[MOD] Updated: 1/7/06 "M6 upgrade mod(/w cockpits/restored models)"

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Mehrunes
Posts: 645
Joined: Wed, 3. Dec 03, 03:10
x4

Post by Mehrunes » Fri, 23. Dec 05, 02:57

Updated again. Added a version with cockpits back in. Fixed the Perseus vanguard. Included a critical file that gremlins took out of the previous release by accident.

edit:

I took my Centaur out to the Xenon sector next to Scale Plate Green to test it out in heavy combat conditions. While being pounded by missile and laser fire I somehow managed to win out against a Xenon K's fighter escort. As you can see, things were far from certain, despite my desperate maneuvering to avoid the fighter's unrelenting fire...

[ external image ]

With it's fighter compliment gone I set about whittling down the K's shields while trying to avoid it's withering fire (when it could manage to point it's turrets at me). It took an eternity, but eventually the goliath's shields fell. Another minute or two of fire along with a couple of hornet missiles and explosion after explosion ripped through the mighty destroyer's hull (which, strangely enough, left no debris behind whatsoever)...

[ external image ]

After accomplishing such a feat, I decided to attack a Xenon J along with it's fighter wing. Several missiles and a pack of Xenon L's unleashing a hail of Beta PAC fire which came too fast and furiously for me to have any chance to run or outmaneuver promptly tore me to pieces. :oops: :)

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Fri, 23. Dec 05, 05:19

Mehrunes,

It's by no means unfair to fly in modded m6's now, I know what you mean!
I took the liberty of upping/changing the Osprey a little cause it's just my favorite model, it's now got 1 main (3 turret) top battery (AHEPT), 2 top anti-fighter battery's (2 turrets with IRE/APAC/APBE), 1 aft double-turret(APBE) and 2 down anti-fighter battery's.
Speed 125 but only 2 shieldslots and cargo just 600.
Front Battery is A/B HEPT only.
Lasergen is ok for a good first strike but then it has to recharge, especially when the top battery kick's in.
I think the loadout is about right...needs some tweaking though cause I still get slaughtered pretty fast (maybe fiddle with the turnrate etc a little).

I can hold my own against a pack of furious L's and M's but only by my fingernails and without missiles no way cause I run out of shields pretty fast while they keep pooring green.

I like it though....it's sooo much more intense this way.

In the opening anarchy after installing patch 1.3, I lost 6 Centaur's, 3 Dragons, 2 Hydra's and change (m3's)....it's still not over but at least things are calming down :)
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler » Fri, 23. Dec 05, 09:10

Downloaded the 1.3 compat version, but my cockpits are still black? Did I do something incorrect? Thanks.

DC

Mehrunes
Posts: 645
Joined: Wed, 3. Dec 03, 03:10
x4

Post by Mehrunes » Fri, 23. Dec 05, 09:20

All you should need to do is enable the version with cockpits and the cockpits should be back in the game. You might need to switch in and out of the cockpit view first before they appear though.

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Fri, 23. Dec 05, 09:27

Cockpits are black because 1.3 does not do cockpit lighting.

Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler » Fri, 23. Dec 05, 09:38

Ah, so this is normal, for now anyways. Kewl. Just like to make sure it is not something indiginous to my computer/game. Thanks for the fast replies.

Regards,

DC

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Fri, 23. Dec 05, 11:40

Can you still ad new cockpits with 1.3 Mehrunes?
I can't...neither with the editor or via the modmanager :(
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Fri, 23. Dec 05, 18:16

Hey Mehrunes, I got a bug with your current version of the mod.

It's a problem with the cockpit-position of the Argon M5 (in detail it was the "Discoverer Attacker"). The position is somewhere in the ship.

To make sure this is no general failure I've tested it without your mod and it was ok.

Could you please fix it? But take your time, christmas is coming :D .

PS: A screenshot:
[ external image ]

/edit: Also the "space suit" got a "cockpit" of an M5. This can't be right, can it? It was the right one in the latest version of the "cockpit callback" mod :wink: . Maybe you're using an older version for your mod.
Commanding Officer of the 'Dragon Corporation'
[ external image ]

Sunbeamer
Posts: 87
Joined: Sat, 31. Jan 04, 03:47
x3

Post by Sunbeamer » Fri, 23. Dec 05, 18:24

Next Question: :)

If tried to use your mod together with the "minimal Hud without cockpits" mod, but it seems that i can`t use the mods together.
Just can aktivate one of the 2 mods at a time.

How can i get rid of the disturbing frames on all objekts in space? :)

Any ideas?

Regards
Sunbeamer

Sunbeamer
Posts: 87
Joined: Sat, 31. Jan 04, 03:47
x3

Post by Sunbeamer » Fri, 23. Dec 05, 18:26

Hey Mehrunes, I got a bug with your current version of the mod.

It's a problem with the cockpit-position of the Argon M5 (in detail it was the "Discoverer Attacker"). The position is somewhere in the ship.
Try to exit the sektor through a jumpgate in your wrongplaced cockpit position. This helped me out.

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Fri, 23. Dec 05, 18:54

Sunbeamer wrote:
Hey Mehrunes, I got a bug with your current version of the mod.

It's a problem with the cockpit-position of the Argon M5 (in detail it was the "Discoverer Attacker"). The position is somewhere in the ship.
Try to exit the sektor through a jumpgate in your wrongplaced cockpit position. This helped me out.
Well, I did this and it was still in the wrong position. Also it was a brand new Discoverer, I just bought it. Then I let it fly near my M6 and beamed over to it.

Normally this should've been enough to avoid a wrong cockpit position right from the start, but not for me it seems. Then I flew trought the next gate --> still no change.

Also it's a fact that it is ok WITHOUT this mod.

Any further ideas? :wink:
Commanding Officer of the 'Dragon Corporation'
[ external image ]

Mehrunes
Posts: 645
Joined: Wed, 3. Dec 03, 03:10
x4

Post by Mehrunes » Fri, 23. Dec 05, 21:05

I thought Egosoft had fixed the Discoverer's cockpit location, but it looks like they just modified the components.txt file like I had originally. I fixed that that and set the astronaut to use the correct cockpit.

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Fri, 23. Dec 05, 22:53

Mehrunes wrote:I thought Egosoft had fixed the Discoverer's cockpit location, but it looks like they just modified the components.txt file like I had originally. I fixed that that and set the astronaut to use the correct cockpit.
Thanks! :)
Commanding Officer of the 'Dragon Corporation'
[ external image ]

Baleur
Posts: 587
Joined: Fri, 28. Oct 05, 13:37
x3tc

Post by Baleur » Sun, 25. Dec 05, 19:57

An interesting tought..

Complaints; "an m3 can take out my m6!"
Solution; makes it so an m6 can take out an m2"

Complaint; "an m6 can take out my m2"
Solution; nerf m6's
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Sun, 25. Dec 05, 20:15

Baleur wrote:An interesting tought..

Complaints; "an m3 can take out my m6!"
Solution; makes it so an m6 can take out an m2"

Complaint; "an m6 can take out my m2"
Solution; nerf m6's
No, I don't think that an M6 can take out an M2 with this mod. It's too slow to avoid return-fire :wink: .

But an M3 can take out an M2, there is a topic about one guy who made it in the german forums: He took out a Khaak M2 with his Nova :lol: .
Commanding Officer of the 'Dragon Corporation'
[ external image ]

User avatar
-XTM-
Posts: 1277
Joined: Sat, 12. Nov 05, 19:46
x3

Post by -XTM- » Sun, 25. Dec 05, 21:02

Did he do that with or without;
Spoiler
Show
flying into it's rear
?

If he did it without then I'd consider it a great achievement, if he did it the way I assume he just has a lot of patience :)

Btw, you Can and you Could take out any (but the Khaak M2 without the ...thingy) m2 with a m6....never had any trouble with it, especially a normal Dragon with ppc's/hepts and a lot of thuds.

M2's just suck against anything but other m2's....only the modded ones come close to what they should be like imho.
The Xtended Mod

Need Help?

Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website

User avatar
CO. Dragon Corp
Posts: 490
Joined: Wed, 23. Nov 05, 14:49

Post by CO. Dragon Corp » Sun, 25. Dec 05, 22:44

Moxy wrote:Did he do that with or without;
Spoiler
Show
flying into it's rear
?

If he did it without then I'd consider it a great achievement, if he did it the way I assume he just has a lot of patience :)

Btw, you Can and you Could take out any (but the Khaak M2 without the ...thingy) m2 with a m6....never had any trouble with it, especially a normal Dragon with ppc's/hepts and a lot of thuds.

M2's just suck against anything but other m2's....only the modded ones come close to what they should be like imho.
You're probably right....when the player is flying the M6 or whatever he can blow up everything with it.

But an AI-M2 will - imho - blow up every AI-enemy, from M5, over M6 to M2. Right?

But that was not the point. He (Baleur) was complaining about this mod, right? Hope I didn't just misunderstood him...

And I just wanted to give him another example. An M3 that kills an M2 is at least as rediculous as an M6 that kills an M2. And I speak of an unmodded M3. So, this mod is in no way unfair, if you ask me.

An AI-M6 is still owned (outgunned and outequipped) when fighting an AI-M2. Most players will use the corvettes as sector patrol --> AI-M6. And the unmodded M6 are just not worth the money, they get blast away by two M3... :shock:



PS: Yes, he flew into the Khaak destroyer's rear :D .
Commanding Officer of the 'Dragon Corporation'
[ external image ]

x2newbie1
Posts: 520
Joined: Mon, 22. Mar 04, 06:25
x3

Re: [MOD] Updated: 12/23/05 "M6 upgrade mod(/w cockpits and restored models)"

Post by x2newbie1 » Mon, 26. Dec 05, 03:27

Mehrunes wrote: Flak batteries:
Increased range roughly five-fold.
Decreased damage and energy used to roughly 1/10th.
Any chance there's a mod that does this only? I just want an effective anti-fighter weapon.

Ken34
Posts: 4
Joined: Tue, 27. Dec 05, 14:49
x3tc

Post by Ken34 » Tue, 27. Dec 05, 16:15

Mehrunes,

Have you ever considered modding the TL's to create Frigates! More turrets, improved weaps, shields, hull & turning at the cost of cash and cargo space.

I would like to use a split elephant varient in such a role with a small group of ships. Perhaps it could be done as a refit at a shipyard or equipment dock.

I would try myself except for the complete lack of talent!

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Tue, 27. Dec 05, 16:37

there's not really a point to frigates unless they are much smaller than capital ships. TLs are, if anything, bigger.

x2newbie1, that's pretty easy to do by yourself.

download the mod tools available in the stickies here.

backup your 05.dat and 05.cat files in the main directory.

use TXT editor in x3-editor, open 05 catalog, go to the Types directory, open the TBullets file

scroll to one of the flak cannons
increase the Lifetime stat to increase range, decrease shield damage, hull damage, and energyuse as you think appropriate.

then do it again for the other flak cannon

hit save

done

also, mehrunes current flak cannon probably needs a power boost to be an effective anti fighter weapon.

myself i also modded the PBEs so that the bullets travel much slower but have a range around 2km. looks cool as hell in 1.3 btw.

Post Reply

Return to “X³: Reunion - Scripts and Modding”