibilities I had, I've followed the main plot, and when once finished, I thought, the game was over. Boy was I wrong. Unfortunately after the first hours of fun and exploration of possibilities is over, you start noticing some minor problems, and they don't get smaller with time. For example the M7 class hyperion, once you had that ship the game was, well it was over, noone could stand in your way. Then you buy your first TL, and notice that it's impossible to buy 1 or 10 GJ shields from the station as TL's can't dock there, and others can't transport ST cargo. This are minor problems, but egosoft didn't address them, they rather left them to the community.

Well the community responded very well, there are heaps of scripts and mods for X3 Reunion, each one filling a particular role or fixing particular problems.

Roguey's mod is no different in this perspective, the mod team took a good look at the Vanilla game, and started working on things they saw as problems. That being said, it's not what has been changed but rather how it was changed, that makes this mod so interesting. With the promise not to change the core gameplay (or atleast not much), a lot of things in this mod will feel natural and you won't even notice that it's not Vanilla, as you would've expected it to work this way. Other things are not so obvious and will be explained in detail later on.

I hope this gives you a core idea about this mod and where this document is headed.

Next: Feature list
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