[MOD] Mod "New Horizons" for X3 TC - NHTC v.1.2 [11-17-2010]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Did you find the new NHTC added sectors? At least without spoiling the game 11 new sectors?Requiemfang wrote:only the Goners and Terrans have a dedicated M0 which are, the Aran, MRS, Valhalla and the DECA
In 5 of them (1 for each race of the Commonwealth), there are M0's and other goodies available in SY & EQD.
OK, I am very pleased that you have made the NH X3TC mod, thats a very nice work and I hope it goes on. Thanks a Million.Phlt wrote:Every race (except Terrans) are selling huge and mighty M0 to players.
You might better jump in your disco and find the SY's where they are available.
Next time I bring some exact examples about incredeble and superb special ships from the X3R NH mod, which I liked very much.
dont mind
with my regards
Dirk Michael
Where are those Ships ?
OK, I found those Ships from the X3R NH mod incredeble and gorgous:
1.) Fortress 2b M0 improved http://www.3enfamille.net/Mod_Confrerie ... s_M0_l.jpg
2.) Glaive M1 improved
http://www.3enfamille.net/Mod_Confrerie ... e_M2_l.jpg
3.) Destroyer Tsunami M2
http://www.3enfamille.net/Mod_Confrerie ... m_M2_l.jpg
4.) Lance M2 improved
http://www.3enfamille.net/Mod_Confrerie ... e_M1_l.jpg
5.) Anvil M8 improved
http://www.3enfamille.net/Mod_Confrerie ... l_M8_l.jpg
6.) Scabbard TS improved
http://www.3enfamille.net/Mod_Confrerie ... d_TS_l.jpg
yes, nobody has ever made ships compareble, they are superb.
with my regards
Dirk Michael
PS: i have somewhere a descrption to extract ships from X3R and how to put them in X3TC, its complicated but it works.
1.) Fortress 2b M0 improved http://www.3enfamille.net/Mod_Confrerie ... s_M0_l.jpg
2.) Glaive M1 improved
http://www.3enfamille.net/Mod_Confrerie ... e_M2_l.jpg
3.) Destroyer Tsunami M2
http://www.3enfamille.net/Mod_Confrerie ... m_M2_l.jpg
4.) Lance M2 improved
http://www.3enfamille.net/Mod_Confrerie ... e_M1_l.jpg
5.) Anvil M8 improved
http://www.3enfamille.net/Mod_Confrerie ... l_M8_l.jpg
6.) Scabbard TS improved
http://www.3enfamille.net/Mod_Confrerie ... d_TS_l.jpg
yes, nobody has ever made ships compareble, they are superb.
with my regards
Dirk Michael
PS: i have somewhere a descrption to extract ships from X3R and how to put them in X3TC, its complicated but it works.
Actually I believe the Glaive and Lance share the same model. Though those two, the Scabbard and the Anvil are very good ships the Hailstorm and the Fortress are a little simplistic for M2 or larger class ships IMO.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
Yes, there could be the opinion that the Haistorm and the Fortress are a little simplistic for X3TC ships, but I belive, I am not the only one who would like to have them in X3TC NH: they look extreme great, they look fearfull and apocalyptic and they have intresting features no other ships have.TrixX wrote:Actually I believe the Glaive and Lance share the same model. Though those two, the Scabbard and the Anvil are very good ships the Hailstorm and the Fortress are a little simplistic for M2 or larger class ships IMO.
with friendly greetings
Dirk Michael
Ok Zamorra15, I get your point now!
This is a very good compliment towards Observe and Crip67, who have designed these great ships.
This is also the reason why you were confused with Transcend, as both Mods are using partially same ships.
There are no plans to include these ships in NHTC. Reason is that every race should have its own full set of new ships.
The ones from NHR were not enough to provide the consistency we are looking for.
If you like the fortress of NHR, please note that there is a huge ship in NHTC able to dock capital ships on top of many others: Mobile Base 3C, available in a secret SY somewhere in the galaxy.
This is a very good compliment towards Observe and Crip67, who have designed these great ships.
This is also the reason why you were confused with Transcend, as both Mods are using partially same ships.
There are no plans to include these ships in NHTC. Reason is that every race should have its own full set of new ships.
The ones from NHR were not enough to provide the consistency we are looking for.
If you like the fortress of NHR, please note that there is a huge ship in NHTC able to dock capital ships on top of many others: Mobile Base 3C, available in a secret SY somewhere in the galaxy.
INFOs
Well, I tried it with the german 3.0 Version - works well, except my earlier posts about the 49-files.
Also, I use Extended Mod and (because of the wares) - no problem at all.
Update from 2.7.1 to 3.0 also can be done directly through the 3.0-Setup (if you use the upgrade setup!). It only replaces .exe and CAT/DAT 12.
Using it as a fake patch (as I do) made no problems.
Now some questions:
- Can you provide all the new sector coordinates, so people can use other Mods/scripts (eg. RSM) - some of these scripts/MD are using the same sectors.
- are there changes on the types/hq.xm,l ./types/TDocks.txt or ./types/TDocksWrecks.txt? And if yes, what was changed...
(in TDocks i see you implemented the HQs)
In the TDocksT I also wonder, I can see 3 more stations since 2.5 (in the vanilla file):
1;0;0;0;0;SG_DOCK_EQUIP;17091...
1;0;0;0;0;SG_DOCK_TRADE;16981...
1;0;0;0;0;SG_DOCK_EQUIP;16971
can it be, that you missed them?
...and Phlt, about the translations you asked - will do it, have some text already translated, mainly the t-files, what is still in work are the texts for the sectors. Also, I am not so sure, what has to be translatet out-of-the mod itself, I also had a look inside the mov folder. Here I couldn't use the 00044 one - it breaks the speech, and I had some problems.
Also, I use Extended Mod and (because of the wares) - no problem at all.
Update from 2.7.1 to 3.0 also can be done directly through the 3.0-Setup (if you use the upgrade setup!). It only replaces .exe and CAT/DAT 12.
Using it as a fake patch (as I do) made no problems.
Now some questions:
- Can you provide all the new sector coordinates, so people can use other Mods/scripts (eg. RSM) - some of these scripts/MD are using the same sectors.
- are there changes on the types/hq.xm,l ./types/TDocks.txt or ./types/TDocksWrecks.txt? And if yes, what was changed...
(in TDocks i see you implemented the HQs)
In the TDocksT I also wonder, I can see 3 more stations since 2.5 (in the vanilla file):
1;0;0;0;0;SG_DOCK_EQUIP;17091...
1;0;0;0;0;SG_DOCK_TRADE;16981...
1;0;0;0;0;SG_DOCK_EQUIP;16971
can it be, that you missed them?
...and Phlt, about the translations you asked - will do it, have some text already translated, mainly the t-files, what is still in work are the texts for the sectors. Also, I am not so sure, what has to be translatet out-of-the mod itself, I also had a look inside the mov folder. Here I couldn't use the 00044 one - it breaks the speech, and I had some problems.
Re: INFOs
First of all, thanks for your interest & useful tips.
- Bodies
- Components
- Dummies
- TDocks (Xchange Guild and Yaki HQ)
- TLasers
- TCockpits
- TShips
- Jobs
Regarding Dev questions / issues, I'd rather prefer to elaborate with you here, as there might be many spoilers in the reply.wanderer wrote: - Can you provide all the new sector coordinates, so people can use other Mods/scripts (eg. RSM) - some of these scripts/MD are using the same sectors.
and Phlt, about the translations you asked - will do it, have some text already translated, mainly the t-files, what is still in work are the texts for the sectors. Also, I am not so sure, what has to be translatet out-of-the mod itself, I also had a look inside the mov folder. Here I couldn't use the 00044 one - it breaks the speech, and I had some problems.
Change have been made in the following \types\wanderer wrote: - are there changes on the types/hq.xm,l ./types/TDocks.txt or ./types/TDocksWrecks.txt? And if yes, what was changed...
(in TDocks i see you implemented the HQs)
- Bodies
- Components
- Dummies
- TDocks (Xchange Guild and Yaki HQ)
- TLasers
- TCockpits
- TShips
- Jobs
-
- Posts: 22
- Joined: Wed, 17. Nov 10, 21:02
Thanks for the mod, but I have a problem. I have reinstalled game couple of times now and do exactly like instruction says, but after i paste/unzip nhtc files cycrow's plugin manager thinks I'm using only 2.0 patch and not 2.7 witch i have installed along with bonus pack. Am I doing something wrong?
-
- Posts: 22
- Joined: Wed, 17. Nov 10, 21:02
Thanks for quick response. I've done like you said, but it is still the same.
Here's screenshot. http://yfrog.com/jc72446225p
p.s. I have 2.7.1 installed not 3.0, beacuse i'm having some problem with CAG (commercial agent) in 3.0 version.
Here's screenshot. http://yfrog.com/jc72446225p
p.s. I have 2.7.1 installed not 3.0, beacuse i'm having some problem with CAG (commercial agent) in 3.0 version.
You should report those issues in the CAG thread.blackWindow wrote:p.s. I have 2.7.1 installed not 3.0, beacuse i'm having some problem with CAG (commercial agent) in 3.0 version.
Igre ha?blackWindow wrote:Thanks for quick response. I've done like you said, but it is still the same.
Here's screenshot. http://yfrog.com/jc72446225p
p.s. I have 2.7.1 installed not 3.0, beacuse i'm having some problem with CAG (commercial agent) in 3.0 version.
remove tc dir from plugin manager, then add it back...
i don't know really...
if that doesn't work, throw it out of the airlock
Split say NEED MORE FIREPOWER!!
-
- Posts: 22
- Joined: Wed, 17. Nov 10, 21:02
tested under german enviroment
...works well under the german enviroment, also smoth update-replace of the components.
Only had to change the TDocks while using adv.Stations Mod, no problem at all. Also fine new sector station-markings. When playing under german env. you have to extract the t-file '8888-L049' out ot the mod and change its language code to 49.
So far, I used to play in a heavy scripted an modded game - with around 550Stations in complexes, also in the new sectors, and 500Ships. At the moment no problems at all.
A hint - I repacked the mod (while, as above said, changing TDoscks) without compression - seems a little faster now ?
Only had to change the TDocks while using adv.Stations Mod, no problem at all. Also fine new sector station-markings. When playing under german env. you have to extract the t-file '8888-L049' out ot the mod and change its language code to 49.
So far, I used to play in a heavy scripted an modded game - with around 550Stations in complexes, also in the new sectors, and 500Ships. At the moment no problems at all.
A hint - I repacked the mod (while, as above said, changing TDoscks) without compression - seems a little faster now ?
For Modders when changing parts of NH
Well,
here some fact, when you change some scripts, txt, or other files inside the mod:
When I went to 'The Whee' I only saw white Backgrounds.
This was courios.
The thing is, I have to change the typs\TDocks.txt for the Enhanced Equipment Docks. This is easily done, there are only three lines more...
But then I packed the Mod new, with 'deflate, no compression, X3TC' with doubleshadows ModManager 08. And now I got a file ~240MD - Working, but only partly, because , now I only got white backgrounds in the new modsectors!.
I packed it another time with 'check compression filter, X3 TC' - now I got nearly the same size as its original (96MB). And well, it worked.
I tested this behaviour under 2 different games. so, my conclusion - if you ever change something inside, make sure your packing is correct. Without as it seems, X3.exe cannot find these background-files.
here some fact, when you change some scripts, txt, or other files inside the mod:
When I went to 'The Whee' I only saw white Backgrounds.
This was courios.
The thing is, I have to change the typs\TDocks.txt for the Enhanced Equipment Docks. This is easily done, there are only three lines more...
But then I packed the Mod new, with 'deflate, no compression, X3TC' with doubleshadows ModManager 08. And now I got a file ~240MD - Working, but only partly, because , now I only got white backgrounds in the new modsectors!.
I packed it another time with 'check compression filter, X3 TC' - now I got nearly the same size as its original (96MB). And well, it worked.
I tested this behaviour under 2 different games. so, my conclusion - if you ever change something inside, make sure your packing is correct. Without as it seems, X3.exe cannot find these background-files.
New Horizons 1.2 Update for X3TC 3.1
I rarely browse the forums were it not for egosoft's 3.1 update (yay for final update and TNBT!), but I just had to leave a comment for this mod.
Thank you so much Phlt for posting the NHTC 1.2 English 3.1 update for Nouveaux Horizons here! Until this day, I was looking enviously at the French version of Nouveaux Horizons at the Xchange guild site. The complex cleaner (especially), cockpits and 3.1 compatibility are welcome additions to which I have been looking forward. The added gamestarts are a bonus.
Nouveaux Horizons is my favorite mod with which to replay the original X3 Terran Conflict campaign. And I love the beautiful new sectors and entrancing music! The increased ship variety makes for deeper gameplay, and the larger ship classes a much grander and splendid space opera.
Merci beaucoup Phlt, Nouveaux Horizons modders and the Xchange guild!
Thank you so much Phlt for posting the NHTC 1.2 English 3.1 update for Nouveaux Horizons here! Until this day, I was looking enviously at the French version of Nouveaux Horizons at the Xchange guild site. The complex cleaner (especially), cockpits and 3.1 compatibility are welcome additions to which I have been looking forward. The added gamestarts are a bonus.
Nouveaux Horizons is my favorite mod with which to replay the original X3 Terran Conflict campaign. And I love the beautiful new sectors and entrancing music! The increased ship variety makes for deeper gameplay, and the larger ship classes a much grander and splendid space opera.
Merci beaucoup Phlt, Nouveaux Horizons modders and the Xchange guild!
-
- Posts: 225
- Joined: Fri, 11. May 07, 22:01