X4: Foundations

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Realspace

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Eucharion

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About this mod

Galaxy overhaul that recreates entire systems and increases the number of sectors 3-5 x (depending on the version).
Sectors are enlarged and space is organized accordingly. All details have been changed for this, satellite's range, mission's range, etc.

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Permissions and credits
Changelogs
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PLEASE FIRST DOWNLOAD AND ISTALL MY OTHER MOD:
STARS, it is mandatory.
All textures and materials used here are contained there. 

Versions available:

XRSGE Classic (xrsge_4.x)
X4 Reaslpace Galaxy Expansion is the second level of galaxy remake after STARS.

What this mod offers

* huge map (4x nr of sectors) that is not random. All the universe is made of systems, real systems with eclyptics, "orbiting" planets, orbital logic.
* Every faction starts in its own system, it can have full control or not. Some sectors at the border of the systems can be ownerless or controlled by pirates/xenons. Xenons too have whole systems. Khaak often occupy the solar sectors.
* Hatikvah and Pirates have much more presence, occupy the many lost systems and sectors.
* Internally, every system is connected either through superhighways or accelerators (Terran kind). Superhighways can even reach another planet at 16.000.000 kms far away (game's real scale). Superhighway's transit is slower, you can feel the distances. Of course, there are NO (basic) highways.
Using my Realspace Engines mod, in addition, greatly increases immersion: accelerations are not instantaneous but high speeds are possible with any ship. So what a normal highway offered is useless
* Regions are very large, as in reality, they cover thousands of kms. Ore belts for instance are virtually without end even if you decide to fly for...days :). Flying towards planets, gas giants, broken moons etc usually opens to new dense resources and treasures.
* Resources are not random. I took great care to create new custom ringed gas giants having their own rings you can cross through. So I've added broken moons, collapsed asteroids, ore belts, low orbit gas giants, sun coronas, etc. In these locations you find the respective resources.
These are strategically spread but follow a logic that is similar in each system: helium is close to the sun, roids in the belts, etc. Each in its own environments.
*The logic of the mod is: you want roids? Navigate towards the rings or the belts or the collapsed moons... you want helium? go to the sun...you want hydrogen or methane, go to lower orbit of a gas giant or methane-sea moon. You want ice? Go the external sectors, and so on...
*Sceneries are huuuuge regions of space that serve only as nice dramatic view. They can be asteroids belts, fogs, etc that are +100.000 kms large, sometimes millions kms covering half of a system. I've doublechecked all to see that they don't affect fps too much but these can be changed later in game without issues. Immersion is great, should you decide to navigate a 50.000 km inside a belt, asteroids won't end, and so on..
* Gates connect systems, so they are usually at the border of any system, towards the external planets or even in the belts far away. Gates can also be close to the sun in the core of the system. But gates can also be close to an iner planet. In that case they usually are in the GAMMA sector, which is the very far orbit of that planet.
* Many systems have access to their sun. It can be an harsh area with radiations but plenty of treasures.
* Pirates are many more, have bases in the external regions of the systems and use the less crowded routes
* There are a lot of relicts (abandoned ships) that are close to the planets...you know..gravity. But they are very far away, so explore. Jobs and stations have been totally reworked for the bigger galaxy. 
* There is a Trade Station in almost every sector, X3's like

The list of changes is huge, these above are only the top of the iceberg. The creation of this mod started a year ago and had many upgrades. I covered almost any aspect of the game so, due to the complexity of this true overhaul, please follow the discussion in the forum and avoid too many mods if not those listed by me.

This mod greatly requires an engine mod to couple with. If you don't like the realism approach of my REM mod, use whatever you like that have at least travel mode vastly augmented. There are some areas of thousands kms to cover. Chose simple ones if possible, that don't mess with radar etc. In doubt, ask :-)

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XRSGE Evolution (xrsge_6.x)

It is the latest version of XRSGE and is still a WORK IN PROGRESS. Be aware that many things can be changed in next updates, even if I take great care to make it compatible with old saves.
SAVES from Classic are not compatible with Evolution, and viceversa

XRSGE Evolution drastically reduces the number of sectors from previous version (large performance increase) in favor of very large sectors with very very long local highways that connect various zones within the sector, Rebirth style.
You can fly from a planet low orbit to high orbit, from stations to resources, thousands kms far away all inside the SAME SECTOR. 
I've not only redone the galaxy but also created many new models for planets that fit well in the new large sectors.

This version is in beta test 

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XRSGE SEVEN (xrsge 7.0)

Latest version, more stable, better performance, better compatibility with vanilla and other mods