Mod : Apricot Gunbus Mod V3a AND Gunbus v3a for XTM

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

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al_main
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Post by al_main » Sat, 1. Apr 06, 00:38

I'm afraid scripts cant modify allowed shielding and the like.

The scripts simply add the commands.

I assume apricotslice runs his own personal mod to get the mention effects. Maybe if you ask nicely he'll let you have that but you'd be better off getting the modding/edditing tools (look in the sticky) and doing it however you want to.

Personally i'd alter the teladi osprey variants as only the standard osprey actually appears anyway (I think) and so it wouldnt effect any ships except your own.

AL

Hieronymos
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Post by Hieronymos » Sat, 1. Apr 06, 03:04

Modify an Osprey variant, that's damn clever...as there are 3 of them, and one wouldn't be missed overmuch. Now I have to ask myself if I want to actually get fully entangled in modding another game...*sigh*

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 03:36

Hieronymos wrote:Apricotslice, saw yr post in another thread mentioning yr 'M6 Merchant Cruiser' script. The creation of a ship of this capacity and power is something I'd been hoping would be created within the DDRS mod, which I'm rather partial to. And with 20,000 cargo, merchant "cruiser" seems an apt description. Does the script give all M6's 20k cargo?
No, as al_main said, you need to mod to get the changes in the ship. But with the x3 editor its very easy to do once you understand what your doing.

The other thing to bear in mind is that once you change an exisitng ship in the game, every ship of that model will have the changes. So in my game, taking an assasination mission against an Argon target, flying an M6 with M6 escorts is going to be very very very difficult to complete. A Mammoth will be easy in comparison, the target simple but the escorts will be killers.

Idealy, you create a new ship, insert it into a shipyard, and buy it normally, but at this point, I dont have the scripting ability to do that.
And you mentioned 3Gj shielding. Does the script bump M6 shielding up to 3Gj, or is that just yr own personal variant?
My personal variant. It also carrys PBE's and PPC's. I like the BPE's, they area lethal gun with a slightly longer range.
And DO yr M6 UT's defend themselves like normal M6's?
I dont know yet. I only have 1 at UT level, and it simply hasnt been attacked yet ! I dont know if this is sheer luck, or the fact that no-one would dream of shooting at it.
If I wanted to use this script, but reduce M6 cargo space to a more modest 8k, how would I do it?....(Frankly, 20k seems a bit much, in play-balancing terms..)
I mainly put that much in, because I collect a lot of loot, and couldnt be bothered hassleing around with freighters. Besides, when you look at the actual size of the ship, 1500 cargo means that 50% of the volume of the ship is empty space. imo.

The mod is easy to do when you know how. I wish I knew how to get a new ship into the game. Then I'd do a mod which people could use.
And would the script conflict with the DDRS, which has 2 new M6 classes (and adds 2x 125Mj shields to almost all M6 types)???
Combining mods is something being discussed in scripting and modding forum at the moment.

I have actually been able to combine several mods, but only where they are not large. The DDRS mod is huge in comparison to most (I havent looked at the mod itself), so anything else would need to be added into that. It is possible, but needs a lot of care to ensure you dont inadvertently lose something critical, because one file over rides another.
An idea to complement yr 'M6 Merchant Cruiser' script would be to expand the script to enable an M6 UT the option to specialize trade in just high-end products, like high-tech and weapons--which seems consistent with the overall concept of the script, a specialty 'sherman tank' UT. Obviously, the Game programs AI traders as specialty traders--Tech, Weapons, 'Heavy Lifter", etc. Is that hard-coded?
I suspect it is, but honestly wouldnt know. One of the Script Masters wouldnt need to answer that one, as UT behaviour is all scripted, but I'm not sure about the NPC traders.
Ideally, I'd love to see either a mod or an Egosoft upgrade offer a dedicated "Merchant Cruiser" ship, which I see as something that would be slightly inferior in OOS combat capabilities to an M6--i.e. less manoeverable, speed around 110 m/s, fewer + weaker forward guns--but with 3 or so double turrets, and perhaps somewhat stronger shields--like 1Gj, and around 8k cargo. With a price tag in the M6 range.
Its likely to be a mod. The likelihood of egosoft adding more ships to this game is remote. I guess there is the posibility that they may sign off on some of the mods and release an upgrade pack containing mods, but who really knows ?

The multi gun turrents are already in the M6 upgrade mod. So if you took that ship, in whatever M6 you prefered, and modified it, then it would be what you want in your game. Thats the easiest way, but it does change every ship in the game the same way, so you need to accept that consequence.

If you want to try that, send me an email with a spec for which ship you want modded, and all the changes you would prefer. Remind me to use the M6 upgrade as a base, so you get the extra turrent guns. I'll email you back the mod files in a zip. If you like it, I'll add it to the M6 extension zip for anyone.

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al_main
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Post by al_main » Sat, 1. Apr 06, 14:12

apricotslice wrote:The other thing to bear in mind is that once you change an exisitng ship in the game, every ship of that model will have the changes. So in my game, taking an assasination mission against an Argon target, flying an M6 with M6 escorts is going to be very very very difficult to complete. A Mammoth will be easy in comparison, the target simple but the escorts will be killers.
Thats why I suggested an osprey variation, as not in the game! (I think)

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 14:16

al_main wrote: Thats why I suggested an osprey variation, as not in the game! (I think)
Its certainly listed, so very possible. But it would need to be scripted into the game to use, rahter than bought at a shipyard.

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al_main
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Post by al_main » Sat, 1. Apr 06, 15:31

Quick script to add it to shipyard could be done by anyone in about 30 seconds!

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 15:33

al_main wrote:Quick script to add it to shipyard could be done by anyone in about 30 seconds!
Can I have 30 seconds of your time then ? :)

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LV
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Post by LV » Sat, 1. Apr 06, 15:46

Code: Select all

$ship = Nemesis Vanguard (the shiptype)
$shipyard -> add product to factory or dock: $ship (define your station of course)

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al_main
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Post by al_main » Sat, 1. Apr 06, 15:53

Here you go then:

http://www.savefile.com/files/6211555

Adds a shiptype to the shipyards of the race you select.

Currently run it from SE and select
null
then shiptype you want to install
then the race whose shipyards you want it on sale

If you want to use it so that it runs automatically use SE to copy and rename it to have setup. at the beginning of the name. Then change lines 1 and 2 to the ship and race you want.

AL
Last edited by al_main on Sat, 1. Apr 06, 15:54, edited 1 time in total.

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 15:53

Thankyou :)

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apricotslice
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Post by apricotslice » Mon, 3. Apr 06, 03:47

For those interested, I'm having a serious go at doing this mod. Stay tuned.

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apricotslice
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Post by apricotslice » Mon, 3. Apr 06, 11:07

This call for help is brought to you from the Apricot Mapping Service.

I've got the prototype M6 transport into a shipyard, but all I get is readtext17 - 4515 instead of a ship name.

The problem appears to be in 44002, which doenst seem to be accepted into the program properly.

Help !

Edit : Shipyard will take my money, but it gets stalled on fitting the ship out, only way out is esc,a nd you get nothing.

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al_main
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Post by al_main » Mon, 3. Apr 06, 19:16

Put in a text file:

<language id="44">
<page id="17">
<t id="4515">YOUR SHIP NAME</t>
</page>
</language>

Then load it in ur setup file.

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apricotslice
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Post by apricotslice » Tue, 4. Apr 06, 01:51

Armageddon came back with some good instruction in another thread.

And I've had an offer to look the mod over, as its an interesting failure and opportunity to learn from it.

Going to attempt the changes needed today, but the scripting bit is my worry since the script editor and I are not exactly on speaking terms. Not so much speaking, as speaking a different language and not understanding each other. Sign language isnt working !

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apricotslice
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Post by apricotslice » Tue, 4. Apr 06, 04:50

The loadtext command worked, after oit took me 10 minutes to find it :)

However......

Next problem :

When you buy the ship, the shipyard takes you to a outfit ship screen but is unable to trade and hangs on this screen. When you esc out, you have less money but no ship.

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apricotslice
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Post by apricotslice » Thu, 6. Apr 06, 14:03

Well, what started out as a simple scripting question is now an actual mod :)

Shipyard problem is fixed, and boy was it a really simple error. The kind that are so simple you go bald not finding it.

Beta testers wanted ! :)

It should be hosted at the same link as the M6 extention commands within a day or so, but anyone who cant wait can email me and I'll email it back to you.

Mowerman
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Post by Mowerman » Thu, 6. Apr 06, 18:50

The mod sounds excellent. I'm so upset that M6's have been nerfed so much. I worshipped my centaur in X2, if you would like a beta tester then I'd happily do it :)

Regards

Mowerman
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(Note : In case of consumption please seek medical advice)

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apricotslice
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Post by apricotslice » Fri, 7. Apr 06, 02:07

Mowerman wrote:The mod sounds excellent. I'm so upset that M6's have been nerfed so much. I worshipped my centaur in X2, if you would like a beta tester then I'd happily do it :)
Email me, click button below, and I'll email it to you.

You will be the second.

Hopefully I'll have a link for downloading in a day or so.

Hieronymos
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Post by Hieronymos » Fri, 7. Apr 06, 02:19

Tell more about the finished product, Apricotslice. Exactly how juicy is it?

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apricotslice
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Post by apricotslice » Fri, 7. Apr 06, 02:40

Hieronymos wrote:Tell more about the finished product, Apricotslice. Exactly how juicy is it?
I left the options open for people to configure it as they want.

I use it mainly as a UT so far, but I am thinking of using it as a personal ship now as well.

Its based on my soup-ed up Centaur which I've had for ages. But the Gunbus seems to be a lot smoother handling than the Centaur with the same mods.

Full speed satisfies for those who hate taking forever to cross a sector and dont want to use an M5.

The full sheilding will protect against a collision with a TL.

And as a personal ship, the full cargo bay (cost another 5 mil to get this) enables me to pick up anything and everything left floating in space, including the big PPC drops by Xenon cap ships and full cargo loads off freighters.

Its the all purpose do-it-yourself-ship.

The BPBEs are lethal if used right, but not so good against Xenon, for whom you need to turn auto-aim off.

I havent had a chance yet to properly test it in combat, but the big top turrent should be interesting in action. My only concern is the lack of the rear turrent to use as missile defense. If need be, I'll look at putting a small turrent on for that. You tell me if it needs it.

Edit : The interesting thing is that it can be anything from a large well defended plodding transport (if you dont add speed) to a super fighter. Depends on how you upgrade it and what guns you add.

So everyone can make it how it fits into their game.

Its possible to leave it as a default M6, by only installing a few upgrades, and limiting the gun choice to the standard Ospreys.

But just as easily, its suited to being a personal souped-up one-of player ship for those who want/need the extra protection and firepower while prefering the fighter feel of flying it.

In my game its a Super-fighter, but my own game philosophy allows this. Its just a matter of using the ship in your game however you think the character you play would do so, and ignoring the fact it can be different.

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