[UPDATE] *XTM PATCH .7.2 RELEASED!* [MOD/AL-plugin]

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

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

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

[UPDATE] *XTM PATCH .7.2 RELEASED!* [MOD/AL-plugin]

Post by -XTM- » Mon, 2. Jan 06, 14:11

One menace beaten, and the universe is slowly recovering. Questions unanswered, a universe extended.New friends to be made, a new enemy to be found. The universe just got a whole lot bigger!


Xtended-Mod Public Beta 0.7a Phase I "Revelations"

Downloads:

Go HERE

Translated Files:
Multi Language Translations for Manuals and T Files coming SOON!


Online Help

XTM .7 .RAR and .7ZIP version installation FAQ
The Xtended Mod forums
XScript Installer


Features:

Featuring 90 new sectors including:
- The Terran Solar System
- New Xenon, Khaak, Pirate, and Yaki Sectors
- New Goner, Unknown and Main races sectors
- Countless other places to explore or conquer, each one unique and useful to every players' needs.

95 New Ships:
- Argon, Terran, Paranid, and Otas M0 class ships
- Full compliment of M7 frigate class ships
- Full complement of MM6 military corvette class ships
- An M8 class ship for each of the major races with a special feature per M8:
- Argon Griffon: capable of producing and launching Fighter Drones MkII
- Boron Swordfish: a powerful Ion-Blast (shield damaging) Frigate
- Otas Custodian: group shield and repair Frigate
- Otas HCF: allows capture of enemy ships and repair of damaged hulls
- Paranid Agamemnon: fitted with the latest in powerful missile technology
- Split Panther: a support frigate capable of producing Split fighters
- Teladi Tern: a mine layer frigate for laying explosive blockades.
- Terran Ollerus: wormhole deployment to make dynamic tradelanes.
- 7 Ships from X2 brought back, remodeled and refitted by special dealers across the universe
- Full compliment of Terran ships on sale and active in the universe from M0 down to TS/TP and fighter class.
- MTS, Military Transport class ships, TS ships with much improved statistics.
- Pirate Galleon, Frigates, Corvette and 4 unique Pirate fighter models.
- Otas (a corporation specializing in highly advanced technologies) will have a full compliment of ships from M0 down to M3, each with special distinctive features.
- A new race, and over 9 ships used by them.
- A fleet of new Yaki and Goner ships to discover, buy and use.
- New T0 class Civilian ships. These HUGE hulks go back to the days before cargobay-compression was invented. Nowadays most are converted to mobile ware- and resource production facilities.
- Full complement of M3+ fighters for each race, even the Yaki!
- The Goner Aran, the most powerful vessel the player can own, capable
of mobile ship construction, reverse engineering, template equipping, remote fleet transport and even the 'conversion' of rogue-minded villains.
- Many other ships and lifeforms like Boron X-Craft, revamped Xenon vessels, who knows, you might even encounter a Space Dragon!

Xtensive Effects improvements
- Shockwaves and improved capital ship explosions
- Added detailed debris in most ship explosions
- New pirate and Yaki engine effects
- New sound effects for weapons and missiles
- New sector soundtracks
- Missile trails
- Many new types of Suns
- Many new Planet types
- Improved Nebulae and more.

2 New Weapons, 3 new Missiles and over 8 new shield types
- The Paranid Heavy Missile Gun: An ammo base missile launcher capable of devastating long range bombardment
- The Sohnen Beam Cannon: Limited intel available due to a distinct lack of survivors.
- Military 5MJ, 25MJ, 125MJ, 500MJ, 5GJ shields as well as special pirate and Sohnen shields
- Additionally all Terran weaponry can be purchased at Terran equipment docks (if your Terran notoriety is high enough!)


Over 45 New commands and features including:
- Shipbuilding capabilities on some ships
- Drone building capabilities on the Argon Griffon Drone Frigate
- Ship extension upgrade options at player owned equipment docks for fleet equipping purposes.
- Complex warehouses to increase the amount that can be stored at factory complexes, or for their own stand alone use to store goods.
- Multiple electronic warfare and hull repair features on Otas ships.
- Point to Point jumpdrives on some advanced- and M0 class ships.
- Many other features including installing ship repair facilities on docks and on carriers, setting capital ships to automatically execute tactical retreats when under fire, the ability to deploy scout drones for long range reconnaissance, and much more...

New stations:
- The huge and ancient Dyson Sphere, under control of an unknown force
- The magnificent Otas Headquarters built around a series of old mining facilities.
- New factories for the production of the Heavy Missile Gun and ammo, Concussion Impulse Generator, Scout Drones and new Shield types.
- Many larger factories for weapon and ship components production (potentially still compatible with Ashley's XXL fabs)
- New, distinct Shipyards for the 5 main races AND Terrans

Over 20 New Missions:
- Including a new Xtended plot involving a new and terrifying race with the player trying to avert a universe shattering war.
- Multiple ships to discover and interact with within the universe, leading to missions and side quests and general interaction with the universe.
- Several new BBS missions, including missions to unlock new ships such as the Argon Leviathan.
- Dangerous new missions into uncharted enemy space

Many other new features including:
- Countless new wares, freebies and features to find and use
- Much improved AI usage of all ships, leading to more variety and life in the universe
- New docking bays that allow M5 only, M6 only, TS/TP only docking, as well as new internal docking options
- various AL plugin options to enable:
- Shockwave damage from capital ship explosions
- Other independent companies within the universe
- Randomized or fixed locations for new shipyards and important stations
- Many new stations to find and trade with

Screenshots:

Below is a list of all the ship classes, each with a link to a screenshot. For 'Spoiler' ships, follow this link: http://www.thexuniverse.com/viewtopic.php?p=42424#42424, but be warned, these are ships revealed as part of the plot.

M0:

Argon Leviathan
Otas Castrum
Paranid Olympos
Terran Valhalla

M1 - Carrier:

Pirate Galleon
Terran Odin
Yaki Akuma

M2 - Destroyer:

Kha'ak Destroyer
Otas Boreas
Terran Tyr

M2M - Missile Destroyer:

Paranid Poseidon

M3+ - Ultra Heavy Fighter:

Argon Eclipse
Boron Skate
Goner Chidon
Otas Elite
Pirate BlastClaw
Pirate Eclipse
Pirate Elite
Pirate Kea
Sohnen Oriax
Teladi Kea
Terran Thor MkII
Yaki Tenjin

M4 - Fighter:

Terran Mjollnir

M5 - Scout:

Sohnen Lilith
Terran Valkyrie
Xenon N

M6 - Corvette:

Goner Zemira
Kha'ak Corvette
Pirate Marauder
Yaki Sennin Raider
Xenon P
Xenon P Raider

MM6 - Military Corvette:

Terran Vidar
Argon Centaur MkIII Vanguard
Boron Hydra MkIII Vanguard
Goner Nebai
Otas Reaper
Paranid Nemesis MkIII Raider
Sohnen Zepar
Split Dragon MkIII Vanguard
Teladi Osprey MkIII Vanguard

M7 - Frigate:

Argon Cerberus
Boron Hammerhead
Boron Whale - Courtesy of Imp.-
Kha'ak Frigate
Paranid Deimos
Pirate Carrack
Pirate Reaver
Sohnen Seth
Split Tiger
Teladi Hawk
Terran Aegir
Xenon Q

M8 - Utility Frigate:

Argon Griffon - Drone Frigate
Boron Swordfish - Ion Frigate
Otas Custodian - Shield Frigate
Otas HCF - Capture Frigate
Paranid Agamemnon - Missile Frigate
Split Panther - Support Carrier
Teladi Tern - Minelayer
Terran Ollerus - Gate Deployment Frigate

WP - Weapons Platform:

Argon Orbital Weapons Platform XL

T0:

Amaranth - Greenhouse Ship
Anastasius - Mobile Solar Plant
Darius - Mobile Crystal Fab
Faunus - Mobile Weapons Forge
Panos - Mobile Ore Refinery

TL - Large Transport:

Goner Ozias
Terran Asgard

MTS - Military Transport:

Otas Scarab
Terracorp Vulcan
Terran Sleipnir

TS - Small Transport:

Goner Shiloh
Otas Sinuator
Terran Baldur

TP - Personnel Transport:

Boron Angel
Terran Loki

Special:

Argon Fighter Drone MkII
Terran Andvari

Shipyards:

Argon Shipyard
Boron Shipyard
Split Shipyard
Paranid Shipyard
Teladi Shipyard

Headquarters:

Otas Headquarters
Last edited by -XTM- on Wed, 27. Jun 07, 01:57, edited 116 times in total.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 2. Jan 06, 14:17

i reckon an M7 cruiser class ship is definatly needed

turning the M6 into more of a gunboat

User avatar
Dgn Master
Posts: 1311
Joined: Fri, 27. Feb 04, 10:36
x3tc

Re: M-2.5 Frigate Class ?

Post by Dgn Master » Mon, 2. Jan 06, 14:21

Moxy wrote:snip...

Frigate/Cruiser class specs:

-Speed : between m2 and m6, 80/90 someting.
-Shield : 1 GJ
-Weaponry : 6 to 8 Big turrets, multiple smaller ones.
-Lasergen : Big
-Shieldgen : Big
-Size : roughly 1/3th that of an M2/TL
-Docking support : Yes, but only for 1 squadron (12 ships max).
-Cargo : XL, about 10.000
-Rep required to get one : Between M6 and M2 level
-Price : around 30 to 40 mil.
-Max gun size : Beta

What do you reckon?
Docking seems a bit high, maybe max of 6 instead of 12 unless your going for a carrier/frigate model but even then 12 may be to much.

Cargo seems a bit high too, m6 has max of 1500 m2 max is 13000
maybe split the difference and go with apx 5000 storage. The rest sounds fair to me

BTW it sounds awesome!
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!

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

Post by -XTM- » Mon, 2. Jan 06, 14:26

Dgn Master > Youre absolutely right, with a wing of 14 M3's it would eat M2's for breakfast.
Cargo thingy noted as well.
Ok, so exit the docking id maybe alltogether? or just 4 to 6 with max class m4 (dunno if that's possible but could be scripted in I guess).

Specs updated in initial post.
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
Dgn Master
Posts: 1311
Joined: Fri, 27. Feb 04, 10:36
x3tc

Post by Dgn Master » Mon, 2. Jan 06, 14:36

Max class of m4 would be with keeping with the overall feel of a mini battle ship imo, you could still pose a threat when they are fully launched to most craft while still being toasted by any m1/m2 out there.

If possible i would go with the m4 idea too.
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 2. Jan 06, 14:39

i think it should have both anti capitol ship weapons and anti fighter weapons, but maybe not as powerful as the m2's

Ryuujin
Posts: 944
Joined: Thu, 3. Feb 05, 15:48
x3

Post by Ryuujin » Mon, 2. Jan 06, 15:57

The missing element that needs to be filled is the anti-fighter role, whcih is what a frigate does.

So, it should only pack smaller guns really - A or BPPC on the nose turret, BHEPT max on all other turrets (Of which there are plenty of). Plus it should be able to field an impressive array of missiles, again like a real frigate (Frigates are the primary missile ships of a fleet) - PBE's or Flak would be intresting to see too.

You should fine tuen the energy reserves to allow it to fire for a very long period fully loaded with PAC's, but a full load of BHEPTs will flatten it fast, to avoid it being used as a capital ship killer.
Last edited by Ryuujin on Mon, 2. Jan 06, 15:58, edited 1 time in total.

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

Post by -XTM- » Mon, 2. Jan 06, 15:57

I've almost got a preliminary Argon M7 done, only the mesh-modding that is. It's a crossover between a Titan and a Soviet Akula HK-sub :)
Thing is, I totally forgot that there's probably going to be a need for a medium-sized turret as well since the big ones on the current ships will prolly look funny at best. (and the small ones, well...they are hardly visible on a M6, let alone anyhting bigger).
Shouldn't be to difficult to do...I hope/pray.
Docking bay-stuff is still totally grey to me so I'll make it without one first, then convert that bit in last.
I'll try to post a pic of a beta-version before the end of the day.

Btw; any help on getting them ingame would be much appriciated, and I don't mean the modding bit, I mean a nice script of some sort to put them on sale at various shipyards and stuff. (I'm a total scripting noob).

About the weapon-loadout;
This can be almost everyting....balance is rule I agree, this will take time to sort out and some testing by various people.

I'm thinking of giving the pirates a Kyon-Cruiser, equipped with a massive forward firing arc of fixed Kyon beams but backed up by a tiny generator.

Now I should stop editting :)
Last edited by -XTM- on Mon, 2. Jan 06, 16:08, edited 2 times in total.
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
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Mon, 2. Jan 06, 16:04

I'd say .. M7 ala Deadly ..

a big M6 small M1 with limited fire-power about the speed off an M6 and about 15 dockingbays ..

(something like deadlys exp. M7 from X2)


G

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 2. Jan 06, 16:05

scripting them into the game is pretty simple

u just use the command to add them to the shipyards

i have a script that does it for wares and should work for ships too

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

Post by -XTM- » Mon, 2. Jan 06, 16:11

Cycrow, would you know if it's possible to add different versions as well then?, like the Osprey and Nemesis already come with in the Tships.

I havent tested this yet but don't see any reason why this couln't be done.
The Xtended Mod

Need Help?

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

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 2. Jan 06, 16:16

should be able to add any available wares/ships to the station

u just have to tell it to start selling it

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

Post by -XTM- » Mon, 2. Jan 06, 20:02

First screenies available, plz tell me what you think of it.
Don't get ticked by the dull/matt-look, that's just 3ds.
Ingame it will shine just like any other ship.
The Xtended Mod

Need Help?

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

xeon_1
Posts: 3535
Joined: Thu, 4. Dec 03, 17:16
x4

Post by xeon_1 » Mon, 2. Jan 06, 20:19

looks great
i am currently working on a hybride fighter correvette
but that is still in the modeling stage
still learing 3ds max

Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 » Mon, 2. Jan 06, 20:26

New skins how beatifull the might be don't really change much of the in game flying and fighting feeling.

So you might want to consider also new weapons or stuff to create.

This would really do some difference to the m1/2 already existing

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

Post by -XTM- » Mon, 2. Jan 06, 21:24

Added a couple of ingame screenies.
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
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot » Mon, 2. Jan 06, 21:25

very nice .. :thumb_up: ..

I also really like the fact you kept the 'look' of the argon for it ..

I acually had to look twice at the pics cause I didnt see right away wich ship was wich :D


G

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

Post by -XTM- » Mon, 2. Jan 06, 21:34

very nice .. ..

I also really like the fact you kept the 'look' of the argon for it ..
Thanks!
Keeping the races look is a must imo, otherwise it would be much better to just import some stardestroyers or the like (not that it would be such a bad thing actually :)
About the looks, don't you think it's a little bit too "nice" atm?
This should be a hunter....
One thing that has to go are the port/sb trusterpacks, they make it look like a x-mas tree imo...too much lights.
I'll also add 2 more rear-engines I think.
The front could use some lifting as well....someting which would make it a little more aggressive.

Note : ofcourse adding final turrets etc will also change it's look as they will be much more noticable on this ship.
In reference, A Centaur has roughly the same length as a Big Turret.
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
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Mon, 2. Jan 06, 21:39

I don't think it should have any docking myself, doesn't really fit x3's style.

external docking maybe, but AFAIK we don't know how to do that yet
*shrug*

Or you could set up docking and non-docking versions, that would work.

the cargo bay is way too big- look at m1s and m2s.

The ingame class would probably have to be m1 or m2, as it looks too big to dock normally.

adding different versions is very easy, incidentally. Different versions are just different ships that share the same name. If you can add one ship you can add the other. There's also a variation 'index' which tacks on Vanguard or Raider or whatever.

Oh and excellent work on the model.

Regarding turrets, you could design the models so that only certain aspects have big turrets, which would help a lot in preventing the turrets from dominating the model.

bendyspex
Posts: 837
Joined: Tue, 13. Apr 04, 10:39
x3

Post by bendyspex » Mon, 2. Jan 06, 21:43

If you want it to look like a frigate, then the turrets should stand out. Maybe have some kind of small wing area in the middle of the ships with two turrets on each wing, one turret firing forwards, the other backwards.
Just my ideas, so there probably pointless and a waste of space :roll:

Locked

Return to “X³: Reunion - Scripts and Modding”