[MOD]Titans Armoury

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Goliathmk2
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[MOD]Titans Armoury

Post by Goliathmk2 » Sat, 24. Jan 15, 14:47

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.
Last edited by Goliathmk2 on Tue, 17. Mar 15, 10:20, edited 10 times in total.

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Sat, 24. Jan 15, 18:59

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.

Goliathmk2
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Post by Goliathmk2 » Sun, 25. Jan 15, 07:28

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 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.

(The bridge is on the bottom section)

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Baconnaise
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Post by Baconnaise » Sun, 25. Jan 15, 15:27

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.

Goliathmk2
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Post by Goliathmk2 » Mon, 26. Jan 15, 01:54

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.
Honestly I thought it looked more like the Cobalt Frigate.

vadiolive
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Post by vadiolive » Mon, 26. Jan 15, 03:04

badass but atm i prefer small ships because if any ship hit other ship- HITBOX - shield going automatic 0% ( its annoying has hell)

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Baconnaise
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Post by Baconnaise » Mon, 26. Jan 15, 05:34

Goliathmk2 wrote:
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.
Honestly I thought it looked more like the Cobalt Frigate.
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.

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Post by Goliathmk2 » Mon, 26. Jan 15, 06:12

I'm just glad they haven't added in collision damage for the hull yet.

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alexalsp
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Post by alexalsp » Thu, 5. Feb 15, 21:40


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alexalsp
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Post by alexalsp » Fri, 6. Feb 15, 01:27

Last edited by alexalsp on Fri, 6. Feb 15, 15:36, edited 1 time in total.

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alexalsp
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Post by alexalsp » Fri, 6. Feb 15, 15:34

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\

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">

the same

Code: Select all

 name="{20101,17201}" description="{20101,17202}"
Browse the archive, these changes may be useful to you. :wink:

=========

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

Goliathmk2
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Post by Goliathmk2 » Tue, 10. Feb 15, 08:02

alexalsp 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
GOTO: titans_armoury\assets\units\size_xl\ta_units_size_xl_cs_omicron_ship_01 or 02.xml

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>
change the quaternion to

Code: Select all

<quaternion qx="0" qy="0" qz="0" qw="0"/>
or just put it in <!-- --> either way will work.

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.

tuyijop
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Post by tuyijop » Mon, 27. Apr 15, 22:26

Hi!! Your mod is terrible!! And i like him...but I have problem for the name of ships tey're name "textdnotfound" how i can make your mode in French please ?

UniTrader
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Post by UniTrader » Tue, 28. Apr 15, 00:27

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 ;)

tuyijop
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Post by tuyijop » Tue, 28. Apr 15, 02:24

Hi !! whate is egoc cat tools ??, and where i can found him please ? thank you :-)

UniTrader
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Post by UniTrader » Tue, 28. Apr 15, 07:16

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...
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 ;)

tuyijop
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Post by tuyijop » Tue, 28. Apr 15, 12:37

Thank you very luch man :-)

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