[MOD] X-Timelines - Phase 1 Final Build Coming Soon

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

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TrixX
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Post by TrixX »

Interesting, as I haven't modified the Universe File yet. Will look into it :)
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lamoyja
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Post by lamoyja »

do you have salvage from TECSG? (sorry I mispelled your username), that adds camera drone factories that come up with that description afaik.

http://forum.egosoft.com/viewtopic.php?t=223882
qwizzie
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Post by qwizzie »

i have indeed .. thanks for informing me lamoyja
TrixX : no need to look into it anymore.
siath70
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Post by siath70 »

Couple thing I noticed From the SRM mod and CMOD.

Base Terran start is bugged due to the loading time in the Terran Sectors.
I fixed this by moving the start position to Heritics End. I have the file if you would like to include it. *I should say bugged on my comp. Though I have quad core 2.8 gig and 8 gigs of memory.*

Number two if you use the jobs file from SRM.
The jobs file removed some if not all the story line stuff. I had to remove it to do the story lines. Actually used the auto complete all, which is how I found out it was missing them. I removed your jobs file and then started a game and auto completed the story lines, then tossed it back in. I haven't looked to fix that but I can if you want me too.
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TrixX
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Post by TrixX »

Yes I have a fix for the Terran start here too, plus a ton of fixes for 0.4, though it looks like I may skip 0.4 release and go straight to 0.5 as I have a lot of new stuff in the works, though it will require a restart of any games with my mod ;)

I also have fixed job files :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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siath70
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Post by siath70 »

TrixX wrote:Yes I have a fix for the Terran start here too, plus a ton of fixes for 0.4, though it looks like I may skip 0.4 release and go straight to 0.5 as I have a lot of new stuff in the works, though it will require a restart of any games with my mod ;)

I also have fixed job files :)
Think you can help me out a bit in the SRM thread? I can't seem to make him understand those two things are wrong. Though I wasn't sure about anyone else problems with the terran start.

If you need anything, help or anything, let me know and I'll see what I can do to help. I'm not on the modding scene much anymore but I still tinker and kick around a few things here and there.

Oh yeah one more thing:

Code: Select all

Rebalanced all weapons 

Rebalanced all shields 
If you did this it makes it MARS incompatable, CMOD4 has it's own text file. I was wondering if you do? It's the only thing keeping me from using this as I like MARS way too much :).
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TrixX
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Post by TrixX »

Current MARS file works fine, new one will be released with 0.5 as the weapons are getting a full overhaul. Oddly enough I have been experiencing combat just fine without MARS usage. Whereas Jack08 hasn't seen a whole lot of difference in combat to me while using MARS.

Sorry can't really help with the plot skipper thing, don't know a whole lot about it TBH.
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TrixX
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Post by TrixX »

Right well a couple of things:

1) My FTP host seems to have fallen over, looking for a replacement atm!!!

2) 0.5 is almost here. This WILL require a new gamestart and CMOD 4 is no longer part of the install. I am going to generate a MARS compatible file for MARS users, but I have noticed the AI not needing MARS when fighting much any more. The only advantage is MARS hits more often. Weapon switching for AI works fine without MARS now ;)

3) there are 53 new weapons (most old ones removed) + Kyons and the 3 utilities for a total of 59 in TLaser :D
These weapons will be using a lot of placeholder graphics until I can get them updated, but stats wise work fine.

4) Shields have been further balanced to fix a few errors noticed during recent testing.

5) Only known ships to suicide are Teladi :D

6) With Improved Races things are great fun now.



Once the FTP problems are fixed and a final test has been done 0.5 will be available for all :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Jack08
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Post by Jack08 »

[ external image ]
Tutorial: Hakata Salvage & Repair Ship


[ external image ]
Accessing the Command Menu
In order to access the new Salvage and Repair command menu
Open the ships command interface and select custom commands.

Under custom commands on TL class ships the following command will appear:
[ external image ]
Note: This command will only work on the Hakata Salvage and Repair Ship, Not all TL's

[ external image ]
Salvage Operations
The Hakata is capable of the following Salvage Operations shown in the screen shot below
[ external image ]
  • Abandoned Ships: Uses Drones to collect Abandoned Ships
    [ external image ]
  • Floating Cargo: Uses Drones to collect Floating Cargo
    [ external image ]
  • Strip Ships On Dock: When a newly salvaged ship docks, its wares will be stripped and placed in the Hakata's cargo bay
  • Strip and Collection Options:
    These options provide control over what items get stripped from newly salvaged ship and what items your cargo collection drones will pick up
Salvaged Ships will automatically dock at the Hakata for repair,
If a transporter device is installed, The new ships will beam into the dock.
A Transporter device will also enable internal docking for salvaged M6's

[ external image ]
Repair Systems
The Hakata is capable of automatically repairing docked damaged ships
[ external image ]
The Hakata will only start with 2 repair bays, but can be upgraded to a maxamum of 6 in the menu ( see Salvage Options Screenshot )

In order to Upgrade the Hakata's repair bays, the Hakata must be docked at a Terran Shipyard.
[ external image ]
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siath70
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Post by siath70 »

Nice, I really want to use this mod but there's a few things putting me off. I'm going to wait for 0.6 and then give it a go.

Oh, main thing putting me off is I finally got my empire started up and just scored a pirate M1 and M2. :P
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TrixX
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Post by TrixX »

siath70 wrote:Nice, I really want to use this mod but there's a few things putting me off. I'm going to wait for 0.6 and then give it a go.

Oh, main thing putting me off is I finally got my empire started up and just scored a pirate M1 and M2. :P
0.6 shouldn't need a restart ;)

It's only cosmetic changes really for the next patch like laser colours and fx. Plus a resize of the Hiroshima and couple of changes to the Sendai's. The next one to need a restart will be Beta. That'll introduce a lot more stuff :twisted:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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urbanfreak
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Post by urbanfreak »

Awesome Number of Weapons !!

Haha. How many of them, bullet spins/pulses ?
[ external image ][ external image ]
If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?
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TrixX
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Post by TrixX »

New textures and bullet models are coming in 0.6. Was going to get them into this release but I wanted to test it out and everything works pretty well :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Ikaruga
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Post by Ikaruga »

You say there are 53 new weapons : could you be more specific please ?

What are they ? Which ships can mount them ? Are they modified vanilla weapons or actual new ones ? What do they do that existing weapons don't ?

Thanks in advance.
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TrixX
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Post by TrixX »

Ikaruga wrote:You say there are 53 new weapons : could you be more specific please ?

What are they ? Which ships can mount them ? Are they modified vanilla weapons or actual new ones ? What do they do that existing weapons don't ?
All stats for the weapons are new. They are balanced against the shields and hulls of the ships so they should work effectively in their roles rather than having an I win Weapon. Kha'ak still have their Kyons but rebalanced for the mod. Currently all weapons use original fx and textures from stock weapons. They will be altered asap, didn't want to delay this release any longer so I can get some feedback on balance. Weapons will often look the same as their counterpart from another race due to this. Don't worry they all have unique stats.

Currently weapon names are a bit short on the ground but they are in the works for 0.6 along with new bullets, fx, sounds, and textures (sounds may take a bit longer). The naming structure below is followed ingame for the moment (though abbreviated), and relatively self explanatory :)

List below:

Teladi (replaces Universal and Teladi weapons) - Teladi can use weapons from this section as well as the Foundation and Profit Guilds.
  • Fighter Light
  • Fighter Medium
  • Fighter Heavy
  • M6 Light
  • M6 Heavy
  • Capital Light
  • Capital Anti-Fighter
  • Capital Heavy
Argon/Boron - The Foundation Guild (replaces both Argon and Boron weapons) - Argon and Boron can use this section as well as the Teladi's.
  • Fighter Medium (Ion based)
  • Fighter Medium
  • Fighter Heavy
  • M6 Light (Ion Based)
  • M6 Light
  • M6 Heavy
  • Capital Light
  • Capital Anti-Fighter
  • Capital Beam (Ion Based)
  • Capital Heavy
Paranid/Split - The Profit Guild (replaces both Paranid and Split weapons) - Paranid and Split can use this section as well as the Teladi's.
  • Fighter Medium
  • Fighter Heavy
  • M6 Light
  • M6 Heavy
  • Capital Light
  • Capital Anti-Fighter
  • Capital Beam
  • Capital Heavy
Terran (replaces Terran weapons) - Terran's can only use this section.
  • Fighter Light
  • Fighter Medium
  • Fighter Heavy
  • M6 Light
  • M6 Heavy
  • Capital Light
  • Capital Anti-Fighter
  • Capital Beam
  • Capital Heavy
Aldrin (replaces Terran prototype weapons) - Aldrin ships can only use this section. No other ship can use this section currently.
  • Fighter Medium
  • Fighter Heavy
  • M6 Light
  • M6 Heavy
  • Capital Light
  • Capital Anti-Fighter
  • Capital Beam
Xenon (new) - Xenon get to choose from all the above (minus Aldrin) plus this section. Xenon ships will prefer this to most others though if they are in cargo.
  • Fighter Medium
  • Fighter Heavy
  • M6 Heavy
  • Capital Anti-Fighter
  • Capital Heavy
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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TrixX
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Post by TrixX »

Oh yeah forgot to mention that Mars file is ready and will be available 2mo with the hotfix for the Repair Laser on the space suit :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
djrygar
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Post by djrygar »

small idea:
give all bigships cargo life support as inbuilt device
that is pretty ridiculous that so cheap (comparing to proce of ships) thing are not included. We see capial ships with 100s of windows, marine rooms, etc, but without life support..
h2o.Ava
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Post by h2o.Ava »

When you go to have this placed in the stickied script/mod library you'll need to change your T file 9951 to a number below 7000 since it only modifies an existing page id or merge it into 7777.

Looks like you have done a very good job.
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Jack08
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Post by Jack08 »

h2o.AvA wrote:When you go to have this placed in the stickied script/mod library you'll need to change your T file 9951 to a number below 7000 since it only modifies an existing page id or merge it into 7777.

Looks like you have done a very good job.
9951 is from SRM/Cadius, Its merged, so its fine too

If your getting read text errors in game its because i forgot to add the read for the SRM tfile in the setup script
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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TrixX
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Post by TrixX »

Thanks for the comment h2o, 9951 is literally Cadius's file at the moment, everything that is custom to Timelines will be in 7777.

hmm, ok that wasn't the problem...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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