To some a clusterfuck of features, to others the only way to make this game any more worth-while, to me? a sandbox. For more Information, visit the SW3EXP Thread @ the 1C Forums. Can't post a link, since seemingly someones got a problem with that, what a shame.

Post news Report RSS What's next?

Whats next? Thats the question I want to tackle with this new article. We'll go on about what I am planning to do, what I am doing right now, and what the future might have ready for us.

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I Feel like this is long overdue, so here I am.

Note: Most features here are only possible due to use of an injected DLL


What do we have ready?

  • LUA Only replacement for ShipDescriptions.xml (mostly for runtime-changes) (ShipDescriptions.xml IS EMPTY! / NOT USED ANYLONGER / DEPRECATED)
  • MissionAssist-v6: Mission management Solution for custom Quests (Vanilla one sucks)
  • LUA 4.0.1 Control via obtainment of the lua_State pointer from the game (Assisted via injected dll)
  • Prestus Systems fleshed out and finished.
  • CPU Players 1.0 (Not quite there yet with the features, but im working on it)
  • XDF (Extracted Data File) System which has all of the XML Data encoded in huge LUA formatted tables
  • PilotTeamManager System to quickly change the controlled Flights of the Player with new ones /previous ones.
  • Ready-to-Inject self working DLL (Nocalora.x32.dll) (EN, RU)
  • Injector to start the game with (Nocalora.x32.Injector.exe) (EN, RU)
  • Partial Decryption of the EN/RU version of the game. (Still some unexplained debugging behaviour)
  • Pre-Generator for all possible PATHS for the CPU Players to avoid using an algorithm.
  • MemoryPatcher utility included with the injected DLL.
  • GenFuncs: Utility for automated code generation (Especially useful for tables)
  • RCFF: Random Contact Fleet Framework Rewrite
  • Conflict Events 3
  • PPFX: Gameplay flight-specific ability system (Example: Secondary shield/hp for whole flight, incl special texture FX)
  • TAI: Tiny AI framework, to add support for NPC and Player controllable Characters.
  • CapturePoints: New Gameplay mechanic (Video available at youtube @Nocalora)
  • TriggerUtil: Specialized Trigger library for the EXPFL (Expansion Functions Lib)
  • ShipUtil: Specialized Ship library for the EXPFL
  • GroupUtil: Specialized Grouping library for the EXPFL
  • GlobalRand: Experimental but extremely useful SetGlobal/GetGlobal extension to enable the developer to mass-create these variables at will, and not even bother to clean them up (without changing the system). It comes with a built-in Garbage-collector System and many useful applications, most use cases are in the TAI System as of now.
  • FuncUtil: Huge Functions Library added specifically for this lua version (4.0) and this game.
  • DialogUtil: Small but handy Dialog library.
  • CoreFX: Small but handy special FX library.
  • TFF: Tiny Followers Framework (You know the decade old invasion_mod based followers mini-framework? Yeah thats finally been rewritten)
  • New INIT system depending on EXP-Init.lua
  • Small utility Sound System (Based on bass.dll) (mostly for internal use with the injected DLL)
  • Scripting Engine "Fixes" As I'd like to call them, I don't know why, but there are "IF" conditions to check some weird states of the variables, and I have disabled them via the MemoryPatcher utility. I Don't even have more details than that, it was just some weird (seemingly) unnecessary if condition.

Whats coming up?

  • Custom GUI Support (Via injected dll interaction with the lua_State and hooked functions)
  • XB19 Patrol Mission Part 3 (I legit didn't touch it still)
  • Prestus Custom Grand-Story (Incl. Custom gameplay mechanics)
  • External lua_State to support saving of information in-between system changes. (Main problem will be to add it to the save/load part of the game)
  • Limited Multiplayer Support (Full syncronisation won't be possible, but I'll try my best at this fun idea)
  • New functions such as (OnDamage, OnShieldDamage, GetShieldHP, etc)
  • Industrial Wolves: Industrialization focused mini addon.
  • BaseBuilding 2: Groundup rewrite of the old Basebuilding system with Industrial Wolves integration
  • ProceduralGeneration: Experimental System to generate random and new Systems (Envisioned to extend the border-worlds to be infinite, but more dangerous each time you go deeper in)
  • ShipPaintshop: Small Shop to be able to do paintjobs on existing ships. (Ever wanted to legitimately have a Inoco yari? Hell yeah!)
  • GateBlockades3: Rewrite of the old GateBlockade System, because I think it would add a fun dynamic to the game world.
  • ActivePirBase: A WIP module to add "Pirate" bases around the Systems of the Sector, which WILL break havoc on neighboring systems if not destroyed. Of course, this "havoc" only occurs when the player is in said system.
  • The "Holy Templars" have their story intersected with the Grand-Story of the "Prestus" Corp. Storyline.
  • Prestus Mini-Story
  • Extended Templar Systems (Including huge expansion to the TRZ Systems)

So whats up?

To be honest, not that much. Schools consuming all of my freetime to be honest, but I am still trying hard to make this game what its supposed to be... "more fun"(tm)(R)


Don't quote me on the above part, please. But all in all, this journey has since been long and it'll still take a while before I'll call it a day. So don't you guys worry, the very few ones still active here.


I really had hoped I'd have more to show, especially after so long inactivity, but thats all I have for now.

I will continue, for the time being, to extend the modding support of the game by hacking it with a debugger and some C++ knowledge. And I'll soon follow to finally pursue the Prestus Mini-story, because I'd love to test out the new gameplay mechanics I've added. I hope I can also post a video of the new stuff soon.


I know this might have been a short article, but fear not. This mod is not dead, and neither am I.

To be honest, this mod has evolved so much over the years, but mostly behind the shadows, hidden from the public. I have only slowly started the work on the injection DLL and said injector, it was a rollercoaster of new information, and it was exciting to learn on how "injection" and manipulation of the memory of a game was possible. It was far easier than I'd like to, honestly. But I still took my time to learn it, and I've grown because of it.


After all is said and done, I will, of course, release the DLL's Source Code including the Injector.

Thats all for now, take care people!

As a wise old Gaben once said: "These things, they take time" Especially since im dealing with x86 Debuggers!

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