Star Wars Mod by mikhailskatchkov reborn.

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mikhailskatchkov
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Post by mikhailskatchkov »

gunslinger6792 wrote:This is a noob question I'm sure but I downloaded this mod I'd really like some help finding a way to pilot one of the ships. I've tried different starts with either argon, merchant, or terran starts and it just gives me a normal freighter or elite fighter. I can see Star Destroyers and Y-wings milling about. Can anyone help me, I just want to fly around in an X-wing lol.
There are several ways to make money to get the ship you want, just fly to the war zone and pick the loot that destroyed ships drop, sometimes they drop very expensive missiles, then go sell them at an equipment dock.
Second way is a bit harder but more rewarding, go hunt pirates, get them to eject then cap and sell their ship, thats the quickest way to make cash, or do the story line, youll be rewarded money and ships, after like 3 missions you get a M6, that thing costs a few mil.
gunslinger6792
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Post by gunslinger6792 »

mikhailskatchkov wrote:
gunslinger6792 wrote:This is a noob question I'm sure but I downloaded this mod I'd really like some help finding a way to pilot one of the ships. I've tried different starts with either argon, merchant, or terran starts and it just gives me a normal freighter or elite fighter. I can see Star Destroyers and Y-wings milling about. Can anyone help me, I just want to fly around in an X-wing lol.
There are several ways to make money to get the ship you want, just fly to the war zone and pick the loot that destroyed ships drop, sometimes they drop very expensive missiles, then go sell them at an equipment dock.
Second way is a bit harder but more rewarding, go hunt pirates, get them to eject then cap and sell their ship, thats the quickest way to make cash, or do the story line, youll be rewarded money and ships, after like 3 missions you get a M6, that thing costs a few mil.
Do I have to go to a specific shipyard to find the ships? I've been to one or two shipyards and only saw vanilla ships?
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mikhailskatchkov
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Post by mikhailskatchkov »

gunslinger6792 wrote:
Do I have to go to a specific shipyard to find the ships? I've been to one or two shipyards and only saw vanilla ships?
Star Wars Rebel fighters are sold at almost any Argon shipyard.

If in your game starts you dont start in a T-16, E-wing or Tie fighter, that means your mod is not active, probably because its installed incorrectly.
Refer to top of page for installation instructions.

good luck, PM if you still having trouble.
Mindwarp77
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Post by Mindwarp77 »

I've discovered a fairly major bug. When deploying a complex construction kit, no stations show up to be linked. Removed the mod and refreshed the files through steam, and the kit worked fine. Reinstalled the mod, and no stations showed up on the list.

I've tried a few things, and it is definitely this mod doing it, but I don't know why or how. Just to be clear, the stations are within the maximum distance, and can be connected just fine if this mod is uninstalled, but as soon as I install this mod, the are no stations in the list to select.
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mikhailskatchkov
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Post by mikhailskatchkov »

Mindwarp77 wrote:I've discovered a fairly major bug. When deploying a complex construction kit, no stations show up to be linked. Removed the mod and refreshed the files through steam, and the kit worked fine. Reinstalled the mod, and no stations showed up on the list.

I've tried a few things, and it is definitely this mod doing it, but I don't know why or how. Just to be clear, the stations are within the maximum distance, and can be connected just fine if this mod is uninstalled, but as soon as I install this mod, the are no stations in the list to select.
Hmm thats not good, im working on numerous bugs right now, hopefully ill figure out whats the problem.
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mikhailskatchkov
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0.5b fixes

Post by mikhailskatchkov »

Fixes for 0.5b

Tie Advanced

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Tie Interceptor

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Sentinel shuttle engine effect fixed

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Gozanti (Argon, Pirate and imperial fixed cams and turrets, some model adjustments)

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YT-1300 fixed light reflection where it shouldn't be.

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GR-75 Gallofree transport: Fixed turret cams and bump map adjustment.

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Other fixes

Tie phantom engine sound.
T-16 standard- removed unusable rear turret.
R-41 engine effects fixed.
Last edited by mikhailskatchkov on Tue, 12. Jan 16, 02:37, edited 5 times in total.
Mindwarp77
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Post by Mindwarp77 »

The turrets on the Imperial Gozanti Hauler also don't seem to be shooting. Weapons equipped, turrets visible on the ship, but no shooting.
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Post by warwolf22 »

You are doing a great work, thank you!
I will do my best to test this mod as much as possible and hopefully be able to support it very soon.

After playing for a short while (due to my work schedule) I noticed that the "Bankrupt Assassin" startup has two weapons that are not compatible with the ship. Is this on purpose? As in one have to find a way to sell them in order to get compatible guns or is this a mistake?

Keep up the good work!
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mikhailskatchkov
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Post by mikhailskatchkov »

warwolf22 wrote:You are doing a great work, thank you!
I will do my best to test this mod as much as possible and hopefully be able to support it very soon.

After playing for a short while (due to my work schedule) I noticed that the "Bankrupt Assassin" startup has two weapons that are not compatible with the ship. Is this on purpose? As in one have to find a way to sell them in order to get compatible guns or is this a mistake?

Keep up the good work!
Hey,

glad you like the mod.

well ye its kinda sellabe cargo, youre basically an assassin/pirate/weapons trader.
You can sell em at any equipment dock.

Ill have a new update up this weekend with many fixes.
Mindwarp77
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Post by Mindwarp77 »

Sector "Baspin" should be "Bespin".

The Lambda shuttle doesn't need the "Tydirium" name, since that's the name of the specific shuttle the rebels stole, not a general class name.

I hope you realise I do love this mod. I'm just playing it so much I'm finding all the bugs.
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Post by CaptainShack »

Loving the Tie's. The empire is getting more and more flushed out everyday!
Mindwarp77
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Post by Mindwarp77 »

Bugs.

Pirate Y-Wings are identified as Novas. Or Pirate Novas look like Y-Wings, whichever way you choose to look at it.

A couple of Pirate Novas have just appeared as 3 shadowy circles instead of a ship. I'll get a screenshot if it happens again. They also seem to have no weapons.

Imperial Gozanti Hauler hangers don't seem to work - I'll have to do more testing on that, but I couldn't dock A-wings at one.

New sectors (Bespin, Hoth, Bastion etc) don't show up on the in game galaxy map.

Questions.

I understand that the new sectors are yet to be populated and so they're pretty empty, but why are they so big? Bespin is a HUGE sector, with no real need for it to be that big.

What are you going to use for the TL class ships? The Lucrehulk/Trade federation battleship might work for either side, aand the Star Galleon would be good for the Imperials.

Are the following ships available to buy anywhere, or are they salvage only? Firespray, HWK, c70, c70 Assault, Arquitennes, Imperial Light cruiser.

Will you be replacing those ridiculously big Terran stations with something a bit more reasonably sized and star wars-y? And giving the Imperials a proper functioning economy?

Some suggestions for new ships - MC30, MC40a as mid sized rebel ships, and the Strike Class Cruiser and Raider Class corvette for the Imperials. It's always nice to have a wide variety in the mid sized range, since we see a lot more of them than the really big ships. The Raider has the advantage of looking very imperial and being a strong anti fighter vessel.
Le Jet d Ail
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Post by Le Jet d Ail »

HI !

Where i can find the Ebon Hawk ?

Thx
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Post by mikhailskatchkov »

Mindwarp77 wrote:Bugs.

Pirate Y-Wings are identified as Novas. Or Pirate Novas look like Y-Wings, whichever way you choose to look at it.

A couple of Pirate Novas have just appeared as 3 shadowy circles instead of a ship. I'll get a screenshot if it happens again. They also seem to have no weapons.

Imperial Gozanti Hauler hangers don't seem to work - I'll have to do more testing on that, but I couldn't dock A-wings at one.

New sectors (Bespin, Hoth, Bastion etc) don't show up on the in game galaxy map.

Questions.

I understand that the new sectors are yet to be populated and so they're pretty empty, but why are they so big? Bespin is a HUGE sector, with no real need for it to be that big.

What are you going to use for the TL class ships? The Lucrehulk/Trade federation battleship might work for either side, aand the Star Galleon would be good for the Imperials.

Are the following ships available to buy anywhere, or are they salvage only? Firespray, HWK, c70, c70 Assault, Arquitennes, Imperial Light cruiser.

Will you be replacing those ridiculously big Terran stations with something a bit more reasonably sized and star wars-y? And giving the Imperials a proper functioning economy?

Some suggestions for new ships - MC30, MC40a as mid sized rebel ships, and the Strike Class Cruiser and Raider Class corvette for the Imperials. It's always nice to have a wide variety in the mid sized range, since we see a lot more of them than the really big ships. The Raider has the advantage of looking very imperial and being a strong anti fighter vessel.
All new sectors are at baby stage, i haven't done anything with sizes, view distance or fog yet.

The Nova issue is strange, will have to do some investigating myself.

TL for Alliance will be the most likely the hammer head Cruisers (reference:Star Wars rebels). or the Vanator-class star destroyer.
For Empire i'm deciding between the Dreadnought-class cruiser TL variant and the Acclamator-class assault ship.

Regarding MC-class ships, that will be much later and will be added strictly to the Mon Calamari/ Boron race, I wanna try keep ships as unique and diverse as possible, i dont want too many ships looking the same, for example the Star destroyer, victory class, interdictor already look too much alike and sometimes can be confused between each-other at a distance.

regarding corvettes youre right, and i will be adding a lot of different ships but ships that appeared in the original trilogy are a priority, the next corvette to be added is the Braha'tok-class Gunship which appeared in 'Return of the Jedi'.
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Docks on ships, probably most of them dont work, that ill get to eventually, i wanna try get the mod to a stage where people can start a campaign and with future updates will not need to start a new game, so things like docks, guns, camera positions, names, textures etc will be last.
But i do need to make a list of issues, so thanks for letting me know exactly whats not working.

Regarding Terran stations: Ill make a TC map as an option later, so one can choose a total Star Wars universe or mix of x3 and SW, for that all races will be changed to SW races and Terran stations to SW stations.
but for now, Terrans will stay unique as Terrans/earthlings with a few iconic ships added from maybe starship trooper/battle-star galactica or maybe start track, i dont know yet.
(star wars priority for now)

Oh and please post a few small pics of the corvettes you have in mind,

thanks :)
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Not my model but i am modifying the heck out of it to get it as close as possible to the studio one. will credit original author once i find out who it is.

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Last edited by mikhailskatchkov on Sat, 16. Jan 16, 01:19, edited 2 times in total.
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mikhailskatchkov
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Post by mikhailskatchkov »

Le Jet d Ail wrote:HI !

Where i can find the Ebon Hawk ?

Thx
Hey,

For now you can only capture one from pirates or Paranid "dangerous good transporter".
Old ship, no longer produced, so they are rare.
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Moonrat
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Post by Moonrat »

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Mindwarp77
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Post by Mindwarp77 »

http://starwars.wikia.com/wiki/Raider-class_corvette - Anti-fighter M6. It's one of the best looking Imperial light warships, since it combines the arrow shape of the larger ships with TIE style panels.

http://starwars.wikia.com/wiki/Gladiato ... _Destroyer - Imperial M7 light carrier. It's about half the size of a Victory and keeps the rough arrow shape with bridge tower, but has the distinctive cutout at the front to make it a noticeably different silhouette to other Imperial Ships.

http://starwars.wikia.com/wiki/MC40a_light_cruiser - The MC40a is another M7 light carrier. Similar looks to the other Mon Cal ships, but it has two engine mounted on top of the ship at the front

http://starwars.wikia.com/wiki/MC30c_frigate The MC-30 is a bomber type, even though it's 500m long. Still looks very Mon Cal, but has a distinct shape. It's too big to fit the X3 M8 category though.

http://starwars.wikia.com/wiki/Assault_Frigate_Mark_I and http://starwars.wikia.com/wiki/Assault_Frigate_Mark_II The Assault Frigate Mark I and II are M7 ships, sitting at the 700m mark - somewhat smaller than a Victory Star Destroyer, but a very cool look. They benefit from being distinct from Imperial and Mon Cal ships, giving you a distinct Rebel ship.

http://starwars.wikia.com/wiki/Pelta-cl ... te/Legends An M6 or large transport. It's appeared in clone wars and rebels, and is slightly larger than the CR90.

http://starwars.wikia.com/wiki/Marauder-class_corvette The Marauder class is a pirate/rebel/corporate M6 or M7. It's probably best filling the light carrier slot for the pirates.

That's a lot of starships I've suggested, but I have one more - http://starwars.wikia.com/wiki/G9_Rigger_freighter The G9 is the light freighter Anakin uses throughout most of The Clone Wars series. It's a fairly decent ship, about the size of the YT-1300. I'm suggesting it because more variety in freighters is never bad, and it could be the start ship for the humble merchant start, letting people work up to getting the iconic YT-1300.

Have you managed to find out what's causing the complex construction kit problem? I've managed to work around it by uninstalling the mod, building my complexes and reinstalling it, but it's a real stumbling block to playing a long campaign. You very quickly reach the point where you need to build complexes.

I'm still loving the mod. Keep up the great work.
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Post by mikhailskatchkov »

Hey Mindwrap77,

The Pelta is already in, and the G9 model i have for the next update.
The Raider class ill certainly put in.
Assault Frigate I, im gonna heavily modify, i do not like that design, it doesn't make sense and it looks like a fish, im gonna make it look more like a space ship should.
the MK II ill probably put in as it is.
The Marauder looks like an oversized Y-Wing, horrible design, dont know about it.
The MCs are good, will be in.

Unfortunately i havnt sorted out the complex issue, perhaps it has something to do with custom stations i added, or components file, ill do some digging this weekend , however i am working throughout the weekend and will not have much time, keeping fingers crossed.
Im also thinking of porting this mod to X3AP 3.1, since right now its only for 3.0.
That might fix some issues, maybe even the complex construction kit problem.

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Last edited by mikhailskatchkov on Fri, 15. Jan 16, 23:13, edited 2 times in total.
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mikhailskatchkov
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Post by mikhailskatchkov »

Hey Moonrat,

Looks great,
did you get bumpmaps working?
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Moonrat
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Post by Moonrat »

mikhailskatchkov wrote:Hey Moonrat,

Looks great,
did you get bumpmaps working?
No :(

I did quite of playing about but no luck. I also did quite a bit of research and altho' moons can have bump mapping it seems planets cannot using the usual shaders. However if someone is able to point out the error of my ways I'd be happy to see what/how stuff can be done.

I was going to have a go at Hoth next...
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X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

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