[MOD]Titans Armoury
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Joined: Tue, 3. Jun 14, 17:58
[MOD]Titans Armoury
URGENT NOTICE: I am going on PERMANENT HIATUS until I can sort out other issues before continuing development on this mod.
Steam Workshop: http://steamcommunity.com/sharedfiles/f ... earchtext=
Mod Details / v0.14
Adds additional ships to the game.
The name of the ship and the system it is built in can be found below.
EGOSOFT forum page: http://forum.egosoft.com/viewtopic.php? ... 99#4489099
v0.14 Content
-"Lancer" XL destroyer
-"Halberd" XL destroyer
- "Scimitar" L destroyer
-"Cutlass" L destroyer
-"Hornets Nest" XL drone carrier
-ships are buildable from any shipyard excluding Teladi Overwatch
-ships will be spawned by the "Republic of Cantera" and will patrol Barren Heart along with some Xenon fleets aswell.
-added in a new turret PD/MA, high rate of fire, low damage (similar to what the HIT/MA was originally).
-Russian translations by "aladinalsp"
Thanks to:
aladinaleks/aladinalsp - for helping me out a great deal.
Nothing has been balanced appropriately yet, everything for now is experimental.
The mod requires XR 3.0 and it should be savegame compatible. NOTE: Don't remove the mod while docked at one of the ships i've added. I don't know of any incompatabilities with other mods.
Everything is prone to change.
Steam Workshop: http://steamcommunity.com/sharedfiles/f ... earchtext=
Mod Details / v0.14
Adds additional ships to the game.
The name of the ship and the system it is built in can be found below.
EGOSOFT forum page: http://forum.egosoft.com/viewtopic.php? ... 99#4489099
v0.14 Content
-"Lancer" XL destroyer
-"Halberd" XL destroyer
- "Scimitar" L destroyer
-"Cutlass" L destroyer
-"Hornets Nest" XL drone carrier
-ships are buildable from any shipyard excluding Teladi Overwatch
-ships will be spawned by the "Republic of Cantera" and will patrol Barren Heart along with some Xenon fleets aswell.
-added in a new turret PD/MA, high rate of fire, low damage (similar to what the HIT/MA was originally).
-Russian translations by "aladinalsp"
Thanks to:
aladinaleks/aladinalsp - for helping me out a great deal.
Nothing has been balanced appropriately yet, everything for now is experimental.
The mod requires XR 3.0 and it should be savegame compatible. NOTE: Don't remove the mod while docked at one of the ships i've added. I don't know of any incompatabilities with other mods.
Everything is prone to change.
Last edited by Goliathmk2 on Tue, 17. Mar 15, 10:20, edited 10 times in total.
- Earth Ultimatum IV.
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- Joined: Tue, 3. Jun 14, 17:58
The landing pad is on the top facing the back as for the "Bridge mod" that will also be facing the back unless makes a patch for it.Earth ultimatum IV. wrote:The ship looks soo badass...
I wonder where the landing pad is placed - and how's the view in combination with Lita's bridge mod.
(The bridge is on the bottom section)
- Baconnaise
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- Posts: 146
- Joined: Tue, 3. Jun 14, 17:58
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
The nose with antenna protrusions and heavy frontal section. It needs widening of course but the turrets on the ship and the front area seem similar and being a capital. I see what you're saying the view from the side and how it lines out like a cobalt with the protrusion in the back bottom. Cobalt is just too damn sleek though. KOL all the way.Goliathmk2 wrote:Honestly I thought it looked more like the Cobalt Frigate.Baconnaise wrote:Looks great. Reminds me of the KOL Battleship in Sins of a Solar Empire in a way. Hailstorms/flak cannons and lasers . Me likey.
Akkan Battlecruiser might be doable with existing assets I think.
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Last edited by alexalsp on Fri, 6. Feb 15, 15:36, edited 1 time in total.
https://yadi.sk/d/DaJzWn2GeVVoV
In the archive:
1) Russian language
2) The new format of the language file. I adapted it to the latest mod.
3) wares.xml corrected indices.
in files wares.xml , titans_armoury\libraries\
the same
Browse the archive, these changes may be useful to you.
=========
http://clip2net.com/s/3bWHdCo
I look forward, but in fact I look back.
The vessel moves in the opposite direction.
You may need to deploy a 180 degrees.?
=============
Heavy Lancer
http://clip2net.com/s/3bWID0d
I fly forward, but I see a shipyard.
http://clip2net.com/s/3bWIRiY
In the archive:
1) Russian language
2) The new format of the language file. I adapted it to the latest mod.
3) wares.xml corrected indices.
in files wares.xml , titans_armoury\libraries\
Code: Select all
<ware id="ta_shp_xl_cs_ol_ship_01" name="{20101,17201}" description="{20101,17202}" transport="ship" size="ship" volume="1" tags="ship">
<ware id="ta_shp_xl_cs_ol_ship_02" name="{20101,17201}" description="{20101,17202}" transport="ship" size="ship" volume="1" tags="ship">
<ware id="ta_shp_l_cs_ol_ship_03" name="{20101,17201}" description="{20101,17202}" transport="ship" size="ship" volume="1" tags="ship">
<ware id="ta_shp_l_cs_ol_ship_04" name="{20101,17201}" description="{20101,17202}" transport="ship" size="ship" volume="1" tags="ship">
<ware id="ta_shp_xl_drn_car_1" name="{20101,17201}" description="{20101,17202}" transport="ship" size="ship" volume="1" tags="ship">
Code: Select all
name="{20101,17201}" description="{20101,17202}"
=========
http://clip2net.com/s/3bWHdCo
I look forward, but in fact I look back.
The vessel moves in the opposite direction.
You may need to deploy a 180 degrees.?
=============
Heavy Lancer
http://clip2net.com/s/3bWID0d
I fly forward, but I see a shipyard.
http://clip2net.com/s/3bWIRiY
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- Posts: 146
- Joined: Tue, 3. Jun 14, 17:58
GOTO: titans_armoury\assets\units\size_xl\ta_units_size_xl_cs_omicron_ship_01 or 02.xmlalexalsp wrote:https://yadi.sk/d/DaJzWn2GeVVoV
http://clip2net.com/s/3bWHdCo
I look forward, but in fact I look back.
The vessel moves in the opposite direction.
You may need to deploy a 180 degrees.?
=============
Heavy Lancer
http://clip2net.com/s/3bWID0d
I fly forward, but I see a shipyard.
http://clip2net.com/s/3bWIRiY
look for
Code: Select all
<!--Player Dock and Drone Dock-->
<connection name="connection_dock_p01" tags="dock_p">
<offset>
<position x="0" y="199" z="-280"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
</connection>
Code: Select all
<quaternion qx="0" qy="0" qz="0" qw="0"/>
save then load or start a new game in X Rebirth look for the ship you altered 01 = Lancer, 02 = Halberd. Tell me what you think.
You may need a newly spawned/built ship. I also wouldn't recommend saving over your main save files.
I'll change the positions of the player docks to be where the "Bridge" is physically located on the ship.
EDIT: The way the dock is facing does not determine the front of the ship.
do you have EGOc cat tools and know how to use them? if yes i could explain you what is necesary to get at least the EN text to bedrisplayed in an FR game
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
i meant EGOs cat tools.. you can find the related Info here: http://forum.egosoft.com/viewtopic.php?t=363625
i am tired so here just the necesary steps in short:
- locate the Mod folder (you can find it in the Game Directory in the Extensions folder - it should be one of the many numberes ws_***** folders. just have a look in the content.xml, this file contains the mod name and description)
- open the related cat file of the Mod (ext_01.cat iirc) and extract the file t/0001-L044.xml from there with the aforementoined tool
- put the resulting file in a t-folder inside the mod if it didnt already happen when extracting it
from here on 2 possibilities:
A) turn this File into a fallback file for all languages: remove the "-L044"-Suffix from the file Name (and possibly the id="44" from the <language id="44" inside the file)
B) Rename this file to 0001-L033.xml and change the language id to 33, too and also translate this file because thats the French Language file*
*i think 33 was the Phone Country Code for France (which EGO uses as identifier for Languages), but not entirely sure
if there are further questions just ask, but dont expect a fast reply from me, i am tired...
i am tired so here just the necesary steps in short:
- locate the Mod folder (you can find it in the Game Directory in the Extensions folder - it should be one of the many numberes ws_***** folders. just have a look in the content.xml, this file contains the mod name and description)
- open the related cat file of the Mod (ext_01.cat iirc) and extract the file t/0001-L044.xml from there with the aforementoined tool
- put the resulting file in a t-folder inside the mod if it didnt already happen when extracting it
from here on 2 possibilities:
A) turn this File into a fallback file for all languages: remove the "-L044"-Suffix from the file Name (and possibly the id="44" from the <language id="44" inside the file)
B) Rename this file to 0001-L033.xml and change the language id to 33, too and also translate this file because thats the French Language file*
*i think 33 was the Phone Country Code for France (which EGO uses as identifier for Languages), but not entirely sure
if there are further questions just ask, but dont expect a fast reply from me, i am tired...
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help