[RELEASE] Custom ship MOBILE FORTRESS ver 1.1

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apricotslice
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Post by apricotslice » Fri, 31. Mar 06, 00:24

Um, driving this thing anywhere isnt really a happening thing.

You jump it out, and only jump it in to somewhere without close obstacles, so you can move it a bit into a sector and leave it there.

Only a mad thrill seaker will actually drive it themselves :)

And only those who want to lose it in a hurry will be in sector while its moving.

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Observe
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Post by Observe » Sat, 1. Apr 06, 05:31

Thanks to everyone for their valuable feedback on this initial release of the Mobile Fortress.

I will make effort to fix the automatic undocking problem, and incorporate some of the suggestions that have been made - in the limited time I have available before I must "switch gears" in my priorities.

Next release improvements/changes:

1. Fix the undocking crash problem. Some of you have discovered a temporary fix by moving the Fortress while capital ships undock. Either that, or you can undock your capital ships manually. I have a permanent solution for the next release.

2. Increase cargo space. Additional weapons availability (including BPBE & BFAA).

3. Price tag (very high).

4. Gateless jumpdrive standard.

5. Special Fortress commands.

This ship was designed from the beginning to serve several specific purposes. It is of course NOT intended for casual cruising around the galaxy.

I hope this ship will prove to be a useful presense in the game.

Thank you for your patience and for all your kind suggestions.

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 05:40

I've added it already to the list of Mods in the new Handbook.

For the moment, I'm content to just have mine. :)

I have all my ships safely docked in it now, bar my 2 UT's and mammoth, which is doing complex building at the moment.

When I get time, I'm going to get all my stores moved as well.

Would it be possible to store some permanent jump co-ords into several comand slots so that I can jump it between fixed places ? I would like to have a specific place near each complex hub where I can park it for a while, and moving it around means I can use it as a central store, with short flights for freighters. It can also be used as a jump in complex protector when necessary. But doing the co-ord specific each time is too fiddly.

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Observe
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Post by Observe » Sat, 1. Apr 06, 05:55

apricotslice wrote:I've added it already to the list of Mods in the new Handbook.
Thank you Apricotslice! You services to the community are much needed. :thumb_up:
apricotslice wrote:Would it be possible to store some permanent jump co-ords into several comand slots so that I can jump it between fixed places? I would like to have a specific place near each complex hub where I can park it for a while, and moving it around means I can use it as a central store, with short flights for freighters. It can also be used as a jump in complex protector when necessary. But doing the co-ord specific each time is too fiddly.
Already working on your suggestions. There will be special Fortress commands added.

Possible future projects call for a new jump gate protection platform to eliminate the lasertower mess that some of us resort to until we discover the associated cumbersome problems.

Of course others have already suggested that last idea, and someone might beat me to the gun on implementation. :wink:
Last edited by Observe on Sat, 1. Apr 06, 06:02, edited 1 time in total.

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 06:01

Observe wrote: Future projects call for a new jump gate protection platform to eliminate the lasertower mess that some of us resort to until we discover the associated cumbersome problems.

Of course others have already thought of that last idea, and someone might beat me to the gun on implementation.
Already happened. :) The M7 mod.

However, I am relauctant to use that mod because it adds more than I want to at this stage in my game. Its a complete new game, and should be started as one i feel.

So I'm still looking for an easy to install defense platform. Perhaps if you could use the platform in the M7 mod, so the mods are compatible, but augment its options, particularly in say jump capability.

Either that, or a stand alone defense platform. I would rather like to just insert it just into my existing mod and then run a script to activate it.

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Observe
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Post by Observe » Sun, 2. Apr 06, 03:00

NEW RELEASE (verion 1.1)

This release fixes the critical defect of capital ships crashing into the Fortress while performing auto undocking, along with some requested weapons additions, and larger cargo space.

I am very pleased with the undocking solution. Now capital ship undock at a 30 degree angle, therby avoiding the Fortress. Both docking and undocking is much improved.

Note to fellow model designers: It appears that the ANIMATEDF_DOCKPORT_BELOW60 docking flag can be set in 30 degree increments. I used ANIMATEDF_DOCKPORT_BELOW30 in this case.

Since several people have requested DDRS integration, I have included a catalog version of this release that should work fine with DDRS version 2.1. This has been tested successfully but not extensively. If you choose this option, you will have to install DDRS as a patch (rename the DDRS catalog files numerically and put them in the main game directory). Note: Since I have no control over the DDRS mod, I can provide only limited support for this option.

Additional planned non-essential features will be provided in a future release - time permitting. :wink:

This release is save-game compatable with the prevous version.

The current files are linked for download at the top of this thread.

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Post by Thera » Sun, 2. Apr 06, 09:55

I think this mod is usefull...

I would like to see the ship capable of equiping all weapons, and only initially installed with mass drivers, or AIRE's. and only a 125mj shield(Thus forcing the player to equip it at thier own cost).

Also I would suggest that you alter it ti a BBS advert for the location co-ordinates where the ship could be found when you reach a certain combat ranking.

Just thoughts. In regards to the undocking problems with the Large ships, i would suggest modifying the ship so that they undock backwards or that they dock at the front of the ship.

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apricotslice
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Post by apricotslice » Sun, 2. Apr 06, 10:00

Thera wrote:I would like to see the ship capable of equiping all weapons, and only initially installed with mass drivers, or AIRE's. and only a 125mj shield(Thus forcing the player to equip it at thier own cost).

Also I would suggest that you alter it ti a BBS advert for the location co-ordinates where the ship could be found when you reach a certain combat ranking.
That would just force me to edit the scripts to remove that ! This 125 mj shield insanity is completely beyond me. As for combat rank, why ? Dont answer, because I simply removed the race ranking from the game, as I dont believing inthem, and ignore combat rank.

BBS in EQ docks to buy it, yes. Good idea.

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Post by Thera » Sun, 2. Apr 06, 14:42

The idea was to add some significance effort and cost to equiping the fortress. I did say initially, not permanently.

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apricotslice
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Post by apricotslice » Sun, 2. Apr 06, 15:09

Thera wrote:The idea was to add some significance effort and cost to equiping the fortress. I did say initially, not permanently.
Actually, this is one of those purchases I'd prefer to come already kitted out.

But then, I find the whole process of having to scour the universe to fit out one ship a bit silly. There should be a one stop shop, that orders in what you want. But then, thats just me. And I complex build everything I need.

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Observe
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Post by Observe » Sun, 2. Apr 06, 19:31

Thera wrote:Also I would suggest that you alter it ti a BBS advert for the location co-ordinates where the ship could be found when you reach a certain combat ranking.
How about a BBS message mentioning rumor of an unoccupied supership existing somewhere beyond Khaak space. The initialization script would add a jump gate into a Khaak sector from a hard to find remote location. Based on clues found through the BBS, your job as treasure hunter would be to locate the jump gate, search/survive the Khaak sector for another jump gate that would put you into an empty sector wherein you would finally find the fully armed Fortress and some other goodies. All this could be done without editing the standard galaxy; because such sectors already exist in the game (though some of them currently have no jumpgate accessability).

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Post by Saint-Ashley » Sun, 2. Apr 06, 20:01

Observe wrote:How about a BBS message mentioning rumor of an unoccupied supership existing somewhere beyond Khaak space.
That sounds great! at least it wont be as much a cheat then just getting it free! :P

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Post by SirMathew » Sun, 2. Apr 06, 20:52

apricotslice wrote:
Thera wrote:The idea was to add some significance effort and cost to equiping the fortress. I did say initially, not permanently.
Actually, this is one of those purchases I'd prefer to come already kitted out.

But then, I find the whole process of having to scour the universe to fit out one ship a bit silly. There should be a one stop shop, that orders in what you want. But then, thats just me. And I complex build everything I need.

Try Stevio's Weapons dealer script,it installs a station where you find all the equipment... :wink:
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Post by DarthVain » Sun, 2. Apr 06, 23:30

Just leave it the way it is. This is a great mod but not everyone wants to follow a plot or storyline to obtain something superior like the Fortress.

The docking and undocking of caps works terrific now. Thanks Observe :thumb_up:
Another one bites the dust!!

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Observe
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Post by Observe » Mon, 3. Apr 06, 00:41

Thanks Captainfred! I'm happy to hear that this ship is working for you, and the new release has fixed the docking problem. I appreciate the feedback. :)

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Post by DarthVain » Mon, 3. Apr 06, 01:04

Observe wrote:Thanks Captainfred! I'm happy to hear that this ship is working for you, and the new release has fixed the docking problem. I appreciate the feedback. :)
Yes, It's the first time that I've seen two Titans dock in unisom. What a sight!! Unbelievable view. I wish I had taken a piccie of it.

One thing though how useful are the BFAA. They only see to have an impact if other ships are very close approx 2 km.
Another one bites the dust!!

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Post by Nikek Notlad » Thu, 13. Apr 06, 16:52

For some reason this is not working properly for me - can I check that I am doing things right.

The instructions say to rename the dat and cat files to 7 and 8? IS this right? Should they not be the same nimber? I currently have a 10.cat and 10.dat file in the root directory so I am assuming the fortress files should be renamed to 11.dat and 11.cat.??

Now, when I run the script file in the script editor a ship appears but it is nothing like the one in the screen shots. I don't know what it is but its not much bigger than a frieghter, has no sheilds, no weaps, doesn't move and looks a bit like a square water cannister??

So, what am I doing wrong?
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apricotslice
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Post by apricotslice » Fri, 14. Apr 06, 02:46

Nikek Notlad wrote: The instructions say to rename the dat and cat files to 7 and 8? IS this right? Should they not be the same nimber? I currently have a 10.cat and 10.dat file in the root directory so I am assuming the fortress files should be renamed to 11.dat and 11.cat.??

Now, when I run the script file in the script editor a ship appears but it is nothing like the one in the screen shots. I don't know what it is but its not much bigger than a frieghter, has no sheilds, no weaps, doesn't move and looks a bit like a square water cannister??

So, what am I doing wrong?
You can only do this once. 1.4 patch os 06.cat/06.dat
1.4.02 patch is 07.cat/07.dat.

The fortress mod should be 08.cat08.dat if you have 1.4.02 installed, otherwise it should be 07.cat/07.dat if your running 1.4.

If you put in an 09, anything that 09 has that 08 has will be overwritten. Likewise, if you use a mod in the \mod directory, anything in the mod that is the same as the numbered cats, will be overwritten.

So what you are seeing probably comes from the highest numbered file, or the \mod your using.

Most ship mods use a tships and tcockpits file. Each file overwrites the one before it. So only the last one will appear in the game.

The vast majority of mods are NOT compatible with each other. The issues are being addressed, but dont hold your breathe for a solution any time soon.

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Post by Northstar » Sat, 15. Apr 06, 15:13

Excellent piece of work Observe! Looks a fantastic asset in hardware and a proud flagship for any major fleet.

I very much like the idea of it being posted on the BBS but just as a hint in some far off sector. Putting it in a far off Khaak sector would mean your goal would be to buy coordinates then try claiming it in all that fury! :) .
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Post by rustybucket » Sat, 15. Apr 06, 18:33

Genral scripting/moding question:

Is there any way to trick the game into allowing to turrets on the externally docked capital ships to function? Perhaps it can be done by using multiple ships mods (fortress) and a script to exchange them automatically depending on the number of vessel docked.

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