[MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

X3Gimp
Posts: 180
Joined: Mon, 31. May 10, 07:01

Post by X3Gimp »

You have the Terran's their real form.

I never had an appeal for the Tokyo, especially because of those sticks that stuck out the front.

Look Here!
X3 Gimp.
Leader of the Argon War Service (AWS).
Working on weapon mods.
User avatar
mr.WHO
Posts: 9142
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

I never had an appeal for the Tokyo
It has it's charm, aka Station disck on a stick with engine :), it's only problem was that it was too similar to MMBS (or should I say that the MMBS was too similar to Tokyo), a problem that Cadius solved :)
MachinaKyrios
Posts: 4
Joined: Fri, 10. Jun 05, 23:53
x3tc

Post by MachinaKyrios »

Vivicector wrote:Bad idea, IMHO. There are SSCs, that require serious generator. Also, number of SSC turrets and the fact, that they are shooting in nothing many times (because of the size of a ship) makes the generator a vital thing.
I disagree. Weapon energy and weapon recharge rate (output) are two totally separate entities in the ship files, though I need to do some testing on the Saitama's current weapon energy pool to see if just dropping the output would be enough.

At the moment, the Saitama has a weapons capacitor holding 100000 W, with generator output of 3000 W/s, according to the editor files. (As an extra note, as a hard SF writer, the idea of a ship that size having a weapon energy capacitor of only 100 kilowatts makes my head hurt. Like a lot of things in the X universe.) I'll re-confirm those values in-game when I get a chance and do my testing.

The Starburst Shockwave Cannon and Point Singularity Projector both have the same per-shot energy requirements (again, looking at the numbers, it's been a long day and I can't rely on my memory) of 4000W per shot. With no refilling of the Saitama's weapon energy pool, that's twenty-five uncharged shots before the ship is left to ramming its opponents to death.

For comparison, the Saitama already has almost the exact same weapons generator, in capacity and output, as the Tokyo, with less shielding, a slower shield recovery rate, and a weaker hull. The only thing it has over the Tokyo is its increased fighter capacity and over 50% more weaponry which isn't even that much of a plus because it taxes its generator more. Oh, and it's sexier, but that's a purely subjective factor.

But I digress. Looking at the numbers prior to a test, dropping its weapon recharge rate to 1000 W/s (or even 1500) would still allow it to smite the impudent fools who dare challenge a Terran carrier, but the drop in its staying power would prevent it from being used as a battleship and keep its escorts from being put out of work. After an initial hellish assault (a ten PSP broadside is nothing to sneeze at) without escorts its rain of fire would quickly shrivel up and it would be picked apart by its more numerous enemies. MARS would help immensely in anti-fighter work, but even without it a small fighter wing could be easily struck down.


I'm current doing a fresh Vanilla reinstall that I'll apply the pack and some cheat scripts to. I'll even clone the Saitama's entry to make modifications to so I'll have a control group and test group. If my tests don't support my data, however, I'll do what every good scientist should and admit my mistake. ^_^

mr.WHO wrote:It has it's charm, aka Station disck on a stick with engine :), it's only problem was that it was too similar to MMBS (or should I say that the MMBS was too similar to Tokyo), a problem that Cadius solved :)
I always figured that the MMBS was a stripped down and modified Tokyo hull. Every time some idiot carrier navigator crashes in the asteroid belt, an MMBS is born. Except now with Cadius's superior MMBS, it's every TWO Tokyos that crash.
User avatar
Railgunner
Posts: 153
Joined: Fri, 23. Apr 10, 19:23
x4

Post by Railgunner »

Every two tokyos and a osaka!! :)
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

my only real gripe with the x3 engine is the autopilot. cant smooth flight paths be programed around objects rather than say the classic aldrin rock syndrome of fly towards rock , sharp turn , fly away from rock a bit, another sharp turn fly away from rock a bit :lol:
User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths »

MachinaKyrios wrote:At the moment, the Saitama has a weapons capacitor holding 100000 W, with generator output of 3000 W/s, according to the editor files.
This is currently the same balance as a 2.7 Vanilla Tokyo, which is possibly what Cadius was aiming for.
MachinaKyrios wrote:But I digress. Looking at the numbers prior to a test, dropping its weapon recharge rate to 1000 W/s (or even 1500) would still allow it to smite the impudent fools who dare challenge a Terran carrier
The balance of 1,500 recharge would be typical M7 class and would align with the vanilla ATF Odin.

There are arguments for both cases but it largely depends on where Cadius intends the balance of the Saitama to sit.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

Ok guys some bad news, I've made some major changes that makes V1.8 will require a restart to function properly. With Ego's addition of the Aamon and some new stations, I need to set these to their original index number to avoid any screw-ups that might occur once Ego makes use of them. And of course to fix the Shipyard docking issues

So, since we're starting fresh anyway, I thought I might as well make more changes to ensure that a new game start is worth your time. Here are some of the changes:

1] Ship name change (mostly USC) inspired by Paulwheelers SRM. These new names have Betty sound files so lets not waste them
- M1 Saitama -> Solaris
- M2 Fukuoka -> Nexus
- M7 Sendai A -> Tenshi A
- M7 Sendai B -> Tenshi B
- M7 Hiroshima -> Tobosaku
- M7 Aomori -> Toukon
- M7 Morioka -> Logich
- M7 Hakata -> Tepukei
- M7 Longsword Mk2 -> Hayabusa
- M4 Kopesh -> Shamsir
- M3 Toledo -> Excalibur
- Split M6 Sidewinder - Drake

2] New factories (also taking requests for this, tell me what you want)
- Working Fusion Beam Cannon Forge
- Terran Chip Plant
- Terran Computer Plant
- Terran Quantum Tube Plant
I also consider putting in XXL Power Plants

3] New ships
- ATF M7 Forseti Light Carrier
- USC M0 Sengoku Jidai (not a priority at this moment)
- USC M2+ Nexus Heavy Battleship
- USC M3 Excalibur
- Split M2+ Taipan Heavy Battleship
- Split M7 Cougar Attack Cruiser
- Split M6 Drake
- Split M3 Acinonyx
- Argon M2+ Lotan Heavy Battleship
- Argon M7 Cyclops Escort Cruiser
- Argon M7M Advanced Minotaur

4] New stations
- Teladi Ore mines M/L model
- Split Military Base
- Split Equipment Dock
- Split Small Shipyards
- Paranid Military Base
- Paranid Asteroid Base

5] Split Turrets

6] Orbital Weapons Platform. OWPs will made be purchasable from shipyards and deployable using a TL
- Argon OWP - S/M/L
- USC OWP - Phalanx
- USC OWP - Longinus
- USC OWP - Gungnir

This of course means v1.8 release will be pushed back abit, but hey more content.
Vivicector
Posts: 158
Joined: Thu, 10. Jul 08, 09:10

Post by Vivicector »

Restart... It is a bad idea...

What will occur, if I would install this version without starting new game? The new ships and turrets will appear, but no new stations? If it would be totally impossible (like crash on the load or so), then will you release no-freshstart version?
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

Well as always, there will be a Ships Only version, that will probably work with vanilla X3TC savegames but not v1.77 I think, it might load but I have no idea what will happen
Vivicector
Posts: 158
Joined: Thu, 10. Jul 08, 09:10

Post by Vivicector »

May be it is reasonable to make restart and non-restart versions now? AFAIK, there are only new factories and some new stations may be, that will be missing in non-restart version, as well as proper functioning of EGOSOFT new-added things (proper functioning of not used things... odd...).

Please, make a v. 1.77 compatible version, that doesn't need new start :) .
User avatar
MadMan983
Posts: 447
Joined: Fri, 10. Jul 09, 13:03
x3tc

Post by MadMan983 »

with all this new stuff, a restart seams a fair price to pay
When ever people agree with me i always feel i must be wrong.
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

No I'm not gonna make restart/non-restart versions, the changes will be too far apart that I would end up working on two different mods that does the same thing.

Hmm.. I can consider holding off those changes til Ego actually use them. That also means cutting off my new factories from v1.8. And if you get screwed up docks on shipyards and military bases, you'll need to clone them yourself, so don't complain.

Again, i'll wait for feedback. If most of you are ok with a restart for more content then I'll make those changes if not, oh well.

Personally I prefer a restart, it means less bugs I can't replicate.
Vivicector
Posts: 158
Joined: Thu, 10. Jul 08, 09:10

Post by Vivicector »

I would prefer to wait for Egosoft to use their changes. Another point is that in 2.8 or so they can make more changes, that would require your mod to be adopted to and one more restart. Two restarts are worse than one anyway. Is this a point?
P.S. I don't want to end up making the second version of your mod, adding new ships and stations from 1.8 to 1.77 :roll: :wink: .
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

MadMan983 wrote:with all this new stuff, a restart seams a fair price to pay
I agree.

From what i've been reading here lately, i recon Cadius is about this ' ' far from telling us all to go jump and do it ourselves.

It seems no matter what he proposes somebody goes Nooooo! Be glad he's doing it at all, sure make suggestions and reasonable requests, but keep them just that. Really, it appears that some are making demands, you may not think so, but it sure comes across like it !! Yes i know he has asked for and welcomes feedback and suggestions, but keep it that.

I know Cadius can speak for himself, but he's been pretty damn flexable up to this point, but i get the impression he's about at his limit. Push it if you dare.

Let him release what he releases (his chioce) and use it or not use it (your choice). Pretty damn simple concept really, tends to work well also.

MarCon
FireBoltnl
Posts: 22
Joined: Wed, 14. Dec 05, 14:03
x4

Post by FireBoltnl »

/Votes restart

With all the new content you are putting in, it will be well worth it, and would be a waste to not get all this candy :).
Most people will restructurize their navy anyways with the addition of those new ships, so a restart isnt bad then anyways ^^

Btw Cadius, had 2 more questions concerning docking:

- a) is the Nexus also gonna have an internal docking bay, like the Tyr, loved it on that ship :P Feels weird having a gigantic ship with no place to park ur fighter in it ^^

- b) is the USC M0 gonna have multiple landing bays? (Not sure if its possible, but if it is, it seems logicall on a ship of that size, would also cut down on the traffic jam when ur docking a lot of fighters :roll: )

Edit:

one last general question: Have you got any idea on the release date yet? :)

And since you asked for suggestions for the factories, is it possible to make a factory thats dedicated to producing a certain type of fighter instead of a ware? Would be cool to have a M4 producing factory to fillup the carriers and get some presure of the shipyards ^^

Amazed at the new content again, if you keep it up you should consider poking Egosoft to have your ships in the next X game :P Very nice work :thumb_up:
RyuKazuha
Posts: 921
Joined: Tue, 22. Aug 06, 10:38
x3tc

Post by RyuKazuha »

Cadius wrote:Ok guys some bad news, I've made some major changes that makes V1.8 will require a restart to function properly. With Ego's addition of the Aamon and some new stations, I need to set these to their original index number to avoid any screw-ups that might occur once Ego makes use of them. And of course to fix the Shipyard docking issues
Imo fixing the shipyards would be the over all more urgent thing. Next patch will probably change the index again, so I'd suggest you do it, once it's necessary, just to not make it double work.

But a restart is a fair price, even if it'd be hell of a lot of work to recreate my (relatively young) savegame.
So, since we're starting fresh anyway, I thought I might as well make more changes to ensure that a new game start is worth your time. Here are some of the changes:

1] Ship name change (mostly USC) inspired by Paulwheelers SRM. These new names have Betty sound files so lets not waste them
- M1 Saitama -> Solaris
- M2 Fukuoka -> Nexus
- M7 Sendai A -> Tenshi A
- M7 Sendai B -> Tenshi B
- M7 Hiroshima -> Tobosaku
- M7 Aomori -> Toukon
- M7 Morioka -> Logich
- M7 Hakata -> Tepukei
- M7 Longsword Mk2 -> Hayabusa
- M4 Kopesh -> Shamsir
- M3 Toledo -> Excalibur
- Split M6 Sidewinder - Drake
I really don't like the two I marked red. It's imo just to much of a break in the capital class naming conventions to ake up for betty falling asleep over reading the name.

Concerning everything else: *thumbs up*
FireBoltnl
Posts: 22
Joined: Wed, 14. Dec 05, 14:03
x4

Post by FireBoltnl »

RyuKazuha wrote:
1] Ship name change (mostly USC) inspired by Paulwheelers SRM. These new names have Betty sound files so lets not waste them
- M1 Saitama -> Solaris
- M2 Fukuoka -> Nexus
I really don't like the two I marked red. It's imo just to much of a break in the capital class naming conventions to ake up for betty falling asleep over reading the name.

Concerning everything else: *thumbs up*
I actually really like the change personally, makes the USC names more global, instead of the japanese domination it had :P And the break can be seen as the same as the break in design from the orginal USC ship designs, so you can easily justify them as being 2 different production lines in the USC navy ^^
Last edited by FireBoltnl on Sat, 19. Jun 10, 12:54, edited 2 times in total.
User avatar
mr.WHO
Posts: 9142
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

I think it's tempting to have non-restart releases till Egosoft will use the new ships, but I think that the list of changes & new stuff you posted so wonderfull that I think it's fair trade, with two conditions:

1) The new restart release shouldn't be release too soon (this will allow you to finish all this stuff and allow us to finish the current games we have that we don't want to restart).

2) You provide us with small but constant amount of screenshots to keep us exited (I spy a lot of new stuff, with my little eye, that haven't been mentioned till now :) ).


EDIT:
I would prefer to wait for Egosoft to use their changes. Another point is that in 2.8 or so they can make more changes, that would require your mod to be adopted to and one more restart. Two restarts are worse than one anyway. Is this a point?
I think it's a very resonable point.
Last edited by mr.WHO on Sat, 19. Jun 10, 12:55, edited 1 time in total.
Vivicector
Posts: 158
Joined: Thu, 10. Jul 08, 09:10

Post by Vivicector »

Yes, Cadius, another point against making restart necessary is that Egosoft can add some things again and change the index numbers, or do something else, that would require you to adopt your mod. (Double work, as it was said). May be even another restart would be needed (double work for us :) ).

As I see, only new fabrics require restart for now. And fixing docking bug which some of us have. Am I right?
FireBoltnl
Posts: 22
Joined: Wed, 14. Dec 05, 14:03
x4

Post by FireBoltnl »

mr.WHO wrote:1) The new restart release shouldn't be release too soon (this will allow you to finish all this stuff and allow us to finish the current games we have that we don't want to restart).
Agreed, to quote blizzard:
Blizzard wrote: It's done when its done
mr.WHO wrote: 2) You provide us with small but constant amount of screenshots to keep us exited (I spy a lot of new stuff, with my little eye, that haven't been mentioned till now :) ).
Aslong as it isnt tomuch of a spoiler (being suprised in a patch is also cool) and it isnt a burden for Cadius, I agree to this aswell ^^

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”