[Mod] Apricot Tree SuperHub v2.01 for TCv3 / New Xenon Incursion version !

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Ketraar
Moderator (DevNet)
Moderator (DevNet)
Posts: 8709
Joined: Fri, 21. May 04, 17:15

Post by Ketraar » Sat, 16. Oct 10, 16:33

The 00749.bod is a 3D Object, not going to open it in GalEditor. Use any TextEditor, like Word-/Notepad.

MFG

Ketraar

User avatar
TrixX
Posts: 2020
Joined: Wed, 18. Aug 10, 14:28

Post by TrixX » Sat, 16. Oct 10, 17:17

Well after a bit of digging the Bod file turns out to just be a representation of the X3Universe.xml file. It doesn't actually dictate what's in the map(s). Litcube made a little app that creates a flat bod file from the X3Universe.xml.

Might save you a bit of time. BTW the X3 Editor just allows external editing of the X3Universe.xml easily. Also turn off directdraw (in the options) and use the software renderer and it'll display maps properly.

Also ALL the crap in the stock bod can be removed. Dunno why it's in there. You only need to have the representational squares which are editable in 3DS Max quite easily :)

Found it, here's the link to Litcube's flat map app creator :)
http://forum.egosoft.com/viewtopic.php?t=261078
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

User avatar
InvrSmall
Posts: 559
Joined: Wed, 6. Nov 02, 21:31

Post by InvrSmall » Sat, 16. Oct 10, 22:58

Here you go.

I've made a map with 3 empty Hub sectors at the co-ords your were wanting with a working Galaxy bod and the MD file to load it.

www.axfd00.dsl.pipex.com/mods/SuperHub.zip

Any probs or changes, just giz a shout.

:)

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Sun, 17. Oct 10, 06:31

Thanks, I'll have a look at them as soon as I can. :D

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Sun, 17. Oct 10, 13:39

Uploaded v2.01.

Please test.

The 3 previously used sectors, should now be back to normal.

Edit : Thanks for the bod sugestions and work. For the moment, I went with Sunblade's, which was just a matter of dropping in the file and doing nothing else.

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Thu, 21. Oct 10, 13:35

New version available.

Xenon Incursion

The Xenon have hacked the gate network and now pour into the heart of the race worlds. What are you going to do about it ?

This is an alternate version of v2.01, do not run concurrently with the original version. This is not compatible with other mods using jobs.txt.

4 of the gates across the 3 Tree sectors have been hacked by the Xenon to give them direct access to the Tree, and Xenon ships will quickly start to move. Their destination is unknown, but if they get there, there will not be much left afterwards, and they will leave devestation in their wake as they go.

If you thought Xenon Invasion missions were too easy, prepare for a fight you should enjoy.

Xenon Incursion version for Merge Mod add-on.

This is an add on to allow the Apricot Merge Mod to be run as the mod, but still allow the Xenon Incursion to occur.

Install Xenon Incursion zip as the last patch. Merge Mod as the selected mod. Then unzip the addon zip into the TC folder, to add jobs.txt to the types folder to override the Merge Mod.

gmargaro
Posts: 29
Joined: Tue, 3. Jun 08, 19:34

Post by gmargaro » Fri, 22. Oct 10, 12:12

Looks great, but i have 2 questions :

- Does it works with a french language game ?
- I suppose it requires a restart ?

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Fri, 22. Oct 10, 12:16

gmargaro wrote:Looks great, but i have 2 questions :

- Does it works with a french language game ?
- I suppose it requires a restart ?
No idea with French, shouldnt be a problem though. The text file is english, but it only contains sector name text.

Try it and you tell me :)

Yes, it does need a restart as its a new map.

User avatar
Putmacher
Posts: 38
Joined: Thu, 28. Sep 06, 20:32

Post by Putmacher » Sat, 23. Oct 10, 00:58

does it work with the SRM mod?

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Sat, 23. Oct 10, 01:02

Should do. Install this as a patch.

The Xenon version will conflict with the jobs addon.

User avatar
Putmacher
Posts: 38
Joined: Thu, 28. Sep 06, 20:32

Post by Putmacher » Sat, 23. Oct 10, 01:03

ok, i will try it, thanks for quick reply :)

hmm for me it looks like it still uses the old sectors or it renames some pirate sectors

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Sat, 23. Oct 10, 05:11

Old version.

V1 renames pirate sectors.

V2 creates new ones.

User avatar
Putmacher
Posts: 38
Joined: Thu, 28. Sep 06, 20:32

Post by Putmacher » Sat, 23. Oct 10, 11:06

yes i know, i used v2 and in one of the tree sectors there was a pirate base and asteroids and the ship voice told me a pirate sector name

User avatar
apricotslice
Posts: 13630
Joined: Sun, 16. May 04, 13:01

Post by apricotslice » Sat, 23. Oct 10, 11:37

Did you start a new game ?

User avatar
Putmacher
Posts: 38
Joined: Thu, 28. Sep 06, 20:32

Post by Putmacher » Sat, 23. Oct 10, 11:42

yes, i tried existing and a new game

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”