Mod : Apricot Gunbus Mod V3a AND Gunbus v3a for XTM

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ViperOne
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Post by ViperOne » Mon, 24. Apr 06, 03:44

John,
I am actually using one as a personal ship. With the weapons compatability and the shields it works well. Just load the first four primary weapons with good stuff and the first mount on the upper turret with powerful fast firing weapons and you can - with care - take on a Xenon sector and most Pirate stations. Would suggest combining this with Stevio's shipyard/weapons scripts.
I look forward to the eventual use of all weapon mounts but still like what you have done so far.
For all we ought to have thought, and have not thought; all we ought to have said, and have not said; all we ought to have done, and have not done; I pray thee Father for forgiveness.

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apricotslice
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Post by apricotslice » Mon, 24. Apr 06, 04:23

The feed back is appreciated :)

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 15:07

ive started using them as OOS guards as well, with the big guns, I have yet to see one destroyed...

I have three of them, and three M2's guarding xenon sector 598 which i have cleared out.

every once in a while xenon spawn in there, but my guys take care of them. In combination with the player jump to protect script, which i have another 4 Gunbuses part of, they mop up everything thrown at them so far..

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apricotslice
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Post by apricotslice » Mon, 24. Apr 06, 15:49

Jsangster wrote:every once in a while xenon spawn in there, but my guys take care of them. In combination with the player jump to protect script, which i have another 4 Gunbuses part of, they mop up everything thrown at them so far..
To what extent have you upgraded them ? And what gun loadouts ?

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 16:09

standard loadouts, but using gamma ppcs in all the turrets and main guns

OOS havent had any problems yet, maybe it still calculates for the guns in the turrets?

i have them set to protect the m2's in that xenon sector, and they rock

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apricotslice
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Post by apricotslice » Mon, 24. Apr 06, 16:13

Jsangster wrote:standard loadouts, but using gamma ppcs in all the turrets and main guns

OOS havent had any problems yet, maybe it still calculates for the guns in the turrets?

i have them set to protect the m2's in that xenon sector, and they rock
Now thats an interesting specularion :)

It probably doesnt check that the guns dont fire oos, so used that way they really hit hard :)

What speed and rudder did you upgrade to ?

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 16:34

I have it set at the max, I didnt supertune it any further.

Nikek Notlad
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Post by Nikek Notlad » Mon, 24. Apr 06, 18:00

Newbie question:

Why would you want to run this mod at the expense of the mods that add 20/30 new ships, stations etc...? or can you run this mod with them?
Man is the dream of the dolphin

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 18:28

personally the only additional mod im interested in is the m7 mod (name now changed to something else)

but it changes the game too drastically for my tastes, I hate the cockpits, I could deal with everything else, but that happened to be the turn off for me. Once they remove the cockpits from that mod, ill start using it again.

you can SOMETIMES use more than one mod at a time

in your main x3 folder, you will notice dat files labeled one through seven.

if you put the mods you want in that folder as well, but rename them to continue the sequence, then you should be able to use more than one mod at a time. thats if the mod creators did not use references in the mod to the same things. (dont know the technical term for it, as I dont write the mods, sorry)

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al_main
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Post by al_main » Mon, 24. Apr 06, 22:47

The m7 mod is now called the Xtended mod and cockpits are now not included by default with it!

Jsangster
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Post by Jsangster » Tue, 25. Apr 06, 00:31

nice, Ill have to download the most current version tonight then

:-)

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apricotslice
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Post by apricotslice » Tue, 25. Apr 06, 01:47

Nikek Notlad wrote:Newbie question:

Why would you want to run this mod at the expense of the mods that add 20/30 new ships, stations etc...? or can you run this mod with them?
No, you cant at the moment.

Part of what the community mod over at Northstar's forum is about is setting into place a framework that allows easier merging of mods.

Once the bugs are shaken loose with this mod, and the community mod is in place, these ships will be repositioned in the specs so there is no conflict and can be applied as a separate patch if people want. But thats a mid term plan.

DZADZEY
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Post by DZADZEY » Mon, 1. May 06, 04:56

Verrrry nice...An armed merchantman. Any thoughts on a fleet expeditionary vessel with TL cargo capacity, M2 armament and a complement of space superiority fighters, say M1 size hangar capacity? And you might consider a set of external docking terminals for M6 support.

God what a monster that would be.

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apricotslice
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Post by apricotslice » Mon, 1. May 06, 04:59

DZADZEY wrote:Verrrry nice...An armed merchantman. Any thoughts on a fleet expeditionary vessel with TL cargo capacity, M2 armament and a complement of space superiority fighters, say M1 size hangar capacity? And you might consider a set of external docking terminals for M6 support.

God what a monster that would be.
Take that idea to Xperiment Community Mod land. Link below. :)

The Gunbus and Camel will be in this mod by the way, but as yet, they havent been debugged since no-one has had the time so far. Sorry.

Jakesnake5
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Post by Jakesnake5 » Mon, 1. May 06, 09:34

DZADZEY wrote:Verrrry nice...An armed merchantman. Any thoughts on a fleet expeditionary vessel with TL cargo capacity, M2 armament and a complement of space superiority fighters, say M1 size hangar capacity? And you might consider a set of external docking terminals for M6 support.

God what a monster that would be.
Your talking about the Genesis in the Exodus mod.

134m/s speed
60 fighter bay
max of 298000 (yes, THOUSAND) cargo hold of ST size
TL capabilities and can deploy stations.
12 main guns and 6 turrets with 12 guns each.
bout twice the mass of a Titan
Can construct its own support ships (fighters and M3 class freighter) with ore, energy, and parts
Can generate its own Ecells from shields

Though its a TL class ship, its technically called a M0. :D

And god forbid if it levels more than 1 turret set of gPPC's at you. :twisted: Or worse, using RS's Turret Defense script and it auto switches like the NPC's :o

And one of the fighterts, a M4 (though technically its M5 sized) is a nightmare. Put it on 'attack all enemies' and turrets (yes, it has 2 turrets of 2 guns each) on missile defense in Split Fire, then hold on (better buckle that seat belt). :lol:

Love to see something like that in this mod, since the OP of Exodus is kind of missing and it never left beta.
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