Changes for page Custom Game Starts
Last modified by Daniel Turner on 2023/09/21 14:42
From version 15.1
edited by Daniel Turner
on 2021/11/29 10:46
on 2021/11/29 10:46
Change comment:
There is no comment for this version
To version 19.1
edited by Daniel Turner
on 2022/01/16 00:32
on 2022/01/16 00:32
Change comment:
corrected mistranscription of xml data
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... ... @@ -2,13 +2,17 @@ 2 2 {{layout-section ac:type="single"}} 3 3 {{layout-cell}} 4 4 {{info}} 5 -Updated for version 4. 105 +Updated for version 4.20 6 6 {{/info}} 7 7 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. ... ... @@ -20,11 +20,21 @@ 20 20 * Monetary Budget 21 21 * Knowledge 22 22 * Personnel 23 -* Re putation27 +* Relations 24 24 * Research and Plot outcomes 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. ... ... @@ -334,13 +334,13 @@ 334 334 |((( 335 335 known_lockbox_normal 336 336 )))|((( 337 -Opened a normal [[lockbox>>doc:Lockboxes and Data Vaults]] 351 +Opened a normal [[lockbox>>doc:Lockboxes and Data Vaults]] (1 lock) 338 338 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 339 339 ((( 340 - 500354 +100 341 341 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 342 342 ((( 343 - 30 000357 +10 000 344 344 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 345 345 ((( 346 346 60 ... ... @@ -348,7 +348,7 @@ 348 348 |((( 349 349 known_lockbox_rare 350 350 )))|((( 351 -Opened a rare lockbox 365 +Opened a rare lockbox (4 or more locks) 352 352 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 353 353 ((( 354 354 500 ... ... @@ -460,7 +460,7 @@ 460 460 Sum 461 461 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 462 462 ((( 463 -14 4000477 +124 000 464 464 )))|(% colspan="1" %)(% colspan="1" %) 465 465 ((( 466 466 ... ... @@ -691,7 +691,7 @@ 691 691 692 692 {{layout-section ac:type="two_equal"}} 693 693 {{layout-cell}} 694 -== Re putation Budget Factors ==708 +== Relations Budget Factors == 695 695 696 696 |=((( 697 697 Variable ... ... @@ -936,9 +936,9 @@ 936 936 {{/layout-cell}} 937 937 938 938 {{layout-cell}} 939 -== Re putation Costs ==953 +== Relations Costs == 940 940 941 -Re putation 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.955 +Relations 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. 942 942 943 943 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. 944 944
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... ... @@ -1,1 +1,1 @@ 1 -106 8896461 +107544696 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106 889646/Custom Game Starts1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/107544696/Custom Game Starts