[MOD] [AP/TC] X-Tra Ship/Station Pack - [V2.01 Hotfixed Available 21/5/2012]

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

skullscar
Posts: 58
Joined: Mon, 11. Jun 12, 17:55

Post by skullscar »

i remember killerog and his bsg mod for ap. shame the work stopped on that mod cause i loved it. i also had an issue with that mod before, had lots of readerror in ship names, ammo from the mod. but i managed to fix it with new mod version he and jcc released. now i try to play bsg and again have those errors in names... and now this mod cant work... damn, im really starting to be angry

edit: nothing, it doesnt work with the files i downloaded from your signature. what the hell is the problem???
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Saber15
Posts: 376
Joined: Sat, 13. Jan 07, 17:26
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Post by Saber15 »

Anyone know how are the turrets implemented on the M2 ships like the Daedalus?

I've been trying to port the Xtra Ships (combined with the EVE Online ships) into XTended 2.0 Terran Conflict, and I've managed to get the Xtra Ships in-game without crashing (mostly); they've been setup (mostly) to work with the Xtended weapon, shield and ware system. But the turrets don't want to fire.

I'm using the Daedalus as my test bed, as it's high up on the TShips list. The custom turrets that come with the ship seem to act like a solid part of the ship - they don't track enemies, and weapons mounted on them don't fire. I've tried modifying the Tship file to use the standard X3 turret (those twin barreled gray blobs that all big ships use by default), but the changes have no effect on the ship's turrets; same model, still won't fire.

All other ships with the custom turrets refuse to fire as well.
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Alex Corvis
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Post by Alex Corvis »

You have to copy the entries in Dummies.txt and in Components.txt. And don't forget to update the counter on top of both lists.
skullscar
Posts: 58
Joined: Mon, 11. Jun 12, 17:55

Post by skullscar »

well i be damned, mod works now. installed it with plugin manager and when i start the game there are 2 new messages about stations-ships available. and i see new ships in shipyards... finnaly works hehe
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Saber15
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Post by Saber15 »

Alex Corvis wrote:You have to copy the entries in Dummies.txt and in Components.txt. And don't forget to update the counter on top of both lists.
Thanks for the help, got it working now. :)

Going to finish converting all the ships to work with Xtended. :D
Hexakosioihexekontahexaph
Posts: 50
Joined: Wed, 27. Mar 13, 20:54

Post by Hexakosioihexekontahexaph »

Hey, brilliant mod, but one question. I have a PHQ with about thirty blueprints, fighters and capitals, and I wanted to play around with the new stations. I noticed that the buyable HQ, despite having a delightful 40M cargo space, does not have the blueprints for the ships I have reverse engineered/bought blueprints in the new HQ from what I have in my original PHQ. Is this a known issue or is this supposed to happen? I wanted to relocate as the sector with my original PHQ in has become very laggy because of my mass complex-building spree.

One more thing, where can I buy a shipyard? I can't seem to find the USC shipyard to purchase.

Other than that, I'm loving it, cheers :P
Koritnaciino
Posts: 319
Joined: Sun, 26. Feb 06, 10:57
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Post by Koritnaciino »

Saber15 wrote:
Alex Corvis wrote:You have to copy the entries in Dummies.txt and in Components.txt. And don't forget to update the counter on top of both lists.
Thanks for the help, got it working now. :)

Going to finish converting all the ships to work with Xtended. :D
Little advice. Make sure that you have all permissions before you post your job. When I started I did not ask for permissions and I been very close to delete my job. You need permissions from all peoples,companies used in your mod.
Hexakosioihexekontahexaph
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Joined: Wed, 27. Mar 13, 20:54

Post by Hexakosioihexekontahexaph »

Added to my previous question:
Hexakosioihexekontahexaph wrote:I noticed that the buyable HQ, despite having a delightful 40M cargo space, does not have the blueprints for the ships I have reverse engineered/bought blueprints in the new HQ from what I have in my original PHQ. Is this a known issue or is this supposed to happen?
What happens if I buy loads of PHQs? Do they all share blueprints if the issue I raised can be fixed? I just need to know because I can't bear the lag anymore :(

Sorry to come across as needy, I just want to get this sorted so I can start a fleet :P
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Sam L.R. Griffiths
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Joined: Fri, 12. Mar 04, 19:47
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Post by Sam L.R. Griffiths »

Hexakosioihexekontahexaph wrote:Added to my previous question:
Hexakosioihexekontahexaph wrote:I noticed that the buyable HQ, despite having a delightful 40M cargo space, does not have the blueprints for the ships I have reverse engineered/bought blueprints in the new HQ from what I have in my original PHQ. Is this a known issue or is this supposed to happen?
What happens if I buy loads of PHQs? Do they all share blueprints if the issue I raised can be fixed? I just need to know because I can't bear the lag anymore :(

Sorry to come across as needy, I just want to get this sorted so I can start a fleet :P
Blueprints are unique to each HQ instance. When you have more than one HQ purchasing of blueprints may either go to only one of them or none at all.
Lenna (aka [SRK] The_Rabbit)

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garsterj
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Joined: Sat, 7. Mar 09, 16:41
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Post by garsterj »

how do i install scripts as a fake patch
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Yacek
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Joined: Wed, 18. Jul 07, 11:44
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Post by Yacek »

garsterj wrote:how do i install scripts as a fake patch
scripts - can not.
mods - yes. http://forum.egosoft.com/viewtopic.php?t=279717

The installation of this fashion is described in the first post topic.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
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Post by unity100 »

which TLs can dock TS/TM/M6s in this mod ?
-XeNoN-
Posts: 373
Joined: Tue, 6. Mar 12, 12:04
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Post by -XeNoN- »

AlexCorvis@
Hey since Cadius apparently isnt here anymore, would you make compatibility patch for AP 3.0? Or i can do it, we just need to change names of Pteranodon and Acinonyx, im not quite sure about 3rd ship.
Also in AP 3.0 its Acinonyx Prototype.
Unuhara
Posts: 5
Joined: Fri, 17. May 13, 23:00
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Post by Unuhara »

so i was basicly doing this merge already for my own merged mods list so here is updated files for the ship only release.

http://www.mediafire.com/?oh41awel7aqqh13

Changes
Cadius Ship Pack.xml : Lofn and Centaur Sentinel wasn't added by it to their respective races shipyards (this wasn't intentional right ?).

Pteranodon from here to variation index 2 so its now Pteranodon Sentinel (to keep with the theme of the other sentinels) they have different stats anyhow


the Acinonyx i didn't change they already have different names and 1 is a M6 the other a M7

all the other stuff had no conflicts, basic stuff.
-XeNoN-
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Joined: Tue, 6. Mar 12, 12:04
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Post by -XeNoN- »

Oh tnx mate :D. You saved me from trouble hahahahha :D
Sk_2013
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Joined: Thu, 28. May 09, 01:06
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Post by Sk_2013 »

So....

Cadius is officially MIA now?

Anyone know him IRL?
Steam?
Skype?
Something?
Peace through superior firepower.
Solidsnook
Posts: 50
Joined: Wed, 15. Aug 12, 14:46
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Post by Solidsnook »

Well, I downloaded the patch from page 1, game starts, everything works, but the ships names still don't work...

Instead of the name, I've got a "read text XX-XXXX" (X stands for different numbers)

EDIT : in fact I found where the problem do come from : language ID.

found it, solved it, now it works on my french version of the game, and I may translate it later.
biohazard15
Posts: 193
Joined: Tue, 1. May 07, 20:40
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Post by biohazard15 »

Jobs file for X-tra Ship Pack & X3AP 3.0
Based on NighTragE's Jobs: http://forum.egosoft.com/viewtopic.php? ... 75#3991775

REQUIRED:Unuhara's patch for X-tra & AP 3.0

Changes include:

- Xenon Z's count was reduced to 2 - it's supposed to be a rare mini-CPU ship, after all
- Ever wondered why the militaries never got those new TS+ Military Freighters? Well, now they do - all Military Freight Transporters now use TS+
- Terran TS+ Hayabusa now used by some Terran Weapon traders
- Baldric Miner & Baldric Superfreighter now used by respective Terran jobs
- Yaki now use Kariudo and Senshi in addition to Akurei
- There is a chance that you may encounter a Pirate in a Terran fighter

You may download it here: http://yadi.sk/d/Qlwe-HAb63GQu
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Vivaporius
Posts: 30
Joined: Tue, 2. Aug 11, 00:32
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Post by Vivaporius »

I don't know about the rest of you, but the Tiamat, Asura, and Tannin aren't appearing in my game. Is that delibrate or have I done something wrong? By the way, I installed the mod as a fake patch for Albion Prelude.
"My name is Ozymandias, Argon of Argons: Look on my factories, ye Xenon, and despair!"
No thing beside remains. Round the decay of that colossal wreck, boundless and bare; The lone and empty wrecks stretch far away.
Lea Flamma
Posts: 410
Joined: Sat, 1. Sep 12, 16:04
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Post by Lea Flamma »

As I am reading through some of the last sites I see there are some problems with the mods stability. If I intend to install it do I have to do any additional things to make it runing without any trouble? I do not have any other mods installed, just the bonus pack. Wanted to expand the ships that are available in the game.

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