
[MOD] X-Timelines - Phase 1 Final Build Coming Soon
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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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
http://forum.egosoft.com/viewtopic.php?t=223882
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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.
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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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

I also have fixed job files

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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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.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
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

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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.
Sorry can't really help with the plot skipper thing, don't know a whole lot about it TBH.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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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
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
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
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

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

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

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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[ 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 ]
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.
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
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 ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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0.6 shouldn't need a restartsiath70 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.

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

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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Awesome Number of Weapons !!
Haha. How many of them, bullet spins/pulses ?
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?
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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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.
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.
If brute force doesn't solve your problems, then you aren't using enough
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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.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 ?
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
- 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
- Fighter Medium
- Fighter Heavy
- M6 Light
- M6 Heavy
- Capital Light
- Capital Anti-Fighter
- Capital Beam
- Capital Heavy
- Fighter Light
- Fighter Medium
- Fighter Heavy
- M6 Light
- M6 Heavy
- Capital Light
- Capital Anti-Fighter
- Capital Beam
- Capital Heavy
- Fighter Medium
- Fighter Heavy
- M6 Light
- M6 Heavy
- Capital Light
- Capital Anti-Fighter
- Capital Beam
- 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."
Sir Ken Robinson
Sir Ken Robinson
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9951 is from SRM/Cadius, Its merged, so its fine tooh2o.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.
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."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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