|
|
 |
View previous topic :: View next topic |
 |
|
|
|
|
Author |
Message |
|
|
|
|
|
flopsies
Joined: 15 May 2012
|
Posted: Sun, 24. Jun 12, 07:46 Post subject: |
|
|
is there a new link? File whatever won't let me download, and megaupload was raided by the FBI and New Zealands version of the FBI
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Sorenson

Joined: 09 Apr 2009 Posts: 339 on topic

|
Posted: Sun, 6. Jan 13, 07:43 Post subject: |
|
|
I'm back.
Christ alive, it's been almost two years since I've had the X3 itch. Seems surprisingly little has changed about Terran Conflict despite what the patch notes led me to believe - this new version's pretty much minor catagory changes, as far as I can tell from scouring the last catalogues, and since putting those in didn't cause the game to crash ten seconds after startup it looks like it's good to go. I honestly wouldn't be surprised if there were a few snafus hidden within, but again, considering how relatively minor the changes were it doesn't seem too likely.
Now, as far as Albion Prelude goes, I figure it's about high time I took a crack at it. Hopefully the differences between it and TC aren't too vast, so if I'm lucky I should be able to port over some of the bigger chunks of the source files over and then fiddle around with them to better fit with major changes AP DID enact.
EDIT: Wow. Looking through the AP catalogue files and using WinMerge to see how they differ, it turns out that there's not really a whole lot of new content. As far as backgrounds, bullets, lasers and missiles go I've pretty much copy+pasted stuff from NS TC into the AP build I'm doing - no new entries to have to worry about. I haven't touched cockpits and ships yet which HAS to have some new entries, but still, now I feel kind of silly for not doing this years ago considering how much little effort it's taken.
EDIT: Since I'm in the X modding mood, I'm going to throw out my first major idea for this season: what would you guys think of the idea of setting the gate network in a sort of "highway" fashion by setting them up in a crossway fashion at precisely 10 km above the sector plane and 10 km from the sector XY core? Rather than trucking through entire sectors, anyone passing through would only have to cross a 20 km expanse per sector and anybody with actual business in the sector would just dive down out of the traffic stream and head to their actual destination. Given that the typical gate is anywhere from 20 to 50 km from the sector core, this could decrease travel times by a staggering amount, and besides saving time the decreased travel requirements could also have major economic implications - shorter trade runs mean faster resupply, more continuous production, decreased liklihood of economic stagnation and factory decay. I think I'll do a test with the Terran sectors to see how it goes, and if things work out well I'll start forming a plan to spread it to the rest of the game map.
_________________ X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Fnord Lightbringer
Joined: 25 Dec 2011 Posts: 15 on topic

|
Posted: Sun, 13. Jan 13, 01:48 Post subject: |
|
|
Do you have an AP beta build for us to try?
I'd be willing to test this but I've come to loathe the galaxy selector in TC compared to the one in AP, I'm not going back
The highway idea sounds awesome and would be worth a try, but it could also mean that the Xenon patrols lose a lot of their bite, they'd only be threatening through traffic, not the actual sector infrastructure.
For AP I would love to have jump beacons deployed in the middle of some of the larger sectors. Some sectors are so huge that nobody ever goes there to do trading. Emperor's Wisdom comes to mind, for example. Those sectors basically starve to death in every game.
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Sorenson

Joined: 09 Apr 2009 Posts: 339 on topic

|
Posted: Sun, 13. Jan 13, 20:32 Post subject: |
|
|
| Fnord Lightbringer wrote: |
Do you have an AP beta build for us to try?
I'd be willing to test this but I've come to loathe the galaxy selector in TC compared to the one in AP, I'm not going back  |
What do you think I've been doing all week? Do take note that it's really just the core essence of the mod, ships and guns and bullets and shields and the like - things like the waretemplate and universe file are going to require a lot more work and TC scripts may be a crapshoot due to AP changes.
Anyway, some notes regarding some of the new ships included in AP compared to TC:
* The "luxury yachts" presented a couple of problems. In-game descriptions make them out to be rather feckless little compensators, but for a game that's really kind of the OPPOSITE thing you really want - TPs are already marginalized enough compared to other ship types, so who wants another batch of equally-marginalized ships? Thus I decided to treat them as "boarding corvettes" - even better shielding and weapon power capacity than M6+ varients that puts them nicely inbetween M6 and M7 (interestingly the very concept used for the Hyperion, which is the base that spawned the luxury yacht craze). The heavier shielding and weapon energy lets a skillful pilot whittle down a target's shields (or simply stay alive while a more powerful ship does it as opposed to imploding spectacularly like a TP tends to if a big ship looks at it) and then swoop in to launch a bunch of marines
* Ships like the Albion Pride and AP Gunner, in keeping a bit with their original vanilla loadouts, are treated as "strike corvettes" capable of mounting capital-grade weapons like PPCs and PBCs in their main gun slots - useful for devestating precision attacks on single targets, though the reduced gun counts make them less useful in other situations.
* The new Drone Carriers are divided into "light" and "heavy" varients based on their weapon mountings - ships like the Griffon are considered "heavy" DCs and as such split their energy between shielding and weapon energy a lot more than carriers tend to, but are also a bit more slower, matched to their race's respective missile frigates. "Light" carriers like the Boron one are faster (same speed as regular M7s) and have a heck of a lot more shielding, but with only the minimum of weapon energy capacity to let them defend themselves.
* And then of course the big damn M2Ps like the Kyoto and Megadalon and the I are treated as M0s in the same fashion as the Valhalla.
| Quote: |
| The highway idea sounds awesome and would be worth a try, but it could also mean that the Xenon patrols lose a lot of their bite, they'd only be threatening through traffic, not the actual sector infrastructure. |
In putting more thought of implimentation into it, I think any kind of an NS-included "highway" system is probably going to be limited to Terran sectors - while it'd be nice to do something like that throughout the whole galaxy that would also require a massive amount of in-system manual checks in order to ensure that things don't screw up, not to mention a lot of changing of existing object placement (asteroids in particular). A script-based system that deletes currently-existing asteroids and aligns gates would probably work much better.
_________________ X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Sorenson

Joined: 09 Apr 2009 Posts: 339 on topic

|
Posted: Tue, 22. Jan 13, 08:40 Post subject: |
|
|
Just as a heads-up, next version of NSAP is just about ready - thankfully I was able to (mostly) use the WareTemplate file from the TC version after adding in the stock exchange stations at the end and then it was just a matter of tweaking the map files to get rid of pre-established wares at shipyards and trading docks, upgrade mines and SPPs to XL versions, so on and so on.
Only thing that's holding it up is that, for whatever reason, Argon Shipyards (the regular kind) aren't reading their part of the WareTemplate file properly and as such default to Water, yet the _BIG version (Cloudbase SE) and all the others _BIG and otherwise are working flawlessly. I wanna' try and iron that out before I do a release, but if not I'll port over the WareTemplate data to the map shipyard entries as a temporary fix.
_________________ X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Sorenson

Joined: 09 Apr 2009 Posts: 339 on topic

|
Posted: Tue, 29. Jan 13, 00:46 Post subject: |
|
|
I know what you're asking, and I've got two words for you: Dwarf Fortress.
Anyway, new version of the AP Shuffle that finally forwards the more economic and scripty bits as well as introducing a few things I've been thinking of:
* Fixed the Terran start to use a full proper loadout. The others not so much, unfortunetily, since this was a bit of a backburner item.
* Fixed a few turret compatability issues, things like inappropriate guns being removed, appropriate ones added, mostly centered around M7 turrets.
* Changes the scene model for base Commonwealth shipyards to that of the Headquarters to permit for greater ship- and station-buying capacities in any one given instance. Terran shipyards and equipment docks got changed to the Terran HQ model. The Terran supply docks and stock exchange got knocked down to a smaller model to reduce their interference with navigation.
* Introduces a "Hauler" subset of race M1s for industrialists looking for better security and raw carrying capacity for their TL fleets. M1 Haulers (though technically TLs now, so you might see them pop up as supply ships) strip out almost all of the fighter carrying capacity (a single fighter can be docked for personal transport) and instead use the space for carrier storage and logistics for cargo at a rate of 3000 units per fighter (assuming a 10x5x30 meter fighter profile as seen by visual comparisons of M3s and that a carrier needs to donate as much space to launching tubes, landing decks and internal runways as it does to actual fighter storage). Depending on the race this can give the M1 Haulers tremendous storage capacity versus their regular TLs (Argon and Split versions particularly, though Teladi actually LOSE volume but at the boon of being basically indestructable) though on a value basis are generally less cost-effective for the hauling capacity permitted. Ship prices use M1 base values since I didn't want to futz around with the prices just yet (and reminds me that I STILL need to find a decent equation to develop a ship pricing guideline like I did with weapons...)
_________________ X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
discharge
Joined: 05 Nov 2011
Location: The Twilight Zone
|
Posted: Sun, 10. Mar 13, 04:29 Post subject: |
|
|
The Geochan costs 200mil and the argon equivalent (Phantom) costs 20mil
was that intentional or a typo?
This mod is the only reason i reinstalled x3, great job on it
EDIT: Wrong Griffon variant was used. AP variant has 22 ship docks
the one used is the special variant and only has 9 docks but is otherwise stronger.
_________________ You woke me up for this??!! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
|
|
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
|
 |
|
|
|
|
|