[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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killerog
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Post by killerog »

This is strange could anyone test the Galactica's bottom guns for me and check them.
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apricotslice
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Post by apricotslice »

Theres a difference between scripting in guns and adding them manually. More than 12 and the manually added guns wont stay put. Scripting them in gives a false impression that its working.

imo, the turrents with more than 12 guns, then interfere with other turrnets, which is why one of the less than 12 gun turrents wont work at all.

The limit wasnt changed as far as I'm aware.
killerog
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Post by killerog »

aww ok i didnt know that.
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ladyboy
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Post by ladyboy »

i just did a clean install for this and it's giving me readtext on some of the menus - no other mods installed. :)
All those moments will be lost.. in time, like tears.. in rain.
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apricotslice
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Post by apricotslice »

What are the read text errors ?
killerog
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Post by killerog »

The read text errors are down to me not updating to text files. So any text added in the new patch will be a readtext error. I will fix this when I have time. But due to a recent assault and attempted break in I cant see my self updating any mod of mine for a little while.
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Elffin
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Post by Elffin »

Really sorry to hear of the your troubles killerog. Heop things work out for you.
killerog
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Post by killerog »

Elffin wrote:Really sorry to hear of the your troubles killerog. Heop things work out for you.
Thanks. How I hate chavs :evil: :evil:
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killerog
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Post by killerog »

Just to let people know I will finally get around to starting this mod in the next few days if all goes well in RL.
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apricotslice
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Post by apricotslice »

Crowd goes wild.
killerog
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Post by killerog »

A new version quickly which should address the 2.5 readtext errors.

If you have the fullmod isntalled (10.cat/dat) remove them for the time being. Still need to look into that.
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Captain Yesterday
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Post by Captain Yesterday »

At first, thx for the Work you've done to convert the original mod.

I have a major texture Problem with the Cylon Ships. Espacialy the cylon heavy raider is completly black (the only correct things are the engine glowing and the red eye) and half of the cylon basestar is black (the rest of the textures of the basestar seem to be damaged ... there are a lot of black and greend dots and lines).


I'll post some screens if needed tomorow.
killerog
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Post by killerog »

Thanks for letting me know :)
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Elffin
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Post by Elffin »

Thanks Killerog
Just in case people start to ask..

The 0.2 doesn't contain the scripts in the original package.

1. To install this mod do we need to delete the original bsg ships scripts from 0.1 release?

2. Can this be used a fake patch?

3. Something thats also bothered me for a while now.... is there any reason why the ships were scripted in the first place? Would this interefere the galaxy editor when making a bsg map for this mod? If the ships were not scritped in ... how would theybe added?
(only slept 4 hrs last night so please forgive my confused questioning!)
killerog
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Post by killerog »

Elffin wrote:Thanks Killerog
Just in case people start to ask..

The 0.2 doesn't contain the scripts in the original package.

1. To install this mod do we need to delete the original bsg ships scripts from 0.1 release?


2. Can this be used a fake patch?

3. Something thats also bothered me for a while now.... is there any reason why the ships were scripted in the first place? Would this interefere the galaxy editor when making a bsg map for this mod? If the ships were not scritped in ... how would theybe added?
(only slept 4 hrs last night so please forgive my confused questioning!)
1. Yeh you should.

2.Yep no reason why not.

3.To add them to the game if people chose not to start a new game i guess. But i hate scripts and prefer MD code so thats what i use to add the ships to the ship yards.
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BeagleRush
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Post by BeagleRush »

Where exactly should these ships be turning up for sale? I've checked all shipyards and the encyclopedia and can't find them listed anywhere. I've enabled the script editor, saved, reloaded, and it came up with the 'BSG is now installed' thing too. I've even selected the mod package when I start up X3, and the BSG splash is used as it loads up. What am I doing wrong?
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apricotslice
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Post by apricotslice »

If the mod is installed correctly, argon should be appearing as colonial, and the ships should be in colonial shipyards.

Most of the changes are in the top left of the universe map, so if your not near Argon Prime or whatever its called in the mod now, your probably not going to find anything.
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BeagleRush
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Post by BeagleRush »

Oh, this mod is still a conversion?

I thought it was just the ships, hence the title. I'm aiming to get the ships in my game without converting the mod.

However, when I was having a look at the script editor for the blueprints thing I noticed that the BSG ship types are in there, so I guess I can just build them from my PHQ and that's enough for me!
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Elffin
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Post by Elffin »

From my experience of following Hawkbs' threads and conversations over the years there have always been people who just wan't the ships and some who want a full mod.

One of the things that annoyed Hawkbs was that people would add other mods/scripts to his mod and thus run into problems and expect him to fix it..... so maybe it makes sense to change the mod and make it a fully working ship only mod for those who wish it.

All depends if Killerog is willing do make this a ship only mod? since he has started to work on updating it.

Those who wish the full mod may have to wait a bit.... :roll: 8)
killerog
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Post by killerog »

Elffin wrote:From my experience of following Hawkbs' threads and conversations over the years there have always been people who just wan't the ships and some who want a full mod.

One of the things that annoyed Hawkbs was that people would add other mods/scripts to his mod and thus run into problems and expect him to fix it..... so maybe it makes sense to change the mod and make it a fully working ship only mod for those who wish it.

All depends if Killerog is willing do make this a ship only mod? since he has started to work on updating it.

Those who wish the full mod may have to wait a bit.... :roll: 8)
I will probably make both a full mod and a ship mod. At the moment this is a ship mod but with the left over name changes. I will fix that in the next version. Then hopefully i can start adding the fixed ships into the public mod.
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