Roguey's TC mod (-- Version 1.0 released --)

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Roguey
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Joined: Tue, 6. May 03, 17:31
x3tc

Roguey's TC mod (-- Version 1.0 released --)

Post by Roguey » Sun, 1. Aug 10, 13:13

Image

Roguey's Terran Conflict Mod
Status: Version 1.0 released

Features
- 40 new ships (from my X3 mod (including X3 and X2 style!)),
- 40 new sectors,
- New complex hub that allows captial ships to dock,
- Increased fighter docks on the shipyard,
- Game optimization and general speed-ups,
- Removal of mini-asteroids,
- Boron textures changed to blue colours,
- Pirate and Xenon engine effect changes,
- De-spammed guns,
- Rebalanced TC (shields now improve slower and weapons dont kill in a second),
- 2 new stations,
- New effects,
- New shields (5MJ Military, 10MJ Military, 75MJ Military, 500MJ, 800MJ),
- Xenon J and K replaced their upgraded X2 version,
- M0 class: Argon Goliath, Xenon V and Khaak M0,
- Countless new planets, backgrounds and suns,
- Random attack generator,
- Random event generator,
- Auto-hull repair system,
- Race response to Khaak's M1/2's,

Image

Links
Below are a handful of useful links for this mod:

- Home-page,
- Pictures,
- Map,
- Download,
- Sneak Peak 1 (youtube video),

Image
Image
Image


Credits

Mod Leader
- Roguey

Ships by
- PJM,
- Killertide,
- Crip67,
- =DC=Shadow,

Testing by
- cnecktor
Last edited by Roguey on Sat, 28. Aug 10, 12:19, edited 31 times in total.
Roguey's Site: X3, X3TC, X3AP, X-Rebirth, X4.

Anubitus
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Post by Anubitus » Mon, 2. Aug 10, 01:38

im not sure where, but i heard that you have to add a script to make the game being able to read your custom textfiles..

ill do some digging, see if i can find it again..

EDIT: and here it is mate..

its actually a answer to a question of mine.. :)

cycrow wrote:
theres really no need to use the 0001 file as a base, its better big, and u really done need most of.

the first 2 lines are the ones you need, one sets the xml format, the next is the language, make sure that matches the language of your filename.

then you need the </language> end tag right at the end.

then between the language and /language tags, you have you pages

in your case, just need page 17 with a t entry of 14073, u'll also need 14074 too, your id + 1 is the objects description

soemthing like

Code:

<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="17" title="my station" descr="">
<t id="14073">My Station Name</t>
<t id="14074">My Station Description</t>
</page>
</language>



then, you need to create a script to load this into the game.

the easiest is to make a setup script, this will auto run when ever you load the game.

to do this, enable the script editor, and go into it
at the top, select new script, and enter a name for your script, make sure it starts with setup, it setup.mystation

then in that script, add the command, load text: id=

and set the id to the filename, ie 2457
then save and exit

to test it, run it be highlight the new script from the list and press r
its in this topic

http://forum.egosoft.com/viewtopic.php? ... t=#3142697

and here should be some more info on this..

http://forum.egosoft.com/viewtopic.php?t=136357

hope this helps..
Last edited by Anubitus on Mon, 2. Aug 10, 01:49, edited 2 times in total.

cnecktor
Posts: 337
Joined: Thu, 11. Dec 03, 06:53
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Post by cnecktor » Mon, 2. Aug 10, 01:45

Wow this is great news. I love this mod on x3r, I hope there will be the extra comms from enemies, like in the the x3r version. Well good luck if it's any thing like how it was for x3r I'm sure it will be awesomes

xfir01
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Post by xfir01 » Mon, 2. Aug 10, 03:17

Very nice! loved it for X3R looking forward to seeing what you do with TC

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apricotslice
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Post by apricotslice » Mon, 2. Aug 10, 04:31

Your most likely missing a load text command for each text file.

You do seem to have changed the number of the text file, so you do need to change the script that loads the text file.

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Roguey
Posts: 1384
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Post by Roguey » Mon, 2. Aug 10, 10:58

Big thanks! That was it, I didnt have a loadtext script. Once I wrote one all the names appeared.

I have currently imported in 21 sectors from my X3 mod, to TC. I am currently working around Enlightenment (slightly right and down from Heaven's Assertion). Next, Ill add the 2 TerraCorp sectors - which need rotating and moving. Then I will add my 9-10 Xenon sectors (which connect from Xenon 596) as this gives the Xenon an home-base sector.

I wont be able to import all the sectors from my X3 but, the main ones will be there. Sectors are rather demanding, things for me will be easier when I get to ships.

One of the first additions to the mod is my new complex HUB which allows capital ships to dock. I glad that people want this mod!
Roguey's Site: X3, X3TC, X3AP, X-Rebirth, X4.

Lancefighter
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Post by Lancefighter » Mon, 2. Aug 10, 11:03

oh hey, cool. Hopefully, this time it wont screw up on vista....win7 pcs the first time around :lol:
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

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Roguey
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Post by Roguey » Mon, 2. Aug 10, 11:59

hopefully, although you never know with vista :)

I am building the mod with TC v2.71 with Win7 x64, so I know it will be fine with Windows 7.

[update] I have added some more pictures although I starting to have a few problems now. The animated textures are not working : so the advert broads arent working and you cant jump to each xenon gate - just puts you in the middle of the sector.

I managed to add 10 Xenon secots and 2 Terracorp. I have imported around 27 sectors now.

[update 2] I have fixed the animated texture problem and got my advert boards working. I am wondering if anyone would like to make some adverts up?
Roguey's Site: X3, X3TC, X3AP, X-Rebirth, X4.

Lancefighter
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Post by Lancefighter » Tue, 3. Aug 10, 10:07

Terracorp: We work exclusively in doing STUFF in space, even though our name says otherwise!

>.>
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

cnecktor
Posts: 337
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Post by cnecktor » Tue, 3. Aug 10, 13:44

I liked your adverts especially the one the warn you what sector to be careful of.

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Roguey
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Post by Roguey » Tue, 3. Aug 10, 14:52

I glad you like those, I thought they add a bit of character. If anyone wishes to make some more adverts please let me know.

I have made another status update about the mod:
- 3rd August update

I still have 1 problem: I have added a new gate to the universe however its not selectable when jumping. When you want to jump, you pick the sector but TC automatically picks the centre of the sector to jump into. How can I make TC 'see' the new jump gates? My new gates are Xenon ones which have red high-lights.
Roguey's Site: X3, X3TC, X3AP, X-Rebirth, X4.

dathion
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Post by dathion » Wed, 4. Aug 10, 02:35

I hope you stay with the classic rules. I really loved the game play of that part of your mod the most. Glad your back :D

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Roguey
Posts: 1384
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Post by Roguey » Wed, 4. Aug 10, 21:50

hi, I am planning on doing something to the game-play like classic rules.

I have posted another update, including some more pictures.

Basically, Goner and Yaki are in, updated sectors and more fixes :)
Roguey's Site: X3, X3TC, X3AP, X-Rebirth, X4.

Wingwalker
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Post by Wingwalker » Wed, 4. Aug 10, 23:01

That will be great. I have allways played your Mods .Thanks for all your work. And Great Mods.
Wingwalker.Bill

dathion
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Post by dathion » Thu, 5. Aug 10, 00:32

Wingwalker I'm with you. my favorite was classic rules. I will be waiting for this MOD like no tomorrow :D

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