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DeadlyDa

Joined: 05 Jan 2004 Posts: 1806 on topic Location: Wellington, New Zealand

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Posted: Sat, 13. Jun 09, 05:28 Post subject: Version 1.2 of the DDTC Mod is available for download! |
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Finally! Version 1.2 of the DDTC mod has been released!
As always with a mod of this size, there are of course lots of tweaks and bug fixes to the ship models and MD code. However the really big news that a) the Merry Mercenary Removal Service (MMRS) missions offered at asteroid base now work correctly, b) the PHQ mission sequence plays much more smoothly, and c) we have another cool new ship from Idea!
We currently have just under 100 ships in the game, and we're not done yet! Idea and I continue to fill out the fleets, so watch this space for new ship and station models!
Version 1.2 change log:
- Added the Boron M2 "Stonefish". It's currently a bit over-gunned, but we'll tone it down a bit soon, as we are planning on re-balancing effort in the near future.
- The Split Krait (TS-SF) and Banded Krait (TM) models have "squished" down a bit so they can fit into the TS docking bay on the new shipyard.
- Corrected the tuning & configurations for the docked M3, M4, and M5 in the Boron custom start, as they were not being set correctly.
- The "reset" logic used when the initial "recruiting" mission for the shipyards timed out was incorrect. Now fixed.
- The custom starts now correctly trigger the Terran Bridge Mission in Omicron Lyrae, if you have the necessary Argon and Terran notoriety.
- The MMRS missions that provide players with access to the SciFi-themed ships and crates of 'rare" weapons are now working. (The number of missions you need to complete is based on the size of the ship. For "big ships", it takes 9 missions, for smaller ships and weapon crates, less.)
- Fixed the "Destroy Convoy" mission for the MMRS faction, as it was causing massive race reputation hits.
- The PHQ code tweaked, and now seems to run quite well. The player must ensure that all hostile ships are destroyed in the current mission before the next segment will be triggered, and there is a really substantial wait between segments 1 & 2, and 2 & 3. (The 1st segment is pretty easy, the 2nd is fairly hard, the 3rd is a killer...and of course, once you're done, you still have to board the TL! You will need highly-trained Marines to board...you have been warned!)
- And, of course, many "nameless" bug fixes!
Unfortunately we still do not have a German translation for you. So for the time being DDTC continues to comes to you in English and Polish only. If someone is feeling ambitious, and wants to turn their hand to translating DDTC to German, please contact us!
Download link:
DDTC Version 1.2:
http://www.flatrock.org.nz/wolf/images/X2_Pix/DDTC_1.2.rar
As has been the case since our initial release, the DDTC User Guide is the place to get all the current info and links to pix of the ships. If you want to know what DDTC is all about before investing your time and bandwidth in a download, then please check out the DDTC 1.2 User Guide. (Don't forget the "hot links" embedded in the PDF. These links will jump you directly to the fleet pages on our site, so you can check out all the ships!)
_________________

- Also check out the DDTC Forums, and the X-Wiki
Last edited by DeadlyDa on Sat, 21. Aug 10, 03:25; edited 22 times in total |
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Russian Ranger
Joined: 13 May 2009
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Posted: Sat, 13. Jun 09, 05:38 Post subject: |
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Wow! I've been lurking the modding forums for a bit, going through my first run through x3, experimenting with what works and what I like best, and I have to say this mod certainly seems to add tons of depth!
I would like to know how compatible it is with other mods, such as Combat Mod 3, Improved ships, etc. But so far this looks like pure gold and you can bet your credits I'm going to give it a shot!
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Aragon Speed

Joined: 10 Dec 2005 Posts: 530 on topic Location: UK

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Posted: Sat, 13. Jun 09, 16:02 Post subject: |
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Nice to see you with a mod for TC Deadly.
I hope it's even more popular than the X3R one was.
It was DDRS that got me interested in modding - before I was mind-wiped into working with the XTM team.
Good luck to you and your team with DDTC. 
_________________
"Sings we a dances of wolfs.
Who smells fear and slays the coward.
Sings we a dances of mans.
Who smells gold and slays his brother." - Pagan saying.
"The way of the Modder: try something, hit your head on the keyboard once, try something else - rinse and repeat" - Sartorie |
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Hieronymos
Joined: 30 Dec 2005 Posts: 822 on topic Location: California--A State of Mind

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Posted: Sat, 13. Jun 09, 23:43 Post subject: |
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@Russian Ranger:
| Quote: |
| I would like to know how compatible it is with other mods, such as Combat Mod 3, Improved ships, etc. |
DDTC will probably not work with most other mods, due to conflicts in key common files, like TShips.
Regarding ships, DDTC adds 70 and counting new custom ships to the game..with an additional new ship entering the mod every month or so.
Hopefully this selection will satisfy your needs; but you will need strong combat skills to actually earn access to each and every ship.
There will be only a few small spec changes to a small portion of the vanilla fleet.
Since DDTC does not make any changes to vanilla weapons stats, that portion of CMOD3 should work with DDTC if added as a false patch.
@Aragon Speed:
XTM--along with DDRS--was one of the very best and most popular mods for X3R, and made many superb innovations that are now part of the vanilla game. Unlike XTM, DDRS and its successor DDTC has a clear command hierarchy, ruled by the benevolent Archduke Deadly Da, and aided by his many loyal servants. This obviates any inter-team conflicts inherent in the "ruled by Committee" approach to modding.
Btw, what did you do while with XTM?
_________________
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Idea

Joined: 24 Oct 2008 Posts: 461 on topic Location: North Star Intergalactic Corporation(NSIC) in sector 'Memorial of Light'

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Posted: Sun, 14. Jun 09, 00:15 Post subject: |
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Long live the Archduke 
_________________
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Sartorie

Joined: 10 Apr 2004 Posts: 244 on topic Location: Hamburg

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Posted: Sun, 14. Jun 09, 14:42 Post subject: |
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ah the return of a classic and his mod the X3:R version stole me weeks of my lifetime 
_________________
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flaicher
Joined: 14 May 2009
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Posted: Sun, 14. Jun 09, 15:21 Post subject: |
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Wow.. the ships look fantastic 
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ezra-r

Joined: 14 Oct 2005 Posts: 1638 on topic

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Fearguis
Joined: 27 Dec 2008
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Posted: Mon, 15. Jun 09, 18:02 Post subject: |
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How feasible will it be to use the new cockpits mod with this?
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Hieronymos
Joined: 30 Dec 2005 Posts: 822 on topic Location: California--A State of Mind

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Posted: Mon, 15. Jun 09, 22:08 Post subject: |
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| Quote: |
| Wow.. the ships look fantastic |
The pix on this thread are just a teaser . There are 70--that's seventy--custom ships in the mod, and counting. Each one lovingly created and spec'd to enhance player satisfaction.
In addition to all of the shiny new ships for XTC, there are the older ship models from DDRS X3R, almost all of which have been substantially retextured, and in some cases remeshed for the new mod.
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| That Charon simply looks awesome |
The Charon M7 is modelled extremely well, imo. It's also a very good looking ship, one of Deadly's best. As a Flak Corvette, it's quite ineffective against anything M7 or larger. But against M6 and smaller, it's killer
Once the player does the final Argon mission and wins the Plasma Beam Cannon forge, the Charon really comes into her own...
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| Hammer and Naga look too X2'ish for my taste though |
Hammer is not a bad M3+ either as a model, or as she's spec'd. She's a difficult ship for novices to pilot though, and will probably only be appreciated by combat afficionados.
Naga is actually really hot looking, imo. It's been awhile, but she doesn't remind me of any X2 models... She will probably be quite popular as the game's ultimate jager M7. Right now she's probably a little too potent; betatesting will probably result in her getting toned down a bit
| Quote: |
| How feasible will it be to use the new cockpits mod with this? |
If it can be dropped in as a false patch, it shouldn't be a problem...however, DDTC has created a lot of new custom turret designations, which also mods TCockpits; so some creative merging may be required.
DDRS fully supported 3rd party cockpit mods/gui's, and DDTC should be no different.
_________________
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DeadlyDa

Joined: 05 Jan 2004 Posts: 1806 on topic Location: Wellington, New Zealand

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Posted: Mon, 15. Jun 09, 23:10 Post subject: |
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Sorry to be a "wet blanket", but I cannot think of any way that a cockpit mod would work with DDTC short of a very extensive modding effort.
Changing GUI's...no problem
Adding cockpits...not going to happen unless the cockpit mod in question is built expressly for DDRS 
_________________

- Also check out the DDTC Forums, and the X-Wiki |
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Jack08
Joined: 25 Dec 2005 Posts: 291 on topic

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Posted: Tue, 16. Jun 09, 16:13 Post subject: |
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It was my understanding that simply dropping a fake patch wont make a bit of difference being that each patch loaded completely overrides the previous... that being said
| Quote: |
| Since DDTC does not make any changes to vanilla weapons stats, that portion of CMOD3 should work with DDTC if added as a false patch. |
I don't think that will work, as CMOD will be totally overridden by DDTC, or the other way round, depending on how DDTC is loaded
the only way i see that working is merging the two mods T-Files, witch would be a pain, however the visual effects could be extracted from CMOD and used for the performance boost.
Is it just me or dose the Charon look a little too Terran for an argon ship?
still looks awesome but, nice job!
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Tue, 16. Jun 09, 16:52 Post subject: |
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For people wishing to consider mod introduction to DDTC. I would encourage them to become actively involved with the beta project. Firstly so that they can get appreciation of how things have changed from Vanilla even if the differences may be apparently subtle in some areas but also to help with the quality assurance aspects of it. You cant judge a book by its cover.
DDTC incorporates new challenges to the combat area, with new suprises with user configurable degrees of difficulty. And in some areas also "tweaking" the characteristics to provide a more combat orientated role. E.g. increase in hull values. But I will emphasise we also cater for elements other than combat.
We are not adverse to users using or suggesting potentially compatible script packages or mod ideas. And in some cases we can likley encourage some custom content. And also intentionally provide a package of scripts as identified for use with DDTC. Kind of like a bonus pack with optional download options. But we dont prohibit players from using other scripts or mods, but unless they incoporate sympathtic consideration to the design and build ethic and the need to incorporate them sensibly into DDTC then its still at own risk potential and management for compatibility considerations.
This is not a promise that suggested mergers will occur as we simply cannot cater for every mod and every script. That would be an unrealistic expectation. This is all subject to visionary aspects we have for the mod and also what we see as being of benefit to it, in keeping with the Arch Dukes goals.
So I would say if you want to become more active in the outcome for DDTC then do so by visiting the forum and becoming actively involved.
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine |
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Hieronymos
Joined: 30 Dec 2005 Posts: 822 on topic Location: California--A State of Mind

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Posted: Tue, 16. Jun 09, 22:31 Post subject: |
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DDRS mod for X3R worked very well with a German weapons mod that really upped the graphics of laser and missle effects, and that substantially altered weapon specs. It was used with DDRS as a false patch.
Since DDTC does not alter weaponspecs, but CMOD does...there should be a way forward to merging said content.
But as I'm a Technophobe Luddite, if you're smart, you'll listen to Pelador's opinion on the matter 
_________________
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Russian Ranger
Joined: 13 May 2009
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Posted: Wed, 17. Jun 09, 08:43 Post subject: |
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Ok, so here are the mods that I want to know if it will or will not be compatible with and I'm not requesting for you to make it so, but just curious, so if it isn't, no need to feel like I'm demanding lol.
-Pirates Guild 3
-Marauder Shipyard
-Factory Complex Constructer
-CODEA and Lucike's other mods (Economy and Supply, Commercial Agent, etc.)
-MARS (Forgive me if you listed compatibility with some mods, just saying everything that comes to mind)
-NPC Bailing Add On
-ATF/Xenon/<Insert Race Here> Shipyards
-RRF
-Improved Kha'ak
-Advanced Hyperdrive
-Salvage Claim Software Mk I
-Salvage Commands and NPC
It may be a pretty extensive list to fill, but a grand majority of these mods are really good, and it would be a shame if most of them were incompatible. Regardless, even if they were, I would still play your mod. 70 ships is something else. And if there was just one mod that I would say make compatible, it would be the NPC bailing. 
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