My mod plans and status (News:Weapons Ready for testing see last post)

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Matterom
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My mod plans and status (News:Weapons Ready for testing see last post)

Post by Matterom » Sun, 27. Sep 09, 06:03

i will post here every idea i have for the script and see what every one thinks about it

Note: i am also adding a lot more than the Trade Convoy mod
Note: New mod at bottom
Note: Weapon mod needs testing


Downloads: http://www.filefront.com/user/Geekey265


>Idea #1: Trade Convoys( 5% complete)
>Description: Adds an extension "Convoy Control" which allows the use of convoys in your fleet
>Note: for those who don't know what a convoy is you are looking at the wrong post
>What it is supposed to do: Adds a menu to the trade command menu on any trade ship or TL class ship

Setup Convoy....
----------------------------
>Add ship
>trade parameters....
=>buy <variable>
=>buy best price <variable>
=>sell <variable>
=>Best sell <variable>
=>Universe Convoy=requires one UT in the convoy to train the others
>Headquarters Trade Runs...
=>Buy ship building materials
=>Buy RD materials/ Provided that you have Equipment Research and Development by Cycrow
=>Sell Scrap
>Stay away from.....
=>pirate sectors
=>argon/etc.
=>unknown... You get the idea
-----------------------------------------------------------------------------------



>Idea #2: <Undecided(should i?)> Jump Coordinate Transmitter

>Description: How often do you see that your sector and universe traders come under attack and your in the middle of something so they get destroyed by what? a pirate or two? accidentally ran into a few ka'ak?
wrong side of the law in split space? Well no more! This handy little extension transmits a signal to all combat wings designated for this kind of job. Basically it sends its coordinates to your ships and has them jump to its position with the ship acting like a jump beacon

>Note: yes i know this is like sewn, but i don't think it was ever cost effective. besides this adds ptp jump

>what its supposed to do: adds a new command to your wings combat menu only if ships have jump drives/possible auto buy and refuel

-------------------------------------------------------

>Idea #3 <linked with above> Jump-bays

>Note: i have not seen a mod like this and i don't know if it is possible

>description: tired of those ships in your hanger not doing much? Need them some where fast but they don't have that many e cells to return?
Then try the new Jump Bay extension just install in one of your carriers and let her rip

>What it should do: Adds a 5-10 mill extension to carriers or stations
drains shields and engines on carrier ships based on how many ships jumped if 30 jump ship will be immobilized unless e cells are available
Note:will be effective with a military base and the Capital Ship energy cell Generator (CSesG) by Logain Abler

--------------------------------------------------------

>Idea #4: Master and slave jump devices
Description: allows ships without jump drives to follow capital ships in a jump without extra e cells they just need to be within 1 kilometer

>Note: thanks to cycrow for telling me this is possible

-------------------------------------------------------------

>idea #5: exit jump booster

>description: if you've ever had a Ts following your M1 you might want this script. this allows your ships to fly out of a jump gate at the speed it came in> whats the significance of this? it will help move your ship out of the way in time for the next ship

>Options
increase exit speed or even have it move into a formation

>Example
top view
( --------{JJJ} ship 2
(_____ / -------{88} your ship
( \ ---------{==} ship 1
( ----------{++} ship 3
^gate


-----------------------------------------------------

Idea#6 Mini hub/Jump station
Description: adds a new station with 2 gates attached to it and a lot of docking ports
2 cap
20 external/ 4 bays
60 internal/ 2 bays

-----------------------------
>(im working on it)#7(16%done)Wreaked Military Xenon/Argon Outpost: M0+

>Description: adds a claimable mo+ to the universe. it will have a single primary weapon that has 2 different weapon choices: Ion blast(For Capping) and a mega hevy fusion cannon (Capital ship killer). small enough to just barely fit thru a gate but its still verry long

Stats:
2 internal hanger Mx60 fighters
1internal M6 and tradeship bay x4

1 main gun (HFBC/IPSW)
12 forward turrets Top
12 forward turrets Bottom
16 Left
16 Right
10 Rear top
10 Rear bottom

I need some serious meshing help


---------------------------------------------
Completed/Needs testing
>2nd barrel activation
>Ready Download v1.4
>Description: does a simple fix of your Ships rear turrets by making use of its second slot on the rear/ and adds what i think the elite should be
unfortunately it should only be used during a new game as it corrupts the old one. some one tell me how to fix this
All trade ships receive an energy boost to fit the changes
-----
Enhanced elite prototype stats

Speed : Base:100 Max:300 Accel:25
Cargo: 70 max 120
sheilds: 4 25 mj
weapon power 8500

2 new weapon additions Electro-magnetic plasma cannon modded on after a visit to Terran sectors and a frag bomb launcher as a gift from the split
------------------------
Notes: My bad it was working you just need to massively merge this with everything else.

Make sure you have no other ship mods if you do then use mine s a template then use x3 edditer to mod each ship accordingly
read-me includes ships i modded

-----------------------------

Geekey's Weapons (Ready for testing)

>gives you a wide selection of weapons

i made an effort to place manny weapons in the game but so far it has ben difficult but i have about 16-20
>current:
-Rail gun
-Heavy Chain Rail Gun
-Decimation beam<still working on test available
-Ion Wave
-Ion beam
-Turbo laser *2versions
-Blasters<Small medium and large
-Combat beam<beam weapon for argon fighters
-focused combat beam<same but stronger
-Ion cannon mk 2<no charge stronger slow firing
-Rocket launcher<a dumb fire missile turret<needs a custom missile effect/3 sizes

>Current Missiles
-Fusion Bomb<20km total destruction<20km+heavy damage (SECTOR KILLER)
-Photon Torpedo<needs coller change
-Bording Pod Mk2< Guiadable and faster but i dont know how to get it to board(Cancled)
Transphastic torpedo<trekie capital killer
>in progress

-Draining beam<cant get it to use the tractor
-Plasma Cloud/ionized plasma cloud<issues with effect
-Ligning Gun<issues with effect


requests anyone?
---------------------------------
Star Trek Conversion Mod


-----------------------------

other ideas/plans...
Geek Tech Corp.: my version of LV's imperial labs (Fraction will be in weapons mod as a suplier)
Add New Ship classes / Better naming : unique capital ship names
Ship Trains: M10: verry long ship with masive cargo and weapons
Working jump beacons

Change of commands Ex. com button becomes Hail
...Any Requests just ask about them and i will make with approval
---------------------------------------------------

Recommends:.. a lot of them (will list later as i have more than 50 good ones with 18 different data/cat files)

Yes this is a lot for one person but i think they are all worth the time and effort. but if anyone would like to help all i ask is that i maintain some creative control.

Seriously HELP


I like feed back

seriously im needy
Last edited by Matterom on Thu, 28. Jan 10, 18:00, edited 15 times in total.
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s9ilent
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Post by s9ilent » Sun, 27. Sep 09, 06:33

Firstly, :) Yay, thumbs up for more modders, And now for some tips feedback pointers etc.

@ Trade convoys
If this is your first script, I recommend to not make a trade script. They are extremely complicated (at least I found that mine was, but mine does lots of things)

@ >Idea #2: <Undecided(should i?)> Jump Coordinate Transmitter
I'm not 100% on this, but I think someone else may have made/tried to make, although I can't seem to find it, and I don't think it was for wings.

@ >idea #5: exit jump booster
AFAIK, ships exit jump gates at a fast speed already (faster then the max speed for slow ships). I find that collisions tend to occur as the lead ship slows down (and turns?), then the next ship exits too fast , thus causing the collision

>(im working on it)#7(16%done)Wreaked Military Xenon/Argon Outpost: M0+
-internal cruiser bay. I suspect you may have issues with this, as a bay large enough to support a capitol class ship (infact it will be able to dock everything < m0) will make the ship it self rather large, which can then lead to the AI doing strange things when trying to dock with it.
(Unless cruiser is refering to <= ts then ignore the above)


w.r.t:
Ship Trains: M10: verry long ship with masive cargo and weapons
This could also cause collision issues. Multiple smaller a "column" formation would probably be preferable to a single long ship. Also I don't think its possible to make new ship classes.

Fleet Formation fix
I assume you mean increase the formation spread for capitol ships. You can use my 3d maths libs if you want, they should help a bit for making formations.

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Matterom
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Post by Matterom » Sun, 27. Sep 09, 06:51

@ Trade convoys
If this is your first script, I recommend to not make a trade script. They are extremely complicated (at least I found that mine was, but mine does lots of things)
its not really a trade script its more along the lines of a universe trader formation and combat escort script
@ >Idea #2: <Undecided(should i?)> Jump Coordinate Transmitter
I'm not 100% on this, but I think someone else may have made/tried to make, although I can't seem to find it, and I don't think it was for wings.
this is simply a sewn upgraded with hyper drive
@ >idea #5: exit jump booster
AFAIK, ships exit jump gates at a fast speed already (faster then the max speed for slow ships). I find that collisions tend to occur as the lead ship slows down (and turns?), then the next ship exits too fast , thus causing the collision
obviously you have never had your two caps collide on exit jump

>(im working on it)#7(16%done)Wreaked Military Xenon/Argon Outpost: M0+
-internal cruiser bay. I suspect you may have issues with this, as a bay large enough to support a capitol class ship (infact it will be able to dock everything < m0) will make the ship it self rather large, which can then lead to the AI doing strange things when trying to dock with it.
(Unless cruiser is refering to <= ts then ignore the above)
Ive seen them before on the large argon shipyards the three slotted fighter docking bays were large enough to fit my heavy centaur ( i was asking myself as it was approaching in auto pilot "its not going to fit its not going to fit ***** **** it fit")
w.r.t:
Ship Trains: M10: verry long ship with masive cargo and weapons
This could also cause collision issues. Multiple smaller a "column" formation would probably be preferable to a single long ship. Also I don't think its possible to make new ship classes.

Fleet Formation fix
I assume you mean increase the formation spread for capitol ships. You can use my 3d maths libs if you want, they should help a bit for making formations.
im just saying it should be fixed and more ore less random like you would see in a star wars fleet
and this game could use some more custom ships
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Matterom
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Post by Matterom » Tue, 6. Oct 09, 07:14

Ok here is a list of the weapons

Lasers

Ion beam cannon M6-M1

Ion/Plasma Cloud emitter

Light Combat Beam/Focused Combat Beam / m4-m3

Heavy Chain / Rail Gun

mineing Beam

Turbo Laser: M7-M1

ion cannon mk2: M7-M1

Blasters: M4-M6

Phazers: M6-M1

MAC: M7-M2

Point Defense Beam: most all ships

Missiles:

Bording Pod mk2


still need ideas so post here just add a name and short detaild description
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Treelor
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Post by Treelor » Tue, 6. Oct 09, 19:02

A heavy focus on beam weapons is going to make combat extremely difficult for the player, since combat in X3 is balanced in the favor of the player by making him more able to dodge shots than the enemy. Just throwing that out there.

I think there should be a fighter vulcan.

Details:
Name: M-03 Vulcan
Shield DMG: 165
Hull DMG: 231
Rate of Fire: 2000 Rounds/Minute
Muzzle Vel: 1000m/s

The point of it is that it's a fighter weapon BUILT around wearing down the shields with sheer quantity of bullets. The rounds are built around the same technology as a mass driver, only at a much higher calibre, unable to puncture the shields, but still explaining the massive hull damage.

To get the AI to use this weapon to its full potential, you'll probably have to change the default fight scripts, since they will not fire a weapon at 2000rpm on their own.

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Gazz
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Post by Gazz » Tue, 6. Oct 09, 20:11

The performance of TC is definitely worse than Reunion's.
As a result, you need to take FPS into account when designing your weapon's ROF.

At 15 FPS the maximum ROF any laser on any ship in the game can ever have is 15x60 = 900 per minute.

And as Treelor said, some turret scripts and AI fight script will not even use that potential ROF so it's more sensible to work with ROF up to 500-700.
This also reduces bullet spam which is always good for saving some CPU power.
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Matterom
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Post by Matterom » Tue, 6. Oct 09, 22:33

im adding several bullet weapons as well in addition to beams but the beam weapons have a catch eg low firing rate.

im trying to make a special super weapon for all of the races but currently i only have 3
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Post by Lancefighter » Tue, 6. Oct 09, 23:18

pretty please dont give the AI beam weapons.

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Matterom
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Post by Matterom » Wed, 7. Oct 09, 06:05

that for the most part is out of my control as the ships i have seen will sometimes spawn with the weapons installed

a good example was that titan that pined me down with the ion beam. i got away but i thought that's supposed to happen
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Post by Lancefighter » Wed, 7. Oct 09, 07:48

NEVER give the AI beam weapons. NEVER. please heed this warning.

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Matterom
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Post by Matterom » Wed, 7. Oct 09, 22:04

if any one would like to help make a script that will do that then just pm me or post here
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Post by Matterom » Sat, 10. Oct 09, 16:08

More weapons

Parinid

sonic Gun

Sonic Hammer (parinid super weapon)


i am getting ready to release an alpha i need people who understand balance and mods it will only contain the weapons and t bullets (i still need to work on the effects but for testing purposes this is good)
please post if any problems
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Post by Matterom » Mon, 19. Oct 09, 07:34

Who wants to test my weapons i have made a usable version for you to use

please post here to respond
download link at top : lightly experienced scriptwriter/modders wanted

needs cycrows cheat package
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Post by Matterom » Sun, 25. Oct 09, 21:28

new version V.8 available still no proper setup script
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Post by Matterom » Sun, 24. Jan 10, 04:01

I am back and going to finish the weapon Modification.
i will add a few of the guns and make a lite version for the ones who dont want more beam weapons
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Post by Lord Dakier » Sun, 24. Jan 10, 04:11

Erm, woah.

It's like a giant...

Scripting convention of... well... scripts!

Rail Gun FTW!

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