[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
I know it would help you test, but I do not have much spare time and if a patch to your mod required restarting the game, it would not be good for me. That is why I am thinking of waiting till you feel the mod is nearly complete.
I am not keen on the Roguey ship, quite an ugly one that and does not really fit in too well, will it be optional? Because I can not say I would like having it in the game. I am more into having Egosoft only, proper X ships.
I am looking forward to seeing your Paaranid and Xenon progress tomorrow.
I am not keen on the Roguey ship, quite an ugly one that and does not really fit in too well, will it be optional? Because I can not say I would like having it in the game. I am more into having Egosoft only, proper X ships.
I am looking forward to seeing your Paaranid and Xenon progress tomorrow.
-
- Posts: 709
- Joined: Fri, 10. Sep 04, 19:55
Cheers geeza
I found the original pic I made...
[ external image ]
Roguey used the Dragon hull instead of the Nemesis, but I won't argue coz I tried some model mods my self and discovered a talent for sucking.
I agree with him changing it from a fast under shielded M3 to a slow M3+
I found the original pic I made...
[ external image ]
Roguey used the Dragon hull instead of the Nemesis, but I won't argue coz I tried some model mods my self and discovered a talent for sucking.
I agree with him changing it from a fast under shielded M3 to a slow M3+
The only thing I can think of since I have not played X2 myself would be to drop ships down a class (and adjust weapons accordingly) or perhaps cut the weapons/shields/speed to be subpar compared to the current generation ships.killerog wrote:I cant see any reason not to try it out now, more people testing it the faster i can have a nearly bugless release.
I will be adding details to each ships but thats quite low on my list at the moment. Not sure about the sound files, i will have to take a look into it.
Tomorrow i should be relesing the next version which just includes paranid and xeon ships, plus any fixes to bugs i find.
I could use some ideas for balancing the X2 ships so they fit in to TC.
Also an extra DL link for the mod http://tinyurl.com/ml9au6
killerog wrote:Currently the X2 ships do have less weapons then the new X3 ships, Ill probly lower their weapon energy,shields and price but raise the speed and turning slightly.
As it should be, they are older ships after all. They can be cheaper, and fulfill other roles than they did when they were commissioned. I.e. the old Titan could be used more like a light destroyer. Better speed and agility at expense of guns and shielding. Much like the original Boreas was meant to be 3 x 2GJ shields for example, 75-90 m/s speed, 0.45-.09 steering perhaps.
- Sir Squallus
- Posts: 687
- Joined: Thu, 10. May 07, 17:45
-
- Posts: 133
- Joined: Thu, 25. Dec 08, 16:11
this is a fantastic mod
tere are onli 2 problems
1)The fighter can't dock to the M1 because the M1 heven't any docking bay
2)the turrets of the split's M2 don't work (becose one of the 4 rear turret don't shoot and insead of it shoot the left turret and the left turret shoot whit one of the rear turret(the one who dont shoot))
Ps
i am sorry but i am italian so i am not shoure to heve write correctly
i hope you dont mind
tere are onli 2 problems
1)The fighter can't dock to the M1 because the M1 heven't any docking bay
2)the turrets of the split's M2 don't work (becose one of the 4 rear turret don't shoot and insead of it shoot the left turret and the left turret shoot whit one of the rear turret(the one who dont shoot))
Ps
i am sorry but i am italian so i am not shoure to heve write correctly
i hope you dont mind
Going to be fantastic addition, the more ships the better and more diverse the universe will be. Slight problem I have: don't have late saves with enough rep. and coin to buy those to test them (have no idea about any cheats). But I have one question which has been asked here before: Do the AI uses the ships or not?
I would be happy to Once I can get the mod fully working. I got the message, activated the script editor with Thereshallbewings, saved and reloaded but none of the ships are in the shipyard (except an Xperimental shuttle in the Argon SY in Legend's Home)?
Edit: forgot to mention that I am runing the cat/dat as fake patch, do I need to select them as the mod?
Edit: forgot to mention that I am runing the cat/dat as fake patch, do I need to select them as the mod?
Last edited by StormMagi on Thu, 18. Jun 09, 19:30, edited 1 time in total.