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Falcrack
Joined: 29 Jul 2009 Posts: 681 on topic

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Posted: Thu, 26. Jan 12, 23:29 Post subject: |
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Any update on the status of this very promising looking mod?
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Flippi

Joined: 21 Mar 2008 Posts: 576 on topic Location: Saarland

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Posted: Sat, 28. Jan 12, 15:04 Post subject: |
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| Quote: |
| Any update on the status of this very promising looking mod? |
Yes. Some new Features are now ready for testing. We hope, that we can release a first version soon. But many of our Scripters have not much time for Development.
| Quote: |
| Wreckage mining is a great idea. At least it serves a purpose that way and there is a way to clean up a sector now Very Happy! |
This Feature will be implemented in a later Version, cause we have a lack of Wrecks and work on other more important things. We have to solve some errors, before we release our mod , so it will take a while. A first version could be released in the next months, but we are not sure of that.
Greetings Flippi
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TTD

Joined: 06 Jul 2008 Posts: 9066 on topic Location: Wiltshire,UK

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bluenog143
Joined: 26 Oct 2011 Posts: 617 on topic

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Posted: Tue, 20. Mar 12, 00:59 Post subject: |
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Just wondering, will the khaak be offensive in this mod?
_________________
^Both sigs are the same with the same link, they just have different colors.
| SinisterDeath wrote: |
This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
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Flippi

Joined: 21 Mar 2008 Posts: 576 on topic Location: Saarland

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Posted: Tue, 20. Mar 12, 13:39 Post subject: |
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| Quote: |
| Just wondering, will the khaak be offensive in this mod? |
We have no special plans for them. The Kha'ak have some Sectors in the Gate Network, but they will not be an Superpower like the Paranids or Xenon. Maybe we will change this in later mod versions.
At the moment, we work on two script projects, which are necessary for the mod:
1. We use an Script based Spawnengine, because the Jobs file have too many bugs for us. At the moment, this is the most important part of us. And because our scripting team have not much time, the development has nearly stopped.
2. Our Shipyards are REAL Factories, so they can't repair or buy ships from the player or AI. Because of this, we implement an Second Hand Ship Trader, which will have an own Station. On this Station, Player AND AI can repair their ships and/or sell them. Sold Ships will be stored at the Station and they will be buyable for the player or the AI. So, you can find some rare ships at these Yards. If the station have stored too much ships, it will begin to recycle them for ressources.
A first version of them was too buggy, so we decided to create this script later.
Other News on the mod:
Because our Missiles are really bad for Fighters without turrets, we have created Flares for them. Yes, real Flares with optical effects and so on . They are really effective, but you don't have 100% safety, so one Missile of a Swarm or a single normal Missile could hit you.
Maybe we will release a Trailer with some new Features of the Mod.
Greetings Flippi
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bluenog143
Joined: 26 Oct 2011 Posts: 617 on topic

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Posted: Thu, 5. Apr 12, 20:46 Post subject: |
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If shipyards work like factories now does that mean that I can have my own shipyard(s)?
Also, how will the Xenon build ships, has that already been worked out?
_________________
^Both sigs are the same with the same link, they just have different colors.
| SinisterDeath wrote: |
This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
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Flippi

Joined: 21 Mar 2008 Posts: 576 on topic Location: Saarland

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Posted: Sat, 7. Apr 12, 01:19 Post subject: |
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| Quote: |
| If shipyards work like factories now does that mean that I can have my own shipyard(s)? |
In our alpha version, player shipyards won't work, but you can buy them. We plan to introduce fully functional player shipyards in later Modversions.
| Quote: |
| Also, how will the Xenon build ships, has that already been worked out? |
We don't use the Egosoft ship building routine, we use CPS (Custom Production System). This System produces all ships and stations in Shipyards. With this Script, we can define needed ressources, production time, Orders, Equipment and much more Things. Theoretically, this also works on player shipyards.
ScRat have created this System, and it's faster than Egosofts ship building. 2 hours are needed for the biggest ships in game. Fighters are ready in a few minutes and a shipyard can build 5 ships at the same time. Fast enough?
Greetings Flippi
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bluenog143
Joined: 26 Oct 2011 Posts: 617 on topic

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Posted: Thu, 26. Apr 12, 18:36 Post subject: |
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Wow that's pretty good for ship building!
I have two questions though.
1) Will the Xenon have a limit to the amount of ships they can build? Or will there be no limit, but instead they need to collect certain resources in order to build ships.
2) How will the Kha'ak produce ships?
This mod is looking real good! I've managed to take a look at the map and some sector images and I think it makes for very good icing.
_________________
^Both sigs are the same with the same link, they just have different colors.
| SinisterDeath wrote: |
This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
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Flippi

Joined: 21 Mar 2008 Posts: 576 on topic Location: Saarland

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Posted: Fri, 27. Apr 12, 01:47 Post subject: |
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| Quote: |
| 1) Will the Xenon have a limit to the amount of ships they can build? Or will there be no limit, but instead they need to collect certain resources in order to build ships. |
The Xenon and all other races have no "real" Limits. The Economy is the only limit. If they have enough ressources, they will build ships and stations.
| Quote: |
| 2) How will the Kha'ak produce ships? |
They are the only race, which will get ships without shipyards.
We still work on Scripts, which are needed for the first release. The Spawnengine is not ready yet and other Scripts like our Notority Script are unbalanced. We hope to release the mod soon, but we still need some time.
Greetings Flippi
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bluenog143
Joined: 26 Oct 2011 Posts: 617 on topic

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Posted: Fri, 27. Apr 12, 02:01 Post subject: |
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Thanks Flippi I love where the mod is going and take all the time you and the team need so you don't wind up with a nasty bug like some other poor fellows did.
_________________
^Both sigs are the same with the same link, they just have different colors.
| SinisterDeath wrote: |
This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
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Flippi

Joined: 21 Mar 2008 Posts: 576 on topic Location: Saarland

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Posted: Tue, 22. May 12, 21:07 Post subject: |
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We have much more features in our mod than the few known ones. In our new Trailer, you will see completely new parts of it .
Hope you like it .
Greetings Flippi
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bluenog143
Joined: 26 Oct 2011 Posts: 617 on topic

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Posted: Tue, 22. May 12, 22:48 Post subject: |
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Thanks Flippi for the video I got to say this mod is looking awesome! 
_________________
^Both sigs are the same with the same link, they just have different colors.
| SinisterDeath wrote: |
This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
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Falcrack
Joined: 29 Jul 2009 Posts: 681 on topic

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Posted: Tue, 22. May 12, 23:12 Post subject: |
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So basically, I've been waiting for either this or X-Timelines to be released before starting a new game. This mod (ETNO chronicles) looks very promising. We shall see which one is out of the gate first...
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Flippi

Joined: 21 Mar 2008 Posts: 576 on topic Location: Saarland

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Posted: Thu, 14. Jun 12, 01:26 Post subject: |
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| Quote: |
| So basically, I've been waiting for either this or X-Timelines to be released before starting a new game. This mod (ETNO chronicles) looks very promising. We shall see which one is out of the gate first... |
At the moment, our development has nearly stopped... again. The last important projects were our Traderscripts and the Spawnengine. We hope that our scripting team can finish their work in the next months, so we can release a first alpha.
But I have a new picture for you. I was bored, so I started some "modding experiments".This is the result.
Greetings Flippi
_________________
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bluenog143
Joined: 26 Oct 2011 Posts: 617 on topic

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Posted: Wed, 8. Aug 12, 21:13 Post subject: |
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So is this still going to be for X3TC or was it moved over for X3AP?
_________________
^Both sigs are the same with the same link, they just have different colors.
| SinisterDeath wrote: |
This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
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