Tigerclaw's X2 Combat Zone mod. (UPDATE3: 2.0)

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AdmiralTigerclaw
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Tigerclaw's X2 Combat Zone mod. (UPDATE3: 2.0)

Post by AdmiralTigerclaw »

In my effort to bring you the latest, and greatest evil to conquer the galaxy, I now present my first Mod.

X2 Combat Zone incorporates a general speed increase of ALL military class vessels. Fighters are now extremely fast, missiles are a serious threat, and a capital ship is a serious reason to call for backup. However, commercial ships such as TSs have been left unaltered. The effect is that you better be very carefull, or bring SERIOUS backup.

The gameplay is as developed in my formulas post, and weapons are adjusted for three catagories for each type.

ALPHA: Rapid Fire
BETA: Range
GAMA: Power

UPDATE 2: This time I'm sure I squashed the bug for good. Showed promising results when I tested it. Only other beta testers will be able to confirm this.
UPDATE: Now at 1.1 Beta, which should fix some problems involving Thalon's Flagship Mod ships.

Here's a link. (To download, you must register at the site. They just changed it to that. This is changing constantly though... so stay on your toes.)
hhttp://www.xscripting.com/index.php?name=Forum ... opic&t=270

The link is a temp until it goes into the archives. (I think)
Last edited by AdmiralTigerclaw on Fri, 18. Feb 05, 05:17, edited 3 times in total.
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Feedback will be good. Anything that needs to be assessed, other than the known game issues in the readme. Good gameplay? Do I need to tweek the three way system a little? Do I need to tweek anything else?


---And that crater, still is sitting, STILL IS SITTING, just below the pale sky of blue far below my ship of war. And its walls have all the scortches of a battle that was fleeting- And from plasma o'r fools screaming that melts atoms to crater floor. And my FOES, from out that crater now atomized on that floor, shall be a threat... NEVERMORE.
-Orbital Bombardment
Galaxy613
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Post by Galaxy613 »

Sounds great! I'll check this out a bit later. Sounds FUN and a good reason to have a trading empire to back up your attacks into Xenon space. :D
10,000 Lightyears of awesomeness
Aketzali
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Post by Aketzali »

I have now jumped to every sector with a dockyard, without being able to find the new xships. I have checked the script editor, and I do not have a setup.plugin.addships script. Are you certain, that you did not forget to add this script to the mod?
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

THAT might be what I'm missing...

Got an email address? PM me.
Galaxy613
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Post by Galaxy613 »

I don't think this adds any new ships but automaticly rebalances them for you when you select the mod.
10,000 Lightyears of awesomeness
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

You need to reread the README then.

IT adds thalon mooks X-Trans and Flagship. However I found I forgot it had an initialization script in it. That would explain a thing or three. I need to put that in. With that in mind, I'm running through my mod resources to fix that. Grab thalon's flagship mod and rip the script from it and see if that fixes things up until I get it packaged officially. Also, are the altered explosion sounds working?
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Alright. I went through and I THINK I got the flagship mod's stuff fixed. I also located and altered the parameters for the X-Trans and Flagship to bring them up to speed with the rest of the mod, and put the init script into the package.

All I have to do now, is transfer and upload the mod to the site and wait for it to be set up.
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I think something would be useful for the capital ships in my mod, but scripting is still above me at the moment.

If there's a Scripter who wants to help me out, I have a request for them...


I need an automated hull repair system script set up for capital ships.

Something like this.

HULL REPAIR SYSTEM. COST: X
"Every ten minutes, the hull is repaired by one percent, maxing out at ninty percent." No resources required, only lots of time.

Advanced Hull Repair System. COST: X++
"Every Five minutes, the hull is repaired by one percent, maxing out at eighty percent." See above

Ban Dana Special Repair System: COST: X GRANDE!
"How does the Argon One stay in one peice despite getting pummeled by anything and everything in sight? Every five minutes, the hull will be repaired by emergency repair teams up to fifty percent of the hull capacity. At fifty percent, the repair time increases to a percent every ten minutes up to seventy-five percent. Then, every twenty minutes until the hull is completely repaired."

These would be designated as XL cargo and as an upgrade. When installed, they do the above function automatically. It's a MUST for those gawdawfully expensive repairs on a full size M2. Let alone the repairs I need for my Split Dragon from that assassination mission I took on the other day. That thing isn't cheap to fix.

Anyone think they could tackle this script?
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Burianek
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Post by Burianek »

Sorry,
you can't currently change hull values via scripting.
there's already been a pretty general outcry about this, so all we can do is wait to see if it's possible in the expansion.
Cheers
"Nature's first green is gold" . . . stay golden.
Aketzali
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Post by Aketzali »

I have justed tested 1.1 beta, and bought an X-trans TS. My new X-trans was invisible and X2 crashed, when I entered it!
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Hrm... Eveything else works? What about the Dragon and the Flagship?
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I found and managed to reproduce your problem, something in my earlier install of the Flagship mod that made them work correctly. As soon as I bughunt it down, I'll fix it.
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I found the bug. It seems that X2 Mod manager repacks everything I do as pck and compresses it even further than before... resulting in a TOTAL screwup. Works fine for the Types files... gives hell to anything else.
I think I know what to fix now. *Mutters something incoherent about impropper tools*
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I got it. Looks like that was the issue.
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Well, 1.2 is up. I await bug reports.
Helion X
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Post by Helion X »

Hmm, i have registered there as a user, but i cant download ure mod, when i click on the download butteon it takes me right to my profile..
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

I can't help you there. I just checked it myself... if you click on the mod name next to where it says "Download Profile" after going to the page I link to, you shouldn't have a problem.
Helion X
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Post by Helion X »

any have the slightest idea where to find the flagship?

*EDIT* Found it
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

If you guys like the extra ships, search out the topic 'a new flagship' by Thalon Mook. The ships belong to him, so kudos should go to him respectively. I incorporate it in the mod because... I like the ships. They look COOL. I mean, the XTrans looks like it actually hauls stuff. The flagship is neato looking, and the Dragon looks MEEEEEAN.

Anywho. Some thoghts.

Should I speed up pirate TS ships, and speed up ALL TP class ships?
And how should I base the Khaak missiles?
Third. Does the Dragonfly work okay as a long range fighter intercept missile?

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