6D - Mod Files Changes
While most of the mod files have largely stayed the same, several have been adjusted, and several new ones have been added.
Jobs File
The jobs file has been expanded with additional information and features, jobs files from previous games will not be compatible with X3FL.
NOTE: The new data columns are not added at the end, but are mixed together with the existing ones.
Check Script:
Added after config script
This is an optional script that can be run when a job is about to be created. The arguments for the script are the Job ID, the Race, the Sector and the Wing Leader (if there is one).
You should return [TRUE] from this script if you want the creation to go ahead. Returning [FALSE] will cancel the job created, and the ship wont be created.
Plot Flags:
Added after Job Idle Rate
The plot flags are a series of flags that can enable different game states, these can be used by both scripts and missions. The plot flags are a bit mask, giving a total of 32 available (NOTE: Some of these are already used).
This should be set to a bitmask, which can contain 1 or more flags. The job will be disabled while the flags are not currently set, and then enabled, and jobs created when the flags are set on.
This allows you to disable/enable groups of jobs when the game is in a certain state (ie finished some kind of plot mission to adjust the universe)
Shiptype - Ship Classes:
Added after M7
The M7M and M7D classes have been added the class filters
Shiptype - New Races:
Added after Yaki
The newly added races, including the inactive ones, have been added so you can make use of them.
- OTAS
- TerraCorp
- Atreus
- NMMC
- Strong Arms
- Beryll
- Dukes
- DarkSpace
- Industritech
- Race1
- Race2
- Corporation1
- Corporation2
Shiptype - New Variants:
Added after Plus (Heavy) variant
The New variants have also been added to the ship type definitions
Advanced, Prototype, Experimental, Enhanced, Heavy Freight, Armoured Transporter, Heavy Miner, Extra1, Extra2, Extra3, Extra4
Location - Include Connected:
Added after is not owner
When set, this will included the connected owner as a valid location as well. The connected owner is for the Corporation races that are linked to an existing Faction. IE if set, then OTAS will include both OTAS and Argon sectors as valid
Location - Trade/Pirate Dock:
Added after Has Shipyard
There are 2 flags, 1 for if the sector has a trade dock, and 1 if the sector has a pirate base
Location - Connected Sector:
Added after Sector Coordinates
These are 2 values, the X and Y coordinates of a connected sector, or -1 for both to ignore
If this is set, then the location must have a connected route to this sector. IE setting this to 0,0 (Kingdom End) then the job will only be created in sectors that has a route to kingdom End.
In X3FL the Universe is split and some areas are isolated, this prevents jobs from being spawned in those isolated areas if you dont want them to.
Pilot - New Races:
Added after Pirate
The new races have also been added to the pilot mask
- OTAS
- TerraCorp
- Atreus
- NMMC
- Strong Arms
- Beryll
- Dukes
- DarkSpace
- Industritech
- Race1
- Race2
- Corporation1
- Corporation2
Galaxy Map
There have been a few additional parameters added to the galaxy map. These are largely optional so existing galaxy map files should work.
The galaxy editor has also been updated allowing you to make use of these new values.
Population:
The population value in the galaxy file is the same, but the game now uses the value differently.
Certain numbers will now display the population differently
- -3 : This will use a random population value
- -2 : Unknown population, simply says "Unknown" in galaxy Map
- -1 : Hidden, the population value is not displayed for the sector
- 0 : Displays "None"
- 1 : Displays "Tiny"
- 2 : Displays "Small"
- 3 : Displays "Average"
- 4 : Displays "Large"
- 5 : Displays "Very Large"
- 6 : Displays "Massive"
Any other value, will display that value instead, however, the value is in multiples of 1000. So setting a value of 1000, will display the population as 1M (1 million), 1100 would be displayed as 1.1M, etc. This allows a population display of up to 2 Trillion, or 2000 Billion
Combat Track:
The value "c" in the file. Allows you to set a specific combat track for that sector
Planets Count:
The value "planets" in the file. This allows you to override the default planets count in sector information. Setting it to "-1" uses the default (counts number of planet objects). Any other value will display that instead
Moons Count:
The value "moons" in the file. This allows you to set the number of moons along with the planets. Using "-1" is the default, which hides the moons count.
Override Name:
Normally the game will use the sector coordinates to determine the text id of the name to use. But you can override this to use a different ID. Using "nameid" and "descid" to set the name and description text ids. (NOTE: the page remains the same)
Globals
A number of additional global values have been added, some controlling new features, others for some existing features.
Global | Default | Description |
---|---|---|
SG_DIPLOMACY_MAX_INFLUENCE | 1000 | Maximum influence storage |
SG_LFLPOINTER_ICON_FAR_DISTANCE | 20000 |
|
SG_LFLPOINTER_ICON_NEAR_DISTANCE | 5000 |
|
SG_LFLPOINTER_DISCOVERY_DISTANCE | 1500 |
|
SG_LFLPOINTER_VELOCITY_MAX | 65536 | 360 deg/s (pointer angular velocity) |
SG_LFLPOINTER_ACCEL_MAX | 2621440 | 40 * 360 deg/s^2 (pointer angular acceleration) |
SG_LFLPOINTER_FRICTION_DEFAULT | 65536 | 360 deg/s^2 (default angular deceleration) |
SG_LFLPOINTER_FRICTION_MIN | 655 | 3.6 deg/s^2 (when destination under crosshairs) |
SG_LFLPOINTER_RADIUS_PX | 120 | 120 pixels (radius in HUD) |
SG_LFLPOINTER_FALLOFF_THRESHOLD_ANGLE | 3277 | 18 deg (angle from crosshairs where friction reaches default) |
SG_LFLPOINTER_ANGLE_DEADZONE | 328 | 1.8 degree |
SG_HSAP_JUMPDISTANCE | 3000 | Distance to HSAP to use interplanatary drive, in m |
SG_STATION_UPGRADE_TIME | 1800 | Base station upgrade time |
SG_COMPLEX_CONNECTION_MULTIPLIER | 2 | Number of connections available in complex kits, multiplied by kit size |
SG_MARINE_TRAINING_DEFAULT | 14 | Training flags for default stations. Sets the type of training available, 1 = Fighting, 2 = Hacking, 4 = Engineering, 8 = Mechanical |
SG_MARINE_TRAINDURATION_BASE | 300 | Training time base value |
SG_MARINE_TRAINDURATION_MULTI | 60 | Training time multiplier, applied per 5 skill. IE, duration = BASE + ((skill / 5) * MULTI) |
SG_MARINE_TRAINCOST_BASE | 5000 | Training cost base value |
SG_MARINE_TRAINCOST_MULTI | 2000 | Training cost multiplier, applied per 5 skill. IE, cost = BASE + ((skill / 5) * MULTI) |
SG_MARINE_FACTORYSTORAGE | 2 | Storage capacity for marines at factories (Marine Training Barracks). Multiplied by scale factor |
SG_DIPLIMACY_TRADEMIN | 10000 | Minimum value of trade to trigger the trade bonus |
SG_EXPLORE_POINTS_WAREDIV | 4 | This is the number of discovery points awarded when finding new wares: (Ware.RelVal * SG_EXPLORE_POINTS_WAREMULTI) / SG_EXPLORE_POINTS_WAREDIV |
SG_EXPLORE_POINTS_WAREMULTI | 1 | This is the number of discovery points awarded when finding new wares: (Ware.RelVal * SG_EXPLORE_POINTS_WAREMULTI) / SG_EXPLORE_POINTS_WAREDIV |
SG_EXPLORE_POINTS_SHIPDIV | 100 | This is the number of discovery points awarded when finding new ships: (Ship.RelVal * SG_EXPLORE_POINTS_SHIPMULTI) / SG_EXPLORE_POINTS_SHIPDIV |
SG_EXPLORE_POINTS_SHIPMULTI | 1 | This is the number of discovery points awarded when finding new ships: (Ship.RelVal * SG_EXPLORE_POINTS_SHIPMULTI) / SG_EXPLORE_POINTS_SHIPDIV |
SG_EXPLORE_POINTS_STATIONDIV | 200 | This is the number of discovery points awarded when finding new stations: (Station.RelVal * SG_EXPLORE_POINTS_STATIONMULTI) / SG_EXPLORE_POINTS_STATIONDIV |
SG_EXPLORE_POINTS_STATIONMULTI | 1 | This is the number of discovery points awarded when finding new stations: (Station.RelVal * SG_EXPLORE_POINTS_STATIONMULTI) / SG_EXPLORE_POINTS_STATIONDIV |
SG_EXPLORE_POINTS_MAXCAP | 5000 | The maximum amount of points awarded for unlocking wares/stations/ships |
SG_EXPLORE_POINTS_SECTOR | 2000 | Points awarded when discovering new sectors |
SG_DYNRACE_FRIEND_ALLY | 15 | The percentage of notoriety points Ally races receive |
SG_DYNRACE_FRIEND_HERO | 10 | The percentage of notoriety points Hero races receive |
SG_DYNRACE_FRIEND_KNIGHT | 5 | The percentage of notoriety points Knight races receive |
SG_DYNRACE_ENEMY | 30 | The percentage of notoriety points enemy races lose |
SG_DYNRACE_ENEMY_MAIN | 15 | The percentage of notoriety points enemy (in main sector) races lose |
SG_DYNRACE_MAXENEMYNOTO | 33333 | This is the maximum amount of notoriety an enemy race can have. If you have a race with more than this value, any of them enemies will not be able to go beyond this point. |
SG_PIRATE_SHIP_SPAWN | 0 | This adds pirate ships being spawned by GOD (instead of the normal jobs file) |
SG_DESTROYED_LOG_MAX | 100 | The maximum number of entries in the Destroyed ship log (older entries will be deleted to make room) |
SG_TRANSACTION_LOG_MAX | 100 | The maximum number of entries for your transaction logs (older entries will be deleted to make room). This is per account |
SG_DIPLOMACY_SHOWINFLUENCE | 0 | 1 or 0 to show the influence amount needed by the task on the main diplomacy screen |
SG_GOD_NEWS | 1 | 1 or 0 to display news from GOD to the encyclopaedia (Station Destruction events) |
SG_BOARDING_SENTRY | 200 | The fight value added by Sentry Lasers |
SG_BOARDING_MAXDIFF | 35 | The maximum difference between attack and defence before no loses occur (Percentage of maximum fight value) |
SG_BOARDING_HULLDAMAGE | 60 | The percentage of hull damage during the boarding operation (this is the maximum when engineering is 0) |
SG_BOARDING_FIREWALL | 70 | The hacking defence value added by the Firewall |
SG_BOARDING_POLARIZE | 150 | The Cutting defence value added by the Hull Polarizer |
SG_BOARDING_RND_HULLMULTI | 1 | The random factor to add to hull cutting, (skill * SG_BOARDING_RND_HULLMULTI) / SG_BOARDING_RND_HULLDIV. Default=+- 10% |
SG_BOARDING_RND_HULLDIV | 10 | The random factor to add to hull cutting, (skill * SG_BOARDING_RND_HULLMULTI) / SG_BOARDING_RND_HULLDIV. Default=+- 10% |
SG_UPGRADE_FACTORY_S | 1500 | The relval production amount needed before upgrade from S is available |
SG_UPGRADE_FACTORY_M | 5000 | The relval production amount needed before upgrade from M is available |
SG_UPGRADE_FACTORY_L | 20000 | The relval production amount needed before upgrade from L is available |
SG_UPGRADE_FACTORY_XL | 100000 | The relval production amount needed before upgrade from XL is available |
SG_DYNRACE_FRIEND_ALLOWCORP | 1 | 1 or 0 to allow Corporations notoriety increase/decrease by dynamic relations |
SG_DYNRACE_MIN_CAP | -10000 | The minimum of notoriety needed before dynamic relations start |
SG_BESTBUYSELL_MAXRANGE | 5 | The maximum selectable range of the Best Buy/Sells devices |
TBoarding:
This files contains the parameters used for marines and boarding for ships.
Similar to other TFiles, this is a semi-colon delimited list. The first line is the file version "1" and the entry count
You can set the values to individual shiptypes, or whole classes/races
- SHIPTYPE
- shiptype id
- Number of Decks
- Hull Strength (for entering check)
- Base Defence (fighting stage)
- Hack Value
- Hack Random
- Shield Threshold (percentage)
- Total Marines
- Equipment (percentage chance of defensive equipment when spawned)
- Minimum Marines to spawn with
- Maximum Marines to spawn with
- Marine skill when spawned (percentage)
- Can board via spacewalk (0 or 1)
- Kill Rate per Deck (Percentage of total marines killed per deck, attackers + defenders)
CLASS:
- CLASS
- Class name
- Race ID
- Number of Decks
- Hull Strength (for entering check)
- Base Defence (fighting stage)
- Hack Value
- Hack Random
- Shield Threshold (percentage)
- Total Marines
- Equipment (percentage chance of defensive equipment when spawned)
- Minimum Marines to spawn with
- Maximum Marines to spawn with
- Marine skill when spawned (percentage)
- Can board via spacewalk (0 or 1)
- Kill Rate per Deck (Percentage of total marines killed per deck, attackers + defenders)
If the shiptype doesn't exist, it will find the closest class of the maker race. If that doesn't exist, it will check for the global race, (raceid = 0)
Any ship can be set to be able to board, but they will need at least some marines as well.
setting the decks to 0 prevents the ship from being boarded. Only ships of sub class BIG can be boarded. M6/TM up
TFacSizes
This file contains the dimensions of each station, used for Complex Construction
Similar to other TFiles, this is a semi-colon delimited list. The first line is the file version "1" and the entry count
Each item is made up of 7 values, the first is the station id (from TFactories) and the other 6 are the distance from the centre in all 6 directions (+x, -x, +y, -y, +z, -z)