[MOD] X-Timelines - Phase 1 Final Build Coming Soon

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TrixX
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[MOD] X-Timelines - Phase 1 Final Build Coming Soon

Post by TrixX » Wed, 17. Nov 10, 19:55

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[MOD] X-Timelines - Time changes things...
by the X-TL Dev Team - TrixX, Jack08, sms_747 and Litcube

Phase 1 Coming Soon

INSTALL ON A CLEAN INSTALL. NOT COMPATIBLE WITH OTHER SAVEGAMES DUE TO LOTS OF NEW STUFF :D

Tutorials on new ships and features in the second post or just click here

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Installation:

Download the free 7zip archive (7zip Download).

X-Timelines Phase 1
X-TL Phase 1 Coming Soon

Must have Scripts:

Improved Races Chaos Edition

HIGHLY Recommended scripts:

Replacement Event Horizon Textures
Manual Trade Extension
NPC Bailing Addon
Recommended to set Xenon and Kha'ak both to 0 as they aren't intended for player use really ;)

Installation Notes:

Not compatible with any other rebalance or ship mods.
List of files used at the bottom of this post. If a mod changes any of them it's definitely incompatible.

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Version Info

v0.5.4
  • Fixed TLaser/script issue. Oddly it worked on my PC when it shouldn't have!!!
  • Updated warelist
v0.5.3
  • Repacked and moved director folder out of CAT/DAT. This needs to be placed in install directory
  • SPK for scripts now included instead of non-existent!
v0.5.2
  • Fixed non-equipping Drones and Space Suits, both should equip weapons and/or repair lasers properly now
  • Fixed Drone's Cargo Sizes
  • Changes stats on Argon/Boron M6 Light Ion weapon to prevent FPS slowdown
v0.5.1
  • Fixed Shields issue with Harriers and a few others not having any shields (thanks h2o.AvA for pointing that out)
  • Script updates for the Hakata Salvage and Repair Ship
  • Replaced SSC's with Flak effects
  • Included MARS file for MARS users :D
  • Warelist file now included and updated to suit new weapons
v0.5
  • New Salvage and Repair Ship
  • New weapons for all races (except Kha'ak) 53 in total :D
  • All weapons are built in current fab's
  • Fully integrated Algoran Trail Mod (for testing with pretty colours!)
  • Did I mention an entirely new weapon system!!!
  • Terran's have new textures too (almost forgot!!!)
v0.4 - INTERNAL RELEASE ONLY
  • Fixed lots of typo's in TShips
  • Fixed TS's having TL level shields and hull
  • Added text descriptions for Shields
  • Lots of other miscellaneous fixes
v0.3
  • Fixed TShields Values to prevent Shield Degeneration
  • Fixed Ships using 4GJ to 2GJ and the 32GJ to 10GJ
v0.2
  • Fixed Mammoth Spawning from rogue jobs.
v0.1
  • Alpha Test - expect the odd Bug :D
Known Glitches/Bugs:
  • Most weapons share common fx until Patch 0.6
  • All weapon fabs due to be renamed correctly for Patch 0.6
  • Hiroshima currently M6 class but M7 size. Change due for 0.6
  • Some fabs will produce mobile drilling systems instead of weapons (too many fabs!!!)
  • Just found out the Ware number for Repair Laser has altered, so the Spacesuit currently doesn't have it. Will hotfix 2mo!! Gives a chance to use the new Salvage and Repair ship though :D
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Synopsis:
The idea behind this mod was initially to expand upon Naval Shuffle's speed increases. Three months later I had ended up rebalancing nearly all the ships and a lot of their stat's in the game. It also grew in scope a lot, so instead of just being a little speed mod, it's going through at least 3 phases. Phase 1 is to get the Base balancing done utilising current X3:TC assets as well as the best the community has to offer too. This mod has a new balance to how fast ships are and how they interact. Seeing as it's new there are a few things that need alterations, but that's why it's released now, to get feedback and make it into something truly worthy of the X3 Engine :D

Features:
  • Rebalanced nearly all ships (some SRM ships resized/reallocated to better suit balance)
  • Rebalanced all weapons
  • Rebalanced all shields
  • Ship speeds increased on a different scale to normal X3TC.
  • Weapons, shields and hulls rebalanced to give longer battles with capitals, and less (read almost zero) single shot kills.
  • Gave multiple classes to M6/7 ships, though they don't show up ingame as yet
  • More to come as remembered...
To Do List:
  • Rebalanced missiles
  • New Descriptions to match changes (coming with Beta)
  • Add support for PSCO1's Cockpit mod...
  • + lots more for phase 1...
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Technical info:
A list of the files contained in this mod excluding SRM and CMOD files. Any files those two mods edit are to be considered in this list for compatibility reason.
  • dds\fx_gatewhirl.dds
  • t\7777-L044.xml
  • types\TBullets.txt
  • types\TCockpits.txt
  • types\TDocksWrecks.txt
  • types\TFactoriesWrecks.pck
  • types\TLaser.txt
  • types\TShields.txt
  • types\TShips.txt
  • types\Jobs.txt
  • types\Jobwings.txt
  • CUSTOM COMMAND 756 - Used for special ship command
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Credits:
Thanks to:
  • Jack08 for his amazing coding skills and urge to push the team forward
  • sms_747 for her stunning universe created from some badly drawn pics and random ideas
  • Litcube for his excellent scripts to fix generic Missions
  • Sorenson for opening my eyes to fast gameplay with his Naval Shuffle Mod
  • Blueshade_Zero for helping me realise the ideas of this mod
  • urbanfreak for some great ideas and helping fix my attempts at modelling!
  • paulwheeler for allowing use of SRM/CMOD as a base requirement of this mod
  • Cadius/Axeface/Killerog/Killjaeden/+any others who contributed models to SRM (this list will get long...)
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Last edited by TrixX on Fri, 9. Sep 11, 13:53, edited 43 times in total.
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Post by TrixX » Wed, 17. Nov 10, 19:55

Reserved
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Post by Jack08 » Wed, 17. Nov 10, 19:55

Last edited by Jack08 on Tue, 30. Nov 10, 13:42, edited 2 times in total.
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Post by Mad_CatMk2 » Wed, 17. Nov 10, 23:30

Hold on, so do you need SRM installed as a base to this mod? Or did you include the base files?
I fly an OWP. What about you?

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Post by TrixX » Thu, 18. Nov 10, 04:48

Everything needed is included in the base files. You don't need to download SRM or install it separately :)
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Post by urbanfreak » Thu, 18. Nov 10, 05:44

Finally out huh (:

after sooooo long.. haha
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If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?

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Post by TrixX » Thu, 18. Nov 10, 07:54

Yeah it's taken a while. Working on a temp jobs file based on vkerinav's 3.3a for SRM. Should be up tonight to reduce the Mammoths :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Post by paulwheeler » Thu, 18. Nov 10, 09:50

I've given Trixx permission to include the SRM in his mod. (albeit in a highly modified form!)

I do believe you need to install the CMOD4 though as the effects in the CMOD are owned by the XTM team and they don't give permission for people to use their stuff.

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Post by TrixX » Thu, 18. Nov 10, 09:54

If that's the case then just install CMOD 4.x between the two downloads above :)

Should have a working jobs in a couple of hours. Currently at about 90% complete, just need to go through a little more testing :D
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Post by urbanfreak » Thu, 18. Nov 10, 16:55

Topic title wrote:... X-Timlines - what if the universe was faster...
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“What makes the universe so hard to comprehend is that there's nothing to compare it with.”

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If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?

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Post by Darkone8752 » Thu, 18. Nov 10, 20:02

I feel bad for not showing something I made earlier now :P But I had the same idea, and wrote a real simple (read: poorly written) haskell progy to modify entire TShips files for this very reason. If You want, I can pass over the source. It's very simple and easy to play around with, which is why it doesn't support command line parameters :oops:. It does however compile fast enough for me to not care. If you don't feel like messing with the haskell compiler, I might rework it to use some command line strings, so you can enter a list of ops and stuff to perform. It also can be very easily modifed using the stat indexes listed at xwiki to work on other files, like bullets and missiles.

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Post by TrixX » Fri, 19. Nov 10, 03:41

Wow, if that worked it would have saved me the 22 hours it took to rewrite about 50% of each ships stats...


Alpha v0.2 released with updated jobs so no more mammoths.
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Post by TrixX » Fri, 19. Nov 10, 07:29

X-Timelines Alpha Patch v0.3 (1.1MB)
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Update fixes shields due to a problem with the engine and includes all previous fixes.

Alpha 0.3 is now stable :)

EDIT: OOPS forgot the script folder, Please re-download if you got 0.2 or 0.3 before this edit (4:44pm 19/11/10 Aust Eastern ST)
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Post by Darkone8752 » Fri, 19. Nov 10, 23:05

Working on a rewrite at school while waiting for classes. Bit slow, specially since it's probably a good idea to have some error handling compared to my usual methods of doing this :V Well, that, and implementing it in a way that isn't awful. Right now, I'm just extracting a ship, shoving it into an array, then returning a new array made from the old one to write, due to immutable data types. I think I have an idea on how to not only avoid editing whole lines, but also make it easier to look up specific ships+stats.

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Post by TrixX » Sat, 20. Nov 10, 03:54

Working on 0.4. Noticed a couple of errors with Yaw/Pitch/Roll stats as well as acceleration of the bigger ships. Also will come with edited starts so all ships have the correct weapons and shields.
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Post by Canterous » Mon, 22. Nov 10, 01:09

so is this an extension to srm and cmod4? or is it completely independent? or rather, do i need to uninstall cmod4 and srm to run this

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Post by TrixX » Mon, 22. Nov 10, 03:50

Everything needed is in the first post for the time being. When it hits beta stage CMOD will be stripped from compatibility needs and as I have permission for SRM and the EMR from CMOD they will be staying. Seeing as my mod alters 90%+ of the ships ingame only the base SRM shipmod is included. If you want all the SRM Ships in shipyards though you'll need the SRM shipyard pack SPK which I'm going to link in the first post with the release of 0.4 :)
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Post by qwizzie » Mon, 22. Nov 10, 12:55

was wondering where all those extra shipyards
were from SRM but that explains it then.

By the way, i keep having wrong shipyard names in terran
sectors (invalid .. something). could you pls check
if thats due to the mod or if i'm doing something wrong?

so far i have installed fake patches as follows:

cat/dat 1-12 : X3 TC 3.0
cat/dat 13 : Resized Aldrin big rock
cat/dat 14 : Yr Base mod 0.1
cat/dat 15 : Combat Mod 4 (4.3)
cat/dat 16 : Yr Patch 0.3
cat/dat 17 : Immersive environments RC1

i understand with yr next update i can let go of Combat Mod 4
althogether coz it will be included in base-mod? (wasnt sure if it
was included or not yet so on yr own suggestion put it in between
yr base and yr patch mods).

thanks for yr reply .. and thanks for this mod.

qwizzie

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Post by TrixX » Mon, 22. Nov 10, 13:09

Yeah there's a small bug in 0.3 with Terran Shipyards.

Also I personally would put Immersive Env RC1 before my mod, but it shouldn't matter too much.

Combat Mod 4 will be out by beta. I've changed direction slightly with weapons and there will be a big release on those by Alpha 0.5. I'm just making 0.4 with as few bugs as possible and it won't be long before I update :)
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Post by qwizzie » Mon, 22. Nov 10, 23:41

also found a camera drone factory alpha in Argon Prime,
which gives a light weapon complex description when clicking
for info and has no shields on it :?:

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