X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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

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dreamer2008
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Post by dreamer2008 » Fri, 16. Aug 13, 09:59

Thank you for this great mod!

I just want to ask what races have plots? Because I started as a pirate and I plan to have as enemies the Argon, Boron and Terran, but I wouldn't want to miss out on important plots.

Also, do the pirates have their own plot?

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Killjaeden
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Post by Killjaeden » Fri, 16. Aug 13, 14:45

dreamer2008 wrote:Also, do the pirates have their own plot?
yes

to experience all plots you need to be in good standing with Argon, Boron, Paranid, Split and Terran

Here are all plots with their requirements
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image

dreamer2008
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x4

Post by dreamer2008 » Fri, 16. Aug 13, 16:48

Thank you for the reply and the link. It seems that I have a lot of work to do :D

Darkwolf7
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Post by Darkwolf7 » Sun, 25. Aug 13, 03:31

Is their a way to force a plot to continue because the paranoid plot that starts in 611 won't continue
This reminds me of a story
i was............

150147
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x3tc

Post by 150147 » Sun, 25. Aug 13, 10:37

Darkwolf7 wrote:Is their a way to force a plot to continue because the paranoid plot that starts in 611 won't continue
This problem should have been sorted with the patch! It certainly works for me with the patch installed but now I can not pick up the Split Loyalties plot and the Enemy at the Gate stops after dropping the jump beacon.

Do you have the patch installed and have you met the same problems as me?

Darkwolf7
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Post by Darkwolf7 » Sun, 25. Aug 13, 20:16

I have the patch 2.1 but after I delivered the ships to the beacons it just stopped as for the split plot though I reach all requirements according to the web site it refuses to start. plus none of these missions appear in my mission log book only the Leviathan mission does
This reminds me of a story
i was............

150147
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Post by 150147 » Mon, 26. Aug 13, 16:10

Darkwolf7 wrote:I have the patch 2.1 but after I delivered the ships to the beacons it just stopped as for the split plot though I reach all requirements according to the web site it refuses to start. plus none of these missions appear in my mission log book only the Leviathan mission does
after I delivered the ships to the beacons it just stopped
This was what happened in my games before patch 2.1 but after the patch it was fine..
as for the split plot though I reach all requirements according to the web site it refuses to start
Before the 2.1 patch this plot worked fine in my games (until the "transport fighters to the front mission). But since the 2.1 patch the plot does not start at all.
none of these missions appear in my mission log book only the Leviathan mission does
This appears to be normal for both versions of this mod.

Hope this helps. There seems to be more work needed on this mod.
It is still a great piece of work. If you use it as a sandbox game you will find improved performance from the vanilla version and other mods.

Darkwolf7
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Post by Darkwolf7 » Mon, 26. Aug 13, 21:43

I do love this mod all the stations and ships r wonderful

If there is a way to force a mission to start though script editor though i'd love to her it
This reminds me of a story
i was............

Ningyo
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Joined: Wed, 7. Dec 11, 08:26

Post by Ningyo » Mon, 26. Aug 13, 22:37

Great mod, going to mod it myself a bit still (missiles cause my computer to crash fairly commonly, so mostly just removing them completely), but have to say you all did a truly amazing job. Breathed a lot of new life into the game.


as to things I have noticed while modding. In Tbullets, the PRG has disable shields for some reason and pretty sure thats unintentional. Also all the reduce speeds from ion weapons are removed making most of them just be very bad. Not sure if this was intentional. Some other weapons had what makes them useful and unique removed too. Like the ammo based weapons seem to have all had their energy costs raised to as high as non ammo weapons (wasn't that the whole point of the ammo to replace energy costs?) Either way maybe it as intentional, but it appears to me as though some early weapon normalization pass was used instead of a the final Tbullets file by mistake?

darkstar one
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Post by darkstar one » Tue, 27. Aug 13, 23:12

Hello again im doing the paranid plot for this mod and may of ran into a bug. i delivered the demeters to the beacons, [used a olympos to carry em there] completed the mission, its been a good while and the plot hasnt continued, i was starting to think i ran into another bug, any advice?

As far as i know i got everything installed right , since everything loads up fine and i get a green version message upon loading and not a red one :)

Killjaeden i need your expert advice on this one since ur part of the mod Dev crew :)
You've got the flying skills of a large asteroid

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Killjaeden
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Post by Killjaeden » Fri, 30. Aug 13, 13:14

I have no idea about the plot issue. Not my department. It might be fixed with the last patch, dillpickle has made a couple of fixes for plots.
Ningyo wrote:as to things I have noticed while modding. In Tbullets, the PRG has disable shields for some reason and pretty sure thats unintentional. Also all the reduce speeds from ion weapons are removed making most of them just be very bad. Not sure if this was intentional. Some other weapons had what makes them useful and unique removed too. Like the ammo based weapons seem to have all had their energy costs raised to as high as non ammo weapons (wasn't that the whole point of the ammo to replace energy costs?) Either way maybe it as intentional, but it appears to me as though some early weapon normalization pass was used instead of a the final Tbullets file by mistake?
If you want to find out why the balance is like it is, read this.
Here is a note about ammo weapons
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
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darkstar one
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Post by darkstar one » Fri, 30. Aug 13, 15:04

ok thanks , suppose i just keep playing untill i get a message regarding the next mission, untill then i just keep blowing baddies up :)
You've got the flying skills of a large asteroid

Darkwolf7
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Joined: Wed, 22. Sep 10, 19:51

Post by Darkwolf7 » Sat, 31. Aug 13, 04:16

Had a interesting discovery today just ran into a khaak beach head in uncharted sector as I was hoping the xenon raid would be their instead just Khaak and I was probably at the wrong uncharted sector but are they setting up camp there and this is part of a much grander plot or next time I go back their it will be gone
This reminds me of a story
i was............

150147
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Joined: Mon, 31. Mar 08, 13:50
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Post by 150147 » Sat, 31. Aug 13, 09:21

Darkwolf7 wrote:Had a interesting discovery today just ran into a khaak beach head in uncharted sector as I was hoping the xenon raid would be their instead just Khaak and I was probably at the wrong uncharted sector but are they setting up camp there and this is part of a much grander plot or next time I go back their it will be gone
Keep playing. this will develop.

Raumkraut93
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Post by Raumkraut93 » Sat, 31. Aug 13, 11:59

I got a problem with your mod, I have failed one ship retrieval mission and my rank with the borons dropped from 3 to -1. I found that to be a bid harsh but I accepted it as they probably thought I had stolen the ship. A group of ships in Merindisa Prime has turned hostile and I can't apologize.

Now I have worked my rank back up to +1 or +2, and I still can't make them non-hostile, they will still attack me. Also, I have already experienced twice that my rank suddenly dropped back to -1 without any apparent reason! Something seems to be wrong here.

I have also experienced big jumps, it took me forever to get my rank from -1 to 0 but from 0 to +1 was like a few minutes only! And then, as stated, suddenly it dropped back to -1 again.
"Dies ist alles, was ich über den Krieg weiss: Einer gewinnt, einer verliert
und nichts ist nachher so
wie es vorher war."

"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."

Darkwolf7
Posts: 138
Joined: Wed, 22. Sep 10, 19:51

Post by Darkwolf7 » Sat, 31. Aug 13, 14:09

150147 wrote:
Darkwolf7 wrote:Had a interesting discovery today just ran into a khaak beach head in uncharted sector as I was hoping the xenon raid would be their instead just Khaak and I was probably at the wrong uncharted sector but are they setting up camp there and this is part of a much grander plot or next time I go back their it will be gone
Keep playing. this will develop.
Well I hope I didn't screw myself. I stumbled on a mission they asked for my help eventually and I said yes to the first job which ended as soon as it started with the Kha'ak still there, but I said no when they asked me to clear the sector as I am currently out matched by even a frigate with my scrounged together tiger not even armed with tachyon cannon and they had a dreadnought.
This reminds me of a story
i was............

Darkwolf7
Posts: 138
Joined: Wed, 22. Sep 10, 19:51

Post by Darkwolf7 » Mon, 2. Sep 13, 10:31

Hey I just wanted to make note of this not to come off the wrong way, but its not a big deal. Your race specific weapons are severely out classed by good old standards like CIG cannon Tachyon cannon and PPC I've always found range to be my friend and the major loss in range for fire power inadequate. Plus the hiked up price

I found the computer can't make heads or tails of were to buy a military grade shield over my standard it pointed me to standard shields :( not what I was looking for

I remember you saying you couldn't get the beam cannons to work perhaps the Kha'ak beam with a image change would have been sufficient just a thought.

And don't know if this was a requirements for enemies at the gate but until I picked up a triplex scanner it wouldn't start. You can break the mission if you use a frigate to transport your scout like I did. Had to restart on it and one time I forgot the Triplex scanner for my frigate and the mission didn't start. I hope the free port 7 wasn't suppose to survive because I defended it the best I could even though they told me to go get some rest.
This reminds me of a story
i was............

Ningyo
Posts: 16
Joined: Wed, 7. Dec 11, 08:26

Post by Ningyo » Wed, 4. Sep 13, 12:01

Almost certain I found why Khaak Kyon beams cause such bad FPS problems.


There are two possible causes likely both contribute.

Most probable:
Beta Kyon has a collision box defined (other beams don't) This likely causes all nearby ships to reevaluate where they are flying.

Second possible issue: (this will certainly have some effect)
the bullet model is very unoptimized making for extra polygon rendering. They tend to use 32 points and 48 faces (Delta is very different) you can easily make the exact same bullet model using 16 points and 8 faces. Also by making a longer bullet when the beam connects multiple together it will have to render it fewer times.


The second issue will definitely help some, but think the first is the real cause of the huge problems.



I changed both at once and get almost no FPS issues when I cheated in 60 khaak ships to attack me. Got some still, but it was not as bad as 10-20 khaak without the changes.

Admittedly I tested first only having changed the alpha kyon and only using raiders for enemies and it made minimal difference, so think the real issue is the collision box though.


Oh and making a fairly thorough mod of XTC primarily to remove performance problems my computer has, but it may have things others would like.

Overview of changes:
Done:
-Removed all missiles (often crash my game)
-repurposed M8 and M7M as specialty ships.
-changed Kyon emitter bullet models (minimal visible change)
-Altered all Laser fire rates and damages to reduce number of bullets in vacuum at any given time.
-Altered all weapons to make races more unique (still working on balance for these)

Planned:
-make Orbital missile platforms into laser based orbital platforms, and make them loadable onto TL ships (alternatively make them M6 class so they can fit on big docks)
-Add a purchasable super factory that you can install multiple other factories in to reduce issues with having 50+ station complexes. (I know people say this can't be done but pretty sure I can fake it, at worst I can probably make one that copies data with a complex that is hidden in another sector just for holding complexes, have some other ideas to try first though)
-Alter all race ships to give them more uniqueness (boron living ships regenerate hulls slowly, split faster and cheaper, Paranid maybe faster rotation speeds. Type of things)
-Modify ships sizes to be more fitting of their class (or if I find this too difficult, add ships of proper sizes, and repurpose poorly sized ones (mostly ones not made by XTC team you did a great job) as extra ships in classes they are more the right size for.
-repurpose missile factories as factories of other types.
-add (ship based) repair lasers using Nvidium or maybe teladanium as ammo, possibly repurpose a missile factory into making a dedicated repair laser ammo
-if possible make it so when you go to universe map if enemies are inside scanner range in a sector it will outline the sector in red instead

Likely will come up with other ideas in future too.

I will probably only be rarely on internet for next month as I am traveling, but likely will be working on these. If you wish to incorporate any of these ideas just say something and I will upload or e-mail you what I have done on that. If you have ideas for how to do some of these easily feel free to tell me (ship resizing ick for instance).

Want me to keep listing likely bugs/ performance fixes as I run across them here?

mansta
Posts: 18
Joined: Fri, 22. May 09, 05:09
x3tc

Post by mansta » Thu, 5. Sep 13, 17:23

Firstly I thank you for crafting such a wonderful mod, it brings much new life to this already amazing game. I have just a quick question, and I apologize if it has been answered elsewhere, does your mod have a native sector invasion and defense/response component or should I use another mod that does this? Cheers.

dalibor
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Joined: Thu, 19. Mar 09, 07:13
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Post by dalibor » Fri, 6. Sep 13, 06:53

If you get within Docking Computer range with your M1 or M2 which is somewhere below 4km, you can auto dock on Shipyards, Equipment docks, Military Outposts. I do this with my Leviathan.

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