[MOD] X3TC Boron Lusca M7 - V1.5

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Axeface
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[MOD] X3TC Boron Lusca M7 - V1.5

Post by Axeface » Tue, 27. Jan 09, 20:50

BORON LUSCA, M7 - My Thanatos M6 included in Package.
Perhaps due to increasing Split aggression, the newest M7 class vessel marks a new way of military thinking for the Boron. It is a ship designed for one purpose, the destruction of capital class vessels. It has optimised weapon and shielding capabilities at the cost of overall top speed.


The lusca is a name given to a sea monster reported from the Caribbean. It has been suggested by cryptozoologists that the lusca is a gigantic octopus, far larger than the known giant octopi of the genus Enteroctopus.
Version 1.5 - Tweaked stats.

Version 1.3 - Model complete.
[ external image ]

Many thanks to Enenra (Again ;p ) for his help in the design, and the others at www.x3dmod.com

[ external image ]

[ external image ][ external image ][ external image ][ external image ][ external image ]

Stats:-
Speed - 95 m/s
Shields - 5x 1GJ
Reactor - 6300
Laser Energy - 72000
Laser Recharge - 2200
Hull 145000
Cargo - 5200

Rear Turret - 2 Guns

Installation instructions are included in the readme file but here's a rundown anyway. Extract the rar into your X3TC directory and everything will be put in the right place. Check the mod on your startup screen and go to Boron shipyards for the Lusca, or Paranid shipyards for the Thanatos (You'll get a message about both ships too).

Package contents:-
Lusca Scene and Body File, Thanatos scene and body file, Tships (Merged with thanatos), Bodies.txt for Thanatos, T files 8456 and 8458, 4x setup scripts, Thanatos FX engine file, 2x Readme's.


DOWNLOAD 1.5: KEEP BACKUPS OF YOUR SAVES - Just incase.
My Thanatos is INCLUDED in this download. I haven't got around to making a separate TShips. If you have the Thanatos already. Uninstall it and install this mod.

http://www.mediafire.com/file/h42z51mom ... 5FINAL.rar

Thanatos thread:- http://forum.egosoft.com/viewtopic.php?t=233008


Hope everything works and Hope you like it! Enjoy. (This ship looks much better in-game than in shots I think, so give it a go!)

T File used 8456, 8458. Page ID's 8456, 8458

DISCLAIMER:- Axeface will not be held responsible if his mod breaks your game. This is his second mod and he doesn't really know what he's doing. Keep backups of your saves.
Last edited by Axeface on Sun, 1. Feb 09, 01:31, edited 9 times in total.

boufas
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Post by boufas » Tue, 27. Jan 09, 20:58

a new ship already your good man hey any chance of you using that amazing skill you have and make the andromeda and voyager work for x3 tc

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Freeman_79
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Post by Freeman_79 » Tue, 27. Jan 09, 21:23

Very nice :)

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Axeface
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Post by Axeface » Wed, 28. Jan 09, 11:48

Thanks both of you :)

I doubt i'll have the time boufas, I'm too busy working on these ships.
I'm currently trying to figure out turrets to some success, a new version of this ship should be around in a few days. Once i've figured it out I'll try to find another use for the ship, maybe a capture frigate, maybe anti-fighter or just a bog standard M7.

Let me know if you like the ship being this quirky no turreted capital killer.

Mr Missile
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Post by Mr Missile » Wed, 28. Jan 09, 12:16

Wow. Another ship already? And such a fine looking thing at that!

Haven't played with it yet, but I think I like you're original idea - capital killer, sort of fits with the new Boron battle methodology that gave us the Thresher, but with the weakness of no turrets... gives it a special uniqueness against everything we can already choose from.

Perhaps even tying in with your other idea, as a capture frigate, let it load up with Ion Cannons (are they useful for capturing? Seem to do great shield damage) and give it the ability to launch boarding pods (since it's so slow it's not going to get real close to launch marines manually.) Kinda makes it specialise in boarding large, heavily shielded targets....

Just thinking out loud here. Your ship, your rules. But looking forward to what you come up with next!

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Axeface
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Post by Axeface » Wed, 28. Jan 09, 12:23

Thanks a lot, I'm glad you like the look of it :) Yeh the idea of allowing boarding pods and Ion-D's was one of my first ideas too. It sounds good and I might try it. But I like the capital killer (Exactly as you said about uniqueness, thats what i'm trying to do, and as for the new methodology in boron thinking, thats pretty much what I said in the ship description in-game.)

The reason I made the ship like this is because I don't see the point in me making another normal M7, there are already enough, so i'm trying to make ships that have a specific role for the player to use in fleets.

I will try other things though once I figure turrets out :) I also need to add more detail to this model though. Engines and the underneath need work.

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spacefueladdict
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Post by spacefueladdict » Wed, 28. Jan 09, 13:41

Hey man that is another sweet ship, will download for sure when you get to the final version :wink:

hoping to see nice, Split, Argon, Terran, Xenon, Teladi and Pirate ships too! :D

Oops sorry, sound like in creating some work for you :lol:

Edit: Could i suggest a name change?... Call it the 'Stingray' (with it only having the 1 but Deadly weapon(set)). 8)

Marodeur
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Post by Marodeur » Wed, 28. Jan 09, 15:18

Hmm.... Reminds me at the OTAS Reaper from Xtended (not visually). Its a M6 with 12 front guns and 1 rear turret, primary for missile defense.

A ship with brutal firepower in the front should be faster for hit and run-tactics and a M7 should have at least one little turret against big missiles or not? ;)

Some M1 are faster than that ship so it has the firepower to kill it but not the enginepower to reach it (even the Boron M1 is faster)... :shock:

But a very nice ship when it comes to graphic. :D

Maybe with other stats i would love to fly it. ;)


boufas
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Post by boufas » Wed, 28. Jan 09, 19:14

it is a awsome ship i cant wait till the final version comes out pm me when it does and also what do you have lined up now as a ship builder

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Axeface
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Post by Axeface » Wed, 28. Jan 09, 20:13

V1.2 | Added 2 Turrets. Rear with 4 guns and Bottom with 2. Main guns changed from 14 to 12.
Hope it works ^^


@spacefueladdict -
Thanks for the comment! I think my next one will be another boron ship, but who knows after that!
When I first decided to make a boron ship I was thinking of names, I actually chose stingray because I could hack betty to say it :) But I think Lusca sounds awesome so thats what it's staying i'm afraid XD

@Marodeur -
Cheers ;p
Yeh but the reaper didn't have 5gj of shields, or the ability to mount PPC's ay.
Sure some M1's are faster, but this is designed to kill M2's, and it's faster than all of them :twisted: I really don't want to make it faster because it would get too good I think. It's got a lot of laser energy.
Now there are turrets for missile defence though (Well more as they are M7 turrets).

@Logain -
Thanks! Same to you with FDN :)

@Boufas -
Cheers! As stated above I think the next one will be another boron ship probably, then something else! (I love boron ships).


Now to figure out how to dock a couple of m3's on it.
Last edited by Axeface on Wed, 28. Jan 09, 20:23, edited 1 time in total.

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Sir Squallus
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Post by Sir Squallus » Wed, 28. Jan 09, 20:20

if its okay ill translate it again into german, and maybe (if you allow)
add it to my mod

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Axeface
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Post by Axeface » Thu, 29. Jan 09, 03:32

Yeh sure to both Sir Squallus and thanks for volunteering to translate again :) Out of interest, are you translating the T files too?

V1.3 - Probably FINAL | Model complete, added some shinies and wrapped it all up.

[ external image ]


DOWNLOAD:-
http://www.filefactory.com/file/a042h2a ... edV1_3_rar
http://www.mediafire.com/file/gmxzegzju ... edV1,3.rar

Please remember to keep backups of your saves.


Lets have some more feedback please :) What you like and don't about the design so I can improve my future modeling!

novacatt
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Post by novacatt » Thu, 29. Jan 09, 09:53

Hiya Peeps,

Axeface, young-fella-me-lad..... :P :wink: :D

Simple question.... Is that a proper bottom turret or do the guns just point straight down? :gruebel:

Only asking because looking at the screenie it appears the guns are just sticking straight out of the hull... :roll:

Otherwise a fanbloodytastic looking piece of work, mate!! :thumb_up:

I only hope my ships look half as good when I finally discover how to make 'em & get them working in-game.... :wink: (Got the software, just need the hands on/personal knowledge/experience to go with it.... :lol: )

Cheers & Thranx

Marodeur
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Post by Marodeur » Thu, 29. Jan 09, 11:07

Axeface wrote: @Marodeur -
Cheers ;p
Yeh but the reaper didn't have 5gj of shields, or the ability to mount PPC's ay.
Sure some M1's are faster, but this is designed to kill M2's, and it's faster than all of them :twisted: I really don't want to make it faster because it would get too good I think. It's got a lot of laser energy.
Now there are turrets for missile defence though (Well more as they are M7 turrets).
Ah, ok. I thought i should be a M1-killer too. :D

I dont want to compare your ship exactly with the reaper. Its the firepower in the front which reminds me of it (and the Reaper was tricky and funny to fly at once).

Cant wait until i can add ships with the plugin manager...

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Sir Squallus
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Post by Sir Squallus » Thu, 29. Jan 09, 13:25

@ Axeface
Of course!
Whats an translation whitout changing the T Files? :lol:
I changet all text files into German

PS Genius work again

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Axeface
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Post by Axeface » Thu, 29. Jan 09, 20:02

Thanks all!

@novacatt young-fella-me-lad...
The turret does indeed stick through the hull, however it is designed like that. The game does not have many variations of turrets, and in fact the stock ego ships all have turrets sticking through the hull. It's to cover up the fact that the base does not align with hull when you have a turret that points perpendicular to the ship (Go in-game and look at the Ray, and you'll see how bad it is :P )

I thought about making a custom turret, but that would mean me including many other modified files, making sure something will conflict.
Great to here ya making some ships! I'll help if I am able hehe.

@Marodeur...
Hehe ok :) Yeh plugin manager will be nice, but it doesnt really matter. It's really easy to put them in and take them out.

@Sir Squallus...
Cool! Was my Paranid message hard to translate? Lol. Thanks!

Marodeur
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Post by Marodeur » Thu, 29. Jan 09, 20:20

Yeah it would be easy... but i already use the hangarmod which has an altered tships. ;)

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Sir Squallus
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Post by Sir Squallus » Thu, 29. Jan 09, 21:38

@ axeface
No not hard, some parts are Horrible, i think my english in´t bad, but in some of the T files are used words from the game whith are other in the german version

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Gazz
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Post by Gazz » Sat, 31. Jan 09, 18:00

Axeface wrote:The turret does indeed stick through the hull, however it is designed like that. The game does not have many variations of turrets, and in fact the stock ego ships all have turrets sticking through the hull. It's to cover up the fact that the base does not align with hull when you have a turret that points perpendicular to the ship (Go in-game and look at the Ray, and you'll see how bad it is :P )
Side turrets don't work well with boron ships unless you create a few "flat" spots on the sides, just to place turrets there.
A few bulbs or a small rim might even enhance the generally organic look.

Up/down turrets (that work) are horrible to place on nearly any ship.
Teladi/ATF ships sometimes work out because they have some vertical surfaces.

If you want perfection, I'd suggest dropping the idea of up/down turrets on a boron ship and creating some "proper spots" for left/right turrets instead.

BTW: Is the laser recharge of 6300 a typo? Most M2 only have 2/3 of that.
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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