[UPDATE] *XTM PATCH .7.2 RELEASED!* [MOD/AL-plugin]

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Locked
User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 21:24

Added a couple of ingame screenies.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Mon, 2. Jan 06, 21:25

very nice .. :thumb_up: ..

I also really like the fact you kept the 'look' of the argon for it ..

I acually had to look twice at the pics cause I didnt see right away wich ship was wich :D


G

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 21:34

very nice .. ..

I also really like the fact you kept the 'look' of the argon for it ..
Thanks!
Keeping the races look is a must imo, otherwise it would be much better to just import some stardestroyers or the like (not that it would be such a bad thing actually :)
About the looks, don't you think it's a little bit too "nice" atm?
This should be a hunter....
One thing that has to go are the port/sb trusterpacks, they make it look like a x-mas tree imo...too much lights.
I'll also add 2 more rear-engines I think.
The front could use some lifting as well....someting which would make it a little more aggressive.

Note : ofcourse adding final turrets etc will also change it's look as they will be much more noticable on this ship.
In reference, A Centaur has roughly the same length as a Big Turret.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Mon, 2. Jan 06, 21:39

I don't think it should have any docking myself, doesn't really fit x3's style.

external docking maybe, but AFAIK we don't know how to do that yet
*shrug*

Or you could set up docking and non-docking versions, that would work.

the cargo bay is way too big- look at m1s and m2s.

The ingame class would probably have to be m1 or m2, as it looks too big to dock normally.

adding different versions is very easy, incidentally. Different versions are just different ships that share the same name. If you can add one ship you can add the other. There's also a variation 'index' which tacks on Vanguard or Raider or whatever.

Oh and excellent work on the model.

Regarding turrets, you could design the models so that only certain aspects have big turrets, which would help a lot in preventing the turrets from dominating the model.

bendyspex
Posts: 837
Joined: Tue, 13. Apr 04, 10:39
x3

Post by bendyspex » Mon, 2. Jan 06, 21:43

If you want it to look like a frigate, then the turrets should stand out. Maybe have some kind of small wing area in the middle of the ships with two turrets on each wing, one turret firing forwards, the other backwards.
Just my ideas, so there probably pointless and a waste of space :roll:

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 21:44

the cargo bay is way too big- look at m1s and m2s.
Ehm?? 5000 vs 10000 for a Titan, how much smaller do you want it to be?

About the docking, I still don't know...2 versions might contradicht and glog things up regarding functionality.
Maybe someting for a M0/Explorer/Gaterepair class to keep in mind.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Mon, 2. Jan 06, 21:46

it said 10,000 when I posted,

and 5000 is still probably a little high.. *shrug*

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 21:51

You sure?? I could have sworn I changed that this afternoon already but hey, I'm getting old so doesn't realy matter now does it :)
Halve the Titan's sound rather fair to me since it's price will be higher then 50% anyway...but still, once I'll get to fitting equipment I'll do some testing...It's fine as long as it can take 2000 EC's and some additional guns/rockets.

I'll look into those different version setup's, a need to know for sure cause it's getting crowded in my tships fast this way.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
Rakeris
Posts: 407
Joined: Wed, 31. Dec 03, 04:25
x4

Post by Rakeris » Mon, 2. Jan 06, 21:59

That looks awesome Moxy! Keep up the good work!!

User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Mon, 2. Jan 06, 22:12

Moxy wrote:
the cargo bay is way too big- look at m1s and m2s.
Ehm?? 5000 vs 10000 for a Titan, how much smaller do you want it to be?

About the docking, I still don't know...2 versions might contradicht and glog things up regarding functionality.
Maybe someting for a M0/Explorer/Gaterepair class to keep in mind.

I'd say give it 2 bays and give people a link to DSs X3editor .. :D



G

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Mon, 2. Jan 06, 22:27

Awesome screenshots, I really like the idea.

Argh, this mod will gimme some trouble, I see it coming :D . I will surely download it but then I use another mod which I desperately need for gameplay: The "M6 upgrade" mod. Both mods are most likely using a modified TShip file...

Any idea how it'll be possible to join these two mods, so that I don't loose my upgraded corvette?

Red Spot wrote: I'd say give it 2 bays and give people a link to DSs X3editor .. :D

G
Just had a look at the "Terracorp Combat Pilot" script/mod and therefore I vote for three figher slots :D
Commanding Officer of the 'Dragon Corporation'
[ external image ]

bulletstop
Posts: 225
Joined: Fri, 26. Dec 03, 22:42
x3tc

Post by bulletstop » Mon, 2. Jan 06, 22:31

Sweet so how much,lol. Seriously nicely done.

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 22:41

About mods and stuff, when this will be released (don't expect anything soon, then again....maybe next week or so for people who volunteer as beta-testers) there will be a few bridges to cross first;
It's going to be a big file, for example; a Osprey Raider and the current M7 combined are running at 6mb and thats without LODs 2 and 3.
With those added, they surely cros 10 mb.

If anybody knows somebody *grin* who can accomodate for some hosting space in the order of around 50mb, I'd be very happy.

Then there is the issue of compressing the files back to BOB format of which I currently don't yet know if it's supported by DS tools or some other importer....if that's a no then forget it alltogether atm.

I'll ask Mehrunes for some cooperation regarding the M6 mod as I'm fond of it as well.

BTW : If you think you know a nicely fitting name for the Argon M7 class then by all means share!
but stick with Greek Mithology (Giant side) if at all possible plz.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Mon, 2. Jan 06, 22:49

merging the tships files would be extremely easy; just copy and paste the relevant lines into mehrune's file. (easier than copying the current m6 files over to another tships.)

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 22:55

merging the tships files would be extremely easy; just copy and paste the relevant lines into mehrune's file. (easier than copying the current m6 files over to another tships.)
Yes it would but I'd like things to go beyond that.
Currently there are already a dozen mods or more and thats probably just for starters.
If people would team-up it would make things much easier, but then again...so much wishes, so much votes....difficult to start but hey, that's not a real reason imo.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 » Mon, 2. Jan 06, 22:56

Since your development is doing quite well how about some new weapontechnology.

Missile cruiser.

IBCM (Intercontinental balistic Crouse Missile)
This Rocket is launched from the sector navigation menue, by selecting the enemy Target on the Map and accept the launch order.
It could reach any target within the sector.
It could also be launche remotly by console command.

Once launched it will automaticly trying to avoid enemy fire.
Therfore it has its own small shield.

The IBCM could be ordered withe different Warheads (nuclear, EMP etc.)

What do you think can anyone do this ?

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Mon, 2. Jan 06, 23:05

Moxy wrote: I'll ask Mehrunes for some cooperation regarding the M6 mod as I'm fond of it as well.
That sentence alone makes me wanna cry...tears of joy :D .

Great news, man. I would like to volunteer as a beta-tester!



And then let me think about a good name....


- Argon Achilles (greek word for "pain")

- Argon Aegle (greek for "light, radiance, glory")

- MY FAVORITE: Argon Agamemnon (greek for "very steadfast")

- Argon Apollo (greek word for "strong")

- Argon Caliope (greek word for....I got no idea ^^)

- Argon Daedalus ("curiously wrought")

- Argon Deimos ("terror" :twisted: )

- Argon Hades ("unseen" --> maybe deliver it with a cloaking device :lol: )

- Argon Nemesis ("retribution, righteous anger")

- Argon Phobos ("fear")

- Argon Prometheus ("foresightful")

- Argon Thanatos ("death")


and so on :D
Commanding Officer of the 'Dragon Corporation'
[ external image ]

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 23:15

Those are all great suggestions except they belong to the Paranid more or less.
The Argon use of Greek Mithology is more on par with their western translations (Titan/Colossus/Centaur), except for the Atlas class which isn't even ingame yet.
Come to think of it, all are more or less bound to their ingame sizes, Mammoth and such.
Bit vague how I'm trying to explain this but I hope it will be clear enough.

Ehrm...

Well, I guess Achilles-class would do....fits the bill more or less.
Hmmm :)
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Mon, 2. Jan 06, 23:33

Moxy wrote:Well, I guess Achilles-class would do....fits the bill more or less.
Hmmm :)

the weak spot ..

know the myth off achilles ..??
than you know how they got the name achilles heal(?)..

so it suggests a weak spot .. :roll: :D



G

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Mon, 2. Jan 06, 23:41

*grin* Yeah...like any captain would serve on it when that's the classname, hahaha.
Ok, Achilles is exit...totally forgot about that 'little' detail, I got stuck on the Hektor-part.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

Locked

Return to “X³: Reunion - Scripts and Modding”