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[Mod] X-tended X-pantion [v. 1.3!][RELEASED 7/28/2015 (FNALLLY!)]
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RoverTX



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Joined: 16 Nov 2011
Posts: 653 on topic

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PostPosted: Fri, 17. Feb 17, 18:11    Post subject: Reply with quote Print

/jaw-drop

All the new ships are just AMAZING! I am already merging them into my personal mod! You just keep getting better!


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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Sat, 18. Feb 17, 01:45    Post subject: Reply with quote Print

thanks. TBH, this mod is pretty much an extension of DLing Red Spot back in the day and wanting to put my own ships in, my initial clumsy Gmax models (I actually still have those somewhere, ha) to doing kitbashes like the Pteranodon, to getting a feel for doing my own stuff from scratch. honestly I keep getting better becuase I, well, AM getting better, finding out little tricks with MAX that aren't common knowledge, getting a better feel for what modifiers to use to get the effect I want, and so on.

its current incarnation was spawned when, after about three hours playing XTM, I suddenly realized that while XTM had added loads of gameplay features and immersion enhancers it still hadn't fixed some of the vanilla immersion breakers (****** TURRETS) or inconsistencies, and, well, I've always regarded the variant system as basically a hack to pad the ship list, so axing it was... VERY satisfying, personally.

and more RELEVANTLY, axing the variant system will allow me to use it to add immersion enhancers- namely, Civilian ships and Police ships- a lot of people like the idea of bringing back the 'classic' X2 ships, for example, and it occurred to me that having them as civvie ships would make loads of sense- they may not be viable combat vessels anymore, but the basic systems and spaceframes are 'tried-and-true' long-tested stuff, with all the interesting bugs squashed and eccentricities well-known.

and the Police, of course, need some nice distinctive paintjobs and possibly flashy lights!


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Mechanis





Joined: 20 Feb 2010

Location: Unknown sector. ARIZONA SUKS. CALI 4 EAVH!

PostPosted: Sat, 18. Feb 17, 21:55    Post subject: Reply with quote Print

LIST OF KNOWN ISSUES:

-Elephant docks in wrong positions (Fixed, hotfix pending)
-some variants continue to spawn (mostly fixed, XTC's retrieve ship custodians and some Pirates still spawn deprecated variants, trying to figure out why)
-Mammoths are available at several docks they shouldn't be (not sure what's going on there)
-some ship names display text references (mostly argon) while still voicing the names (I have no friggin' clue)
-bottlenose scene reference is wrong (fixed, hotfix pending)
-some plot missions and MD-based spawning spawn deprecated variants (mostly fixed, I think, hotfix pending)
-new fighter-class ships aren't spawning as often as they should be, particularly Argon (working on it, spawning is weird)
-NPC colossus doesn't get shields (fixed, hotfix pending)


quick questions: if anyone knows how things like the PNR get "Pirate" tacked to the front, I'd like to know- thinking of solving the Police issue by belting out some ships for 'em, but knowing how to make 'em show up as "Your Police... ...Sentinel" would be nice (and slots well with Pirates having the Raider variant)


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enenra





Joined: 08 Apr 2005
Posts: 6149 on topic

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PostPosted: Tue, 21. Feb 17, 10:55    Post subject: Reply with quote Print

The Mammoth issue stems from the scripts not finding a ship type ( usually referencing a non-existing one). The Mammoth is at index 0 of the TShips and if a script can't identify a ship type it returns 0. Hence the Mammoth gets used instead.


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Sorkvild



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Joined: 08 Jun 2006
Posts: 2708 on topic
Location: I'm in the middle of some calibrations...
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PostPosted: Wed, 22. Feb 17, 22:45    Post subject: Reply with quote Print

Is ai using new ships or these are for player only?


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wotano





Joined: 31 Jul 2003

Location: Lost in ... khaak sector nooo /FR/

PostPosted: Wed, 22. Feb 17, 22:58    Post subject: Reply with quote Print

thanks a lot really great work Smile


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