Änderungen von Dokument Custom Game Starts
Zuletzt geändert von Daniel Turner am 2023/09/21 14:42
Von Version 12.1
bearbeitet von Daniel Turner
am 2021/11/29 09:51
am 2021/11/29 09:51
Änderungskommentar:
Es gibt keinen Kommentar für diese Version
Auf Version 16.1
bearbeitet von Daniel Turner
am 2021/11/29 10:53
am 2021/11/29 10:53
Änderungskommentar:
Es gibt keinen Kommentar für diese Version
Zusammenfassung
-
Seiteneigenschaften (1 geändert, 0 hinzugefügt, 0 gelöscht)
-
Objekte (1 geändert, 0 hinzugefügt, 0 gelöscht)
Details
- Seiteneigenschaften
-
- Inhalt
-
... ... @@ -8,7 +8,11 @@ 8 8 9 9 10 10 {{toc/}} 11 +{{/layout-cell}} 12 +{{/layout-section}} 11 11 14 +{{layout-section ac:type="two_equal"}} 15 +{{layout-cell}} 12 12 = Overview = 13 13 14 14 Custom Game Starts were introduced in the 4.10 update and allow for greater flexibility in getting into X4. Custom game starts can be broken down into two types: **Budgeted** and **Creative** Custom gamestarts with the former allowing players to create a start with a few restrictions and will not incur a **modified** tag. The latter is, as its name implies, far more creative and unrestricted but will incur a **modified **tag (preventing online functionality). If players are running mods they will not be able to access the budgeted custom game start and will instead have to play through one of the [[starting scenarios>>doc:Starting Scenarios]] or the creative custom start. ... ... @@ -17,7 +17,7 @@ 17 17 18 18 Budgeted Custom Game Starts require the player to load an existing **unmodified** save before becoming functional, this requirement is based on the need for the budget limits to be calculated on game progress. Budget areas include: 19 19 20 -* FinancialBudget24 +* Monetary Budget 21 21 * Knowledge 22 22 * Personnel 23 23 * Reputation ... ... @@ -25,6 +25,16 @@ 25 25 26 26 How the budgets are calculated and how to optimise them is outlined [[below>>url:https://www.egosoft.com:8444/confluence/display/X4WIKI/Custom+Game+Starts#CustomGameStarts-CustomStartMetrics||shape="rect"]] 27 27 32 + 33 +{{/layout-cell}} 34 + 35 +{{layout-cell}} 36 +[[image:attach:Custom Gamestart Menu.png]] 37 +{{/layout-cell}} 38 +{{/layout-section}} 39 + 40 +{{layout-section ac:type="single"}} 41 +{{layout-cell}} 28 28 == Creative Custom Game Starts == 29 29 30 30 Creative Custom Gamestarts do not require the player to load an existing save and players can experiment from the outset. Creative custom game starts permit the creation of a game start in the exact same way as a budgeted one but without any of the budgetary restrictions (although the player still has a 10,000,000Cr limit). The player also has full control over which plots and research items are completed even if they have not been completed in an un-modified game. Additionally, the player can adjust their faction relations with otherwise locked factions like the [[doc:Xenon]], [[Kha'ak>>doc:Kha'ak]] and [[doc:Scale Plate Pact]] (although this can often have unintended and undesirable consequences). Finally, players can choose whether or not they want highways enabled or disabled and can enable and disable local and ring highways separately. ... ... @@ -294,6 +294,8 @@ 294 294 295 295 {{layout-cell}} 296 296 == Monetary Costs == 311 + 312 +Increasing the financial budget would intuitively increase the player's starting balance, however, it becomes quickly apparent that that is not the case. This is evidenced by the restriction of the player's starting balance to 10 000 000Cr which leaves a massive 123 890 000Cr left over when the maximum budget has been reached. Instead the overwhelming majority of the monetary budget is consumed by inventory items (limited to a select range that excludes paintmods, and technology modification components), ships and starting stations. Prices of stations and ships are taken to be that of the average cost and the player cannot select the Syn or the Asgard for their starting ship or other property. Finally, having any pre-built stations will require funds for the blueprint cost on top of the cost of the station's built components. 297 297 {{/layout-cell}} 298 298 {{/layout-section}} 299 299 ... ... @@ -467,6 +467,8 @@ 467 467 468 468 {{layout-cell}} 469 469 == Knowledge Costs == 486 + 487 +The Knowledge component of the Budget determines whether or not a faction or a sector is initially known to a player and in the case of sectors if all stations are known. Knowledge of a faction is a fixed value of 2000 points per faction but the cost of knowing a sector is variable with more remote sectors having a greater cost (this is important as players can only start in known sectors). Finally, the cost of whether or not all stations in a given sector is also a fixed cost like faction knowledge and is set at 1800 points per sector. 470 470 {{/layout-cell}} 471 471 {{/layout-section}} 472 472 ... ... @@ -680,6 +680,8 @@ 680 680 681 681 {{layout-cell}} 682 682 == Personnel Costs == 701 + 702 +The personnel budget affects the quality of the crew on ships and managers on stations. If a crew level is not set in the custom game start editor a random level crew will be generated. Crew cost factors in both the quantity of crew and the quality, quantity is considered linearly but the cost of quality crew grows exponentially. The cost of crew is roughly equal to ((star level)/3)^3.5 for levels over 1/3, this means a five star crew member will cost 13 070 points. 683 683 {{/layout-cell}} 684 684 {{/layout-section}} 685 685 ... ... @@ -848,10 +848,10 @@ 848 848 First level 20 reputation ceremony bonus 849 849 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 850 850 ((( 851 - 20871 +100 852 852 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 853 853 ((( 854 - 20874 +100 855 855 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 856 856 ((( 857 857 1 ... ... @@ -862,10 +862,10 @@ 862 862 Subsequent level 20 reputation ceremonies 863 863 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 864 864 ((( 865 -5 885 +25 866 866 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 867 867 ((( 868 - 75888 +250 869 869 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 870 870 ((( 871 871 15 ... ... @@ -907,7 +907,7 @@ 907 907 Sum 908 908 )))|(% colspan="1" %)(% colspan="1" %) 909 909 ((( 910 -1 345930 +1600 911 911 )))|(% colspan="1" %)(% colspan="1" %) 912 912 ((( 913 913 ... ... @@ -931,6 +931,12 @@ 931 931 932 932 {{layout-cell}} 933 933 == Reputation Costs == 954 + 955 +Reputation points exclusively affect relations with factions and can only be used to manipulate how the player interacts with the amicable [[factions>>doc:Factions]]. The default relations in the editor is identical to the 'Young gun' starting scenario with most factions preset and a value of 0 with the exception of the [[doc:Free Families]], [[doc:Fallen Families]], [[doc:Terran Protectorate]], [[doc:Yaki]] and [[doc:Zyarth Patriarchy]] which are set at -5, -5, -15, -25 and -15 respectively. 956 + 957 +Changing relations comes at a cost of 1 point per reputation level between 1 and 10 (raising negative reputation levels up to 0 currently incurs no cost). Between 11 and 20 inclusive raising reputation by 1 level costs 10 points. Between 21 and 26 inclusive costs 100 points per level, the jump between 26 and 27 costs 300 points and for every level over 27 it costs 200 points. The total cost of raising a factions reputation is hence 1 610 points. 958 + 959 + 934 934 {{/layout-cell}} 935 935 {{/layout-section}} 936 936 {{/layout}}
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 -1068896 421 +106889651 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/1068896 42/Custom Game Starts1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889651/Custom Game Starts