[MOD] [AP] STAR WARS episode DEAD

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Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
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[MOD] [AP] STAR WARS episode DEAD

Post by Dinoff » Sun, 22. Apr 12, 21:33

*que star wars opening*
Star Wars Episode DEAD
THE MOD IS DEAD. I got tired of making edits and of X3. I did not realize there were still people trying to make it work. if anyone wants to update it go for it. i will continue to host the file but with x rebirth i coming in 2 months i see no reason to continue.
*music fades*

fixed the tcockpits again.

you've all been asking and here it is STAR WARS (FOR AP only). this is my personal mod that i now have permission from paulwheeler to release. this mod is a very crude update of Kakadu's star wars mod to AP with XRM. this is FOR XRM 1.24b.
What is it?
1) star wars ships.
2)Its english only. sorry im lazy and its the only language im fluent in.
3) its for Albion Prelude XRM only. sorry but the way it re balances everything works well.
4) uses the hull multiplier pack. you do not need to install it
5) ships:
for a short list of common and well known vessels
Imperial star Destroyer- M1 and M2 varients
Home One- M1 the texture is borked i have no control of that.
Mc-80a- M1
Dreadnought-M7
Nebula Star Destroyer-M2
Endurance Fleet Carrier- M1
Nebulon B-M7
Correlian Corvette-M6+
Imperial escort carrier-M6-carrier
Acclamator-M7 and M7m varients
Outbound Flight- TL
Bothan Attack Cruiser-M2
assault frigate-M7
Imperial Shuttle-Tp
Gallofree transport (forgot to list this one)
YT-1300-tp
YP-2000 -TP
YP-2400 -TP
Action VI-TS
X-Wing-M4
Y-Wing-M4
E-Wing-M3
B-Wing-M3
A-Wing-M5
Firespray-M3 hoping to make this an M3-B
K-Wing- M8
Tie fighter- M5
Tie Interceptor-M5
Tie advanced-M4
Tie Defender-M3
Chiss Clawcraft-M3 i have to make some balancing on the speed
Tie-Bomber-M? i have to fix this one
Hapen Battle Dragon-M2 i forget if i included it in the release or not.
Hapen Nova Cruiser-M7-two different models are in it for the sentinal and vangaurd varients.
Imperial battleship ArkHammer.
Venator
MC90
New better MC80 models for Home One and Liberty variants
CC9600
Arqitens Frigate
Hammerhead Frigate
Frigate Praetorian
Foray Corvette
C70 (multiple variants)
CR20 Corvette
Nubian Royal yacht
pelta corvette
AA-9 Liner
Gozanti Transport
some blacksun transporter (name not known)
Z-95 fighter

Ships to come-i have to balance these
Executor-M2+++ needs lasers to make up for egosoft turret restrictions
Eclipse-needs weapons to fix problems

6) the HQ has been modified to make player race ships use terran resources.

i still have to re-balance a lot of things because i was using this as a personal mod. if you want to help please let me know. my life outside of gaming is getting quite busy so it will take some time to get a better release with better balance.


What needs work:
lasers from kakadu's mod dont work
Custom job to get the ships flying and a shipyard for them.

more info:
1) this adds new ships to the player race. these ships require cheating to obtain.
2) it is not entirely balanced. i have tried to make the hull shields and speeds fit with XRM but it is up to the player who is the only one using said ships to chose what weapons go into what turret.
3) i chose xrm because it balances the game in a way that i liked. the star wars ships are already powerful because of their turret coverage so XRM helped to balance it.
4) i will try to get the lasers made by kakadu working. these were really just red green and blue blocks that fired but i had trouble getting it to work without breaking the game. i will also try to get the turret models to move
5) the ships work and fire. they are not overpowered unless you fill all the turrets on a yt-1300 with ppc's. in which case i doubt your playing to be balanced. tie ships are very very cheap and generally fast but as the downside have very light shielding. republic fighters are very durable. the most overpowered ship is the ISD-II which i edited the turrets to be all on the sides. this gives it insane power to the front and sides however it is slower and vulnerable from the top bottom and back. it is also a very bulky expensive ship which will require very high financial backing to outfit it with guns. it also holds a number of fighters but it takes time and resources to obtain.
in a fair fight you would use the ISD-II as you would the Valhalla.

Instructions:
1) install XRM
2) install the XRM hull multiplier pack. this is in case you hate my mod but love xrm with the hull pack. then you dont need to restart the game just because you removed the mod.
3) click the link
http://www.mediafire.com/?60enk7tlft4y40n
fixed broken zip
4) extract it and put the cat and dat into the addon mods folder or rename it to the highest number in the addon directory for a fake patch.
5) to get ships ingame you must cheat them in with cycrow's cheat script.
6) I highly recommend CODEA with this because most all capital ships have hanger space and without CODEA this could be difficult to control
7) here is the bounce wall for litcubes bounce script http://www.mediafire.com/?d6w1fg87hmnnx2d

mod not working? follow these steps:
first: did you enable the mod in the x3 launcher?
second: the ships will be listed under the race of other in the ship spawner menu
third: see one
four: did you put the cat and dat files in the mod folder or the zip file?
five: if 1-4 did not work describe what you did in step by step detail.
six: laundry
seven: its a trap
eight: i only edited these files that might make conflicts; bodies, components, cutdata, dummies, hq, tcockpits, tships, and the text file 9950-L044. if you have a problem the quickest way to check is to get the x3 editor and check if one of these files conflicts. if not its not my mod causing problems.
changelog 2 posts down
disclaimers and thanks:
thanks Kakadu and paulwheeler for your excellence mods and permission to use them. this is in no way shape or form associated with the main XRM mod do not ask paulwheeler for help and support. do not ask kakadu for help and support on this mod. this has no files in it that do not have permission to be there. if you find one tell me so i can remove said file. You must have xrm installed. It is Not My Nor paulwheeler's fault that you did not follow directions and destroyed something important. i will try my best to fix problems as they arise. be certain when using this mod and xrm that you are using the right version. if XRM has updated do not use this mod until i say that it is compatible. thank you. if i missed anything let me know.
please note You are not allowed to reuse nor redistribute these scripts and/or models because they do not belong to me. if you want to use them you must ask Kakadu and Paulwheeler
Last edited by Dinoff on Sat, 28. Sep 13, 22:08, edited 30 times in total.

Eriodas
Posts: 267
Joined: Thu, 23. Dec 10, 06:36

Post by Eriodas » Mon, 23. Apr 12, 01:30

Question 1: this MOD only changes or adds ships?

Question 2: will you try to get working Star Wars Weapons? (even if they are not beams? xD)

Question 3: Are they balanced?

Question 4: Why do you need XRM?

Don't get me wrong... i love Star Wars ships, but i rather not use them when they seem fake (because of the weapons) and too much overpowered to make the game Boring (that's why i asked for balance).

Also, XRM has the most beautifull and detailed Ships out there (love the Nagoya and Hayabusa and Daedalus, etc...) wich makes me wonder how detailed those ships are in comparisson (there will be comparissons if you include them with the others).

And i need a good reason to install the game again (not much free space to get 2 copies of X3).

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Mon, 23. Apr 12, 02:39

Changlog:
0.1-Release Version
0.2-
--updated to XRM 1.21
--some minor balancing tweaks (i forget exactly what but i remember doing it.)

-0.3
-fixed tie bomber model and removed redundant extra ship
-fixed y-wing to be an m3-b (added missile launchers to scene)
-fixed b-wing to be an m3-b (added missile launchers to scene)
-added YT-2400
-fixed YT-1300,2000,2400 to have proper missile launchers instead of front lasers
-removed several redundant ships
-fixed firespray to have proper missile tubes
-things to do: fix cargo space on YT ships, start working on lasers, make missiles, fix retarded spinning turrets on ships.
-0.3a
--updated text file
--fixed terran gate bug.
--removed bad file for gates.

-0.4
--fixed vanilla/xrm turrets not moving
--replaced star destroyer ts\tp dock with an external one.
--may need to restart your game for this

-0.5
--added new ships from the days before the empire
--fixed all mod turrets from not moving that were suppose to
--general rebalanced
--its still a trap


1) this adds new ships to the player race. these ships require cheating to obtain.
2) it is not entirely balanced. i have tried to make the hull shields and speeds fit with XRM but it is up to the player who is the only one using said ships to chose what weapons go into what turret.
3) i chose xrm because it balances the game in a way that i liked. the star wars ships are already powerful because of their turret coverage so XRM helped to balance it.
4) i will try to get the lasers made by kakadu working. these were really just red green and blue blocks that fired. i will also try to get the turret models to move
5) the ships work and fire. they are not overpowered unless you fill all the turrets on a yt-1300 with ppc's. in which case i doubt your playing to be balanced. tie ships are very very cheap and generally fast from player shipyard construction but as the downside have very light shielding. republic fighters are very durable. the most overpowered ship is the ISD-II which i edited the turrets to be all on the sides. this gives it insane power to the front and sides however it is slower and vulnerable from the top bottom and back. it is also a very bulky expensive ship which will require very high financial backing to outfit it with guns. it also holds a number of fighters but it takes time and resources to obtain.
in a fair fight you would use the ISD-II as you would the valhala.
Last edited by Dinoff on Thu, 12. Jul 12, 03:04, edited 8 times in total.

LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara » Mon, 23. Apr 12, 10:23

Do I need the XRM hull pack to use this? And how are they cheated in, using Cycrow's Cheat package? Does this mean the AI cant/wont use them?
Can you please list the ships, class and stats if possible?

Cheers

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Mon, 23. Apr 12, 16:46

i used the increased hull pack in the mod so i guess you would not need it install this mod. edit*i say you need it in case someone installs the mod and then decides to just play xrm without the star wars addon. this way you dont need to reset the game. Cycrows cheat package is needed to obtain them. i currently have no idea how to make a jobs file so the ai does not use them. if you cheat them in for the ai i will warn you that at the present time they will equip any weapon into any turret. now a fighter wont get ppc's i made sure of that. as for ship lists i will upload that and stats shortly.

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Tue, 24. Apr 12, 21:38

to give a better idea of how the current balance stands. the most powerful ship currently in this mod is the Imperial Star Destroyer M2 varient. my current fleet consists of one star destroyer and 4 Correllian corvettes. in a fight against a Xenon K and its companion fleet of fighter bombers, fighters, a Q, and corvettes i lost 2 corvettes (i hate bombers) and my star destroyer went to about 80% health. the Correllians have 4 Forward guns in 2 turrets and 4 left and right guns. the Star destroyer has two turrets of twelve guns on each side and a forward turret of i forget how much. it has no top or bottom protection. it has one rear turret for flak. The ISD is Balanced in the fact that it has no fighter defense on its own and its turrets are meant for heavy guns. this ship also costs millions of credits just to equip it and a large amount of resources to build at the PHQ.

7igor099
Posts: 90
Joined: Tue, 22. Feb 11, 15:52

Super

Post by 7igor099 » Wed, 25. Apr 12, 13:31

Super
http://narod.ru/disk/35906253001/SG_ship_pack.rar.html
Oder Sie können anpassen HRM 1,19, eine solche Änderung?
Silky von der Belastung
http://narod.ru/disk/47220943001.7c5b8d ... k.rar.html

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Wed, 25. Apr 12, 14:16

im not sure what your asking. google translate is only so good. are you asking to add stargate and babalon 5 ships?

7igor099
Posts: 90
Joined: Tue, 22. Feb 11, 15:52

Post by 7igor099 » Fri, 27. Apr 12, 14:04

YES b 5 I sTAR gATES ADAPTES FOR xrm 1.19 F + sTAR WARS 0/1 - СУМІСТИТИ МОДИ МОЇ ЯКІ ВАМ НАДАВ

7igor099
Posts: 90
Joined: Tue, 22. Feb 11, 15:52

Post by 7igor099 » Fri, 27. Apr 12, 14:49


Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Fri, 27. Apr 12, 20:13

ok first i need to know who owns these files if its you fine and dandy i can do it. if you do not own them i need to have permission from the owner to use them. second i need about 2 weeks because its the end of the semester and i need time to study and get some relaxation.

Kadsc
Posts: 11
Joined: Fri, 27. Apr 12, 23:40
x3ap

Post by Kadsc » Sat, 28. Apr 12, 00:09

Out of curiosity are you planning on adding the broadside missile cruiser from SW:EaW in as an M7M instead of an acclamator variant as an M7M?

also why is an X-wing M4? it served as pretty much the mainstay fighter of the rebellion so would equate to an M3 i'd think. Y-wing should be an M8 bomber as should Tie Bomber. Not sure about the B-wing but maybe an M3+?

other than that i agree with most of the classifications although wouldn't any of the SSD's be M0's?

i don't really think that star wars has many types of ships that would fall into the M4 catagory at all tbh

also remember if you want to make it authentic tie's don't get any shields :lol:

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
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Post by Dinoff » Sat, 28. Apr 12, 05:11

unfortunatly (correct me if im wrong) the mod and script designation of m0 is hypothetical. i say m2 because the x3 editor and x3 itself does not have a proper m0 tag for ships. if using codea m1 ships wont actually take part in combat so i designate them as m2's. its convenient for me.
Most of the fighter designations are based on what they were when i picked the mod up from Kakadu. i will not make the Y-Wing or Tie Bomber into M8's only because the y-wing had other offensive weapons that fit with XRM's m3-Bomber designation. the Tie Bomber will become an m3-b because its weak and i quite honostly cant think of another way to use it effectively. the designations i give also have alot to do with size and speed of the ship from what it was used for in star wars. i need to edit many things about the ships so that they fit into the final role that they need to be in. this will take time and motivation on my part which being a senior chem major has taken from me.
i have no experience or ability making ship models myself. if someone could make the ship get everything into the right format im sure i could get it working in game. i know how to work the scene files so i dont need someone to do that part.

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Sun, 20. May 12, 18:07

updated to XRM 1.21
please leave a comment so i know people care about this mod.

i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
x3tc

Post by i64man » Sat, 9. Jun 12, 12:59

Dinoff,

thanks a lot for taking the time to do this. I am a huge fan of Star Wars and I had in a previous game installed some of the ships like the Blockade runner and the Nebulon B but both were classified as M2.

Now here you have the blockade runner as an M6, Awesome. Now, Is this mod also compatible with the 1.22 XRM or do I have to wait for the update?

Thanks again for the awesome job.

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Sat, 9. Jun 12, 15:26

thanks for the support. i will post the update in a few minutes. i was having issues with the xrm turret animations breaking when i was updating and found an error with one of the starwars dummy files.

i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
x3tc

Post by i64man » Sat, 9. Jun 12, 18:52

I downloaded and am updating the xrm. now i have a question, when u said to rename it to the higher file in the mods folder, what about if that is the only file in the folder? Make it number 1 or do you mean name it higher thann the cat/dat for the xrm on the main folder?

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
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Post by Dinoff » Sun, 10. Jun 12, 02:03

only rename it to the highest number if its being installed as a fake patch. otherwise just drop it in the mod folder

i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
x3tc

Post by i64man » Sun, 10. Jun 12, 09:30

Dinoff...again thanks. I will do this today as I will reinstall the XRM and this mod on a cleaan game. You said that the ships need to cheated into the game using the cheat scrip. Not to sound ignorand but how you do it. On a previous game I have clone ships and created ships and then transfer their control to me. Is this is the way you imply when said cheat?

Thanks from Germany

Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff » Sun, 10. Jun 12, 12:45

if you use cycrow's cheat script you can add them to a ship yard or cheat them in and add the blueprints to the phq. i personally add them to a shipyard to buy so it feels less like cheating and then put them in the phq.

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