[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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

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killerog
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Post by killerog » Wed, 10. Jun 09, 12:49

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.

Download added to OP.
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xiriod
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Post by xiriod » Wed, 10. Jun 09, 13:06

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.

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Sir Squallus
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Post by Sir Squallus » Wed, 10. Jun 09, 14:41

I also think that the X2 ships should be Cheaper than the new one, perhaps as an Cheap Civil fleet, you should be able to buy than earlier and they should also be mutch more Weaker than the X3 ships

Terminetor
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Post by Terminetor » Tue, 16. Jun 09, 12:58

this is a fantastic mod :o :o :o
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 :o 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

killerog
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Post by killerog » Tue, 16. Jun 09, 13:26

I have not added docking bays to any ships yet. Need to think of how i will add them.

Ill take a look at the split M2. Hopfully i will be releasing a 2.1 version soon (just need to re do the scripts).
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e1team
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Post by e1team » Tue, 16. Jun 09, 17:08

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?

killerog
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Post by killerog » Tue, 16. Jun 09, 17:49

I think they do. I havent had time to play it long enough to see if they do. I hoping some one else will be able to let me know if they do or not after playing it for a few hours.
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 19:29

I would be happy to :P 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?
Last edited by StormMagi on Thu, 18. Jun 09, 19:30, edited 1 time in total.
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killerog
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Post by killerog » Thu, 18. Jun 09, 19:30

Thats due to the 2.1 patch. I need to remake all the scripts that put the ships in the shipyards.
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 19:33

Ah ok I won't worry about that then :) Will post the updated dl link once the new version is out :)
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killerog
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Post by killerog » Thu, 18. Jun 09, 20:04

Updated op.
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 20:30

http://tinyurl.com/muvsah Alternate DL for 2.1 ver
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 21:14

Can the cat/dat be installed as a fake patch or do they need to be selected via mod? I am trying to run both this and the trails mod :P (or at least tinker with both atm)
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killerog
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Post by killerog » Thu, 18. Jun 09, 21:16

This includes the latest trails mod. As they edit a few of the same files they cant be run at the same time, and there is no longer a need to.
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 22:27

Oh sweet :D
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 23:40

Quick question. When the AI use the ships will they have the Old 'tag' in the ship name or will we just have to check out the models?
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killerog
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Post by killerog » Thu, 18. Jun 09, 23:43

Im not sure thats somthing you will have to fidn out for me lol. Look for red trails only x2 ships have them.
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StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 23:58

Will do :)
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draffutt
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Post by draffutt » Fri, 19. Jun 09, 00:00

awesome work so far. :thumb_up:

hopefully at some point ( i know you are busy at the moment) we'll see the old pirate ships again. i think those flying skulls were the coolest idea..
None of us is as smart as all of us. ~Ken Blanchard

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Sir Squallus
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Post by Sir Squallus » Fri, 19. Jun 09, 00:08

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

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