X1: Past and Future Mod (Total Conversion)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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SS_T
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Post by SS_T » Sun, 21. Jun 09, 12:09

If you have any problems with the mod there is a support forum here: http://www.moddb.com/mods/x1-the-pirate ... -mod/forum
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SS_T
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Post by SS_T » Mon, 22. Jun 09, 17:39

Has anyone tested this with the German version of the game yet?, because someone here is having problems with it crashing on start up. I can't test it, as I don't have that version :(
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Yacek
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Post by Yacek » Mon, 22. Jun 09, 18:14

t directory, there are files 0001-L044.xml and 0001-L044.pck
Why? Just one.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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SS_T
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Post by SS_T » Mon, 22. Jun 09, 22:27

Yacek wrote:t directory, there are files 0001-L044.xml and 0001-L044.pck
Why? Just one.
I think that was when I was experimenting with the text files in the cat, the game reads from the cat file but the editor didn't so I had to extract the file and I guess one time it didn't decompress.

If its bothering you, you can delete the .pck one :)
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Yacek
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Post by Yacek » Mon, 22. Jun 09, 22:59

For me, this is not the problem. But for others?
Do wprowadzałeś changes to the file 0001-L044.xml?
If it does can not be extracted to a separate file .xml? This is me with a translation into other languages.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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SS_T
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Post by SS_T » Mon, 22. Jun 09, 23:29

I made the changes in the very early alpha versions, iirc I only edited 3 lines.

I don't know the correct way of describing the lines I changed, but here is my best attempt:

Page ID 300017, Boardcomp. objects

Text id's:
10014 [X1]
10015 [X2]
10016 [X4]


hope i read your question right :?
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Yacek
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Post by Yacek » Mon, 22. Jun 09, 23:45

OK. This information is enough to me.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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SS_T
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Post by SS_T » Tue, 23. Jun 09, 01:11

Yacek wrote:OK. This information is enough to me.
thanks 8)
SS_T wrote:Beta 2.0 released, see here for more info and downloads: http://www.moddb.com/mods/x1-the-pirate ... -released1
With that release, I also released a video on moddb. I have now uploaded it to youtube and you can find it here: http://www.youtube.com/watch?v=sOlZg282fRg :)
New XDownloads: http://xdownloads.co.uk

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SS_T
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Post by SS_T » Wed, 24. Jun 09, 01:24

Over the last couple of months I have been stumbling on various talk about the mod, tbh i'm surprised at the support outside the x forums.

11th December 2008:
gametrailers.com (read)
The first trailer for the mod, thanks to who ever infilTRAITOR is for uploading it to gametrailers.com. It got a 'nice' comment and 327 views. I didn't even upload that one to youtube!

28th Febuary 2009:
dailymotion.com (read)
Not many views for this one, its not really a gaming website. tbh it is nice of sapwood2 to upload it there and link back to the moddb page. I don't know why people do upload videos to other sites, but its good for the mod if they do!

6th - 12th of April 2009:
Play Mods (french site I think) (read by Google translate)
I actually found this today, this site looks to be a news site about mods, games and independant games similar to moddb I guess. The x1pf mod is listed in mod of the week, and was commented in one of the two coments:

"Hum, X1 Past and future me want to buy X3 Image" - Shiamr

13/04/09, 17/04/09, 18/06/09:
strategyinformer.com (read)
Tbh I don't know who has uploaded the x1 mods there, but it is nice to see that the mod has been spread over the net even though it is still in a beta state, I was also happy to see it was the only one there :P .

1st May 2009:
moddb.com (read)
I have been getting good support from moddb, been in there newsletter, on the home page more than once, been in the headlines more than once and finally got into mod of the month video.

24th June 2009:
moddb.com (read)
Got 49 mod watchers, 73 downloads of the beta 2.0 mod, and 19,171 views making this the best mod I have done. It is still getting better!

Gridd
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Post by Gridd » Wed, 24. Jun 09, 04:10

That is good to hear, Congratulations.

Gridd

Danson615
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Post by Danson615 » Mon, 20. Jul 09, 04:29

Great Mod, I have been using it so far and love the work you have put into this. Two things however:

1) I have noticed that the pricing of the x2/x4 ships are really unbalanced. In some cases, X2 versions of ships are much more expensive than their x3 counterparts, yet they are severely underpowered in default shielding and armament. The Titan[x2], for example, is 10 million more expensive than the x3 variant; it is faster, but has less than half the weaponry and a fraction of the shielding. I think that the ship pricing should reflect their combat capability. In the case of the Titan[x2], it should have a price comparable to an m7 craft - perhaps even a little less due to their lower shielding. In other words 20-40 million. In contrast, your x4 ships (being very well shielded and armed) should have a substantial price-increase. The mk4 Centaur, for example, has 3GJ of shielding and the ability to use PPCs. It should be around 20-25 million, not 8 million.

2) With regards to shielding, X2 capital ships have their default max shield type set to 125 MJ. Yet they can still install 2GJ shields if they have any in their cargo-bay. As a result, a ship that should only be able to install five 125MJ shields can technically install five 2GJ shields, making it more heavily shielded than many X3 cap-ships. I am not sure if this is intentional or not.

Otherwise, this mod is absolutly amazing. I look forward to see what you come up with next :wink:

Danson615

Danson615
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Post by Danson615 » Mon, 20. Jul 09, 04:51

Just a follow up on my last post:

Regarding my second point, I may have been mistaken. I was using a cheat script to spawn a Xenon K[x2] with default equipment installed. when i did this, 4 of the shield slots were filled with 125 mj shields, while the other 2 were filled with 2gj shields. But when i spawned a K[x2] and tried to load it with the 2 gj shields manually, they wouldn't take. A problem could still occur if GOD functions like the cheat script when spawning ships into the universe. If GOD spawns any of the new ships, they may get some default 2gig shields. This could influence scripts like Imperial Laboratory [by LV] that are able to spawn new ships.

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SS_T
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Post by SS_T » Mon, 20. Jul 09, 20:27

strange it puts 2 gj shields in, iirc I only put it upto 125 mj shields in tships put I have to re-check.

btw I started a new topic here: http://forum.egosoft.com/viewtopic.php?t=252384 , because I cannot edit the first post of this topic because I cannot access my old username.

EDIT:
Great Mod, I have been using it so far and love the work you have put into this. Two things however:

1) I have noticed that the pricing of the x2/x4 ships are really unbalanced. In some cases, X2 versions of ships are much more expensive than their x3 counterparts, yet they are severely underpowered in default shielding and armament. The Titan[x2], for example, is 10 million more expensive than the x3 variant; it is faster, but has less than half the weaponry and a fraction of the shielding. I think that the ship pricing should reflect their combat capability. In the case of the Titan[x2], it should have a price comparable to an m7 craft - perhaps even a little less due to their lower shielding. In other words 20-40 million. In contrast, your x4 ships (being very well shielded and armed) should have a substantial price-increase. The mk4 Centaur, for example, has 3GJ of shielding and the ability to use PPCs. It should be around 20-25 million, not 8 million.

2) With regards to shielding, X2 capital ships have their default max shield type set to 125 MJ. Yet they can still install 2GJ shields if they have any in their cargo-bay. As a result, a ship that should only be able to install five 125MJ shields can technically install five 2GJ shields, making it more heavily shielded than many X3 cap-ships. I am not sure if this is intentional or not.

Otherwise, this mod is absolutly amazing. I look forward to see what you come up with next Wink
1) Yeah I know, i used the old x2 stats for the first couple of beta versions. I will be balancing the game later.

2) Need tyo check
New XDownloads: http://xdownloads.co.uk

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