[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
killerog wrote:Currently the X2 ships do have less weapons then the new X3 ships, Ill probly lower their weapon energy,shields and price but raise the speed and turning slightly.
As it should be, they are older ships after all. They can be cheaper, and fulfill other roles than they did when they were commissioned. I.e. the old Titan could be used more like a light destroyer. Better speed and agility at expense of guns and shielding. Much like the original Boreas was meant to be 3 x 2GJ shields for example, 75-90 m/s speed, 0.45-.09 steering perhaps.
- Sir Squallus
- Posts: 687
- Joined: Thu, 10. May 07, 17:45
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- Posts: 133
- Joined: Thu, 25. Dec 08, 16:11
this is a fantastic mod
tere are onli 2 problems
1)The fighter can't dock to the M1 because the M1 heven't any docking bay
2)the turrets of the split's M2 don't work (becose one of the 4 rear turret don't shoot and insead of it shoot the left turret and the left turret shoot whit one of the rear turret(the one who dont shoot))
Ps
i am sorry but i am italian so i am not shoure to heve write correctly
i hope you dont mind
tere are onli 2 problems
1)The fighter can't dock to the M1 because the M1 heven't any docking bay
2)the turrets of the split's M2 don't work (becose one of the 4 rear turret don't shoot and insead of it shoot the left turret and the left turret shoot whit one of the rear turret(the one who dont shoot))
Ps
i am sorry but i am italian so i am not shoure to heve write correctly
i hope you dont mind
Going to be fantastic addition, the more ships the better and more diverse the universe will be. Slight problem I have: don't have late saves with enough rep. and coin to buy those to test them (have no idea about any cheats). But I have one question which has been asked here before: Do the AI uses the ships or not?
I would be happy to Once I can get the mod fully working. I got the message, activated the script editor with Thereshallbewings, saved and reloaded but none of the ships are in the shipyard (except an Xperimental shuttle in the Argon SY in Legend's Home)?
Edit: forgot to mention that I am runing the cat/dat as fake patch, do I need to select them as the mod?
Edit: forgot to mention that I am runing the cat/dat as fake patch, do I need to select them as the mod?
Last edited by StormMagi on Thu, 18. Jun 09, 19:30, edited 1 time in total.
- Sir Squallus
- Posts: 687
- Joined: Thu, 10. May 07, 17:45
if the name of the ship in the T files is "old Nova"
and the name of the job is for example "Terracorp wapons transporter"
the shipsname ingame will be: Terracorp Weapons Tranporter Old Nova
also the Ai wil use them after time, cause in the Job fils most time ther is a pool of ships the AI can use for example Argon M3, so if the X2 ships are market correktly (and they are) the AI will randomly take any of the Argon M3 ships, also sometimes the Old X2 ships, you cant see them Quick only when other ships become destroyed and the AI will Respawn them.
The only way to test this fast is Starting a new game, cause in this the AI will Spawn ALL jobships maybe also with the "new" old X2 ships
and the name of the job is for example "Terracorp wapons transporter"
the shipsname ingame will be: Terracorp Weapons Tranporter Old Nova
also the Ai wil use them after time, cause in the Job fils most time ther is a pool of ships the AI can use for example Argon M3, so if the X2 ships are market correktly (and they are) the AI will randomly take any of the Argon M3 ships, also sometimes the Old X2 ships, you cant see them Quick only when other ships become destroyed and the AI will Respawn them.
The only way to test this fast is Starting a new game, cause in this the AI will Spawn ALL jobships maybe also with the "new" old X2 ships