X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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steve_v
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by steve_v » Sat, 7. Sep 19, 04:52

Killjaeden wrote:
Thu, 5. Sep 19, 23:35
Sorry for late answer, but on the off chance you are still trying /searching, let me know.
I did get a dirty little hack working, just a couple lines added to the boarding script to reset neutral race rep after the ship owner changes. Easier than I thought, and lets me use abandoned/return ship mission ships for boarding practice again. :)
Killjaeden wrote:
Thu, 5. Sep 19, 23:35
The neutral race thing is a bit... botched i must admit. There just are not enough "normal" races to allow Aldrin to be a regularly working faction, so our guys did some "hacks" to get their reputation to work. Personally, if i had to decide, i would have left Aldrin out completely - too many issues with race reputation and they are only implemented haphazardly.
Yeah, I noticed. :P
There are some very odd things around Aldrin/ATF rep and ship ownership, especially WRT one of the plots... but it's no big deal. I agree that leaving Aldrin out would probably have been better.

Anyway, the GNU/Linux port of X4 is now available without the cancer that is steam, so X3 is shelved (and my XTC install archived, I'll come back to it for sure) until I get bored with it.
Thanks for getting back to me all the same, late or not. I'm not mucking about with X3 mods right now, but given the jankiness of X4 that may change sooner rather than later.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Sat, 7. Sep 19, 14:55

I've pulled the FAQ from TXU archive:
It was created and maintained by Loriel, at the time

Q0. How do I install on a steam version of Terran Conflict?
A. "Run the X-Tended_-_Terran_Conflict_2.0.exe file. Instead of installing XTC in the default directory suggested by the installer, install to: "C:\Program Files (x86)\Steam\steamapps\common\X3 Terran Conflict". If on an operating system prior to Win 7, remove the " (x86)" from the directory."
(credit to CubemonkeyNYC)
Alternatively Aragon Speed has suggested copying the steam installation to a new directory for use in XTC, then applying the no-steam .exe (found on egosoft.com in downloads section) - see the sticky here (http://www.thexuniverse.com/threads/229 ... -for-steam).


Q1. I've installed it, but it doesn't work. What do I do?

A.Check for solutions in the Technical Support Forum - post your problem there if you don't find a solution.

Q2. I've started a game, flown around a bit - what do I do next?
A.Very important: First of all you should save your game and reload it . This is required so all scripts can initiate and start running properly. After this you can do whatever you like - it's a sandbox game.

Q3. The gates seem broken - how do I open them?
A.Just wait - they will gradually open up as the various races allow newcomers into recently-discovered sectors.

Q4. How long before all the universe is open?
A.Depends on the settings (and is probably somewhat random as well), but probably something over a week of ingame time.

Q5. I hate the expansion system, how do i skip the expansion?
A.You can force the expansion via cheat. Open the ingame script editor, search for "plugin.XTC.Lib.SetExpansionStage", highlight it and hit "r" once, choose "null", and when asked for the stage - enter 8
When you do it you should be in a sector that is fully connected, just to be sure.


Q6. It's too hard (or too easy) - how do I change the difficulty?
A.In order to change the difficulty of the game you must first assign a hotkey to either the "Ship Computer Interface" or "XTC Configuration Menu". The difficulty settings can be changed by accessing the configuration menu directly or going through the ship computer interface. Once you are in the configuration menu select the "Change Difficulty" option, from there you can select the presets easy/normal/hard or customize the difficulty yourself. Please note that certain changes to the difficulty of your game are not immediate and might take a little bit to take effect.
(credit to code99)


Q7. How do I get the repair laser back?
A.Change the difficulty settings - "easy" should bring it back. Need to save and reload to take effect.

Q8. How do I improve my Reputation with certain races?
A.Several ways, the best will depend on your circumstances:
Trading (lots of small trades tends to work better than fewer and larger ones)
Missions (taking jobs offered by members of certain races)
Killing enemies of that race, in their sectors - but check that they are enemies - e.g. Teladi don't regard Pirates as enemies.

Q9. How do I claim large ships (M6 and upwards)?
A. You need some additional equipment in your ship - namely Salvage Claim Software. And in answer to the supplementary question ("Where do I get it?"):
At Teladi Equipment Docks, or Military Outposts, at Pirate Bases in outlying Pirate-controlled sectors, and possibly at Pirate Bases hidden away in distant corners of normal race-controlled sectors.

Q10. Which mods/scripts are compatible?
A. Officially none - in particular the official Egosoft Bonus Pack in incompatible.
There is a thread discussing compatibility on the Egosoft Forums here (http://forum.egosoft.com/viewtopic.php?t=331351), and a similar one by Joelnh in the Scripts and Mods Subforum here (http://www.thexuniverse.com/threads/234 ... sting-List).
There are a few scattered discussions on the forums here - for example Lucike's Scripts (http://www.thexuniverse.com/threads/232 ... n-Conflict) and Mars (currently two competing threads in the user created scripts subforum here (http://www.thexuniverse.com/threads/233 ... -with-v2-0) and here (http://www.thexuniverse.com/threads/233 ... Mars-Tfile)).

Q11. Is it savegame-compatible with Terran Conflict?
A. No

Q12. How do I make money?
A.Many ways - the choice is yours.
Scavenging is probably a good start - picking up (and selling) leftovers from battles (ships/weapons/shields/cargoes)
Later you might like to try trading, or manufacturing (set up your own factories), or combat, or looking for lucrative jobs offered by stations.
See the thread here (http://www.thexuniverse.com/threads/23608-Making-Money) for an expansion of this topic.

Q13. Where is the manual?
A. Manual for XTC 2.1 and later versions here (http://downloads.thexuniverse.us/X-Tend ... l_V2-1.pdf).

Q14. Can I play conventional Terran Conflict in the same installation?
A. No. You would need a completely separate installation (you can just copy the folder) Beware that the savegames from the two different games finish up in the same place, and are liable to overwrite each other.

Q15. Is it available in my language?
A. Currently only if your language is English (or a close approximation such as American or Australian). If you have a game install in another language, you can change the language by modifying the file lang.dat (edit the number in it to 44).

Q16. How do I control my shipyard (or Player HQ)?
A. Shipyard Control Centre, from Ship Computer Interface (which needs to have a hotkey set)

Q17. I am having problems with shields - what can I do to solve them?
A.There are four currently known sets of problems:
  1. Picking up a shield recharges your ship's shields completely - a major combat exploit. Unfortunately a bug in the game engine, with no solution available.
  2. Jumping recharges your ship's shields entirely (though only if you are in it at the time) - another major combat exploit. Status unclear, no fix currently known.
  3. Changing shields - replacing them with ones of higher capacity sometimes leaves the maximum charge unchanged, and the new shields only partly charged. Workaround is to switch ALL equippable shields out of that ship, then switch back in the ones you want to use.
  4. Whilst ships usually auto-install the "best" shields, sometimes they make wrong choices. Workaround is similar to 3 - remove all shields, then put back just the ones you want (would probably also work to just remove the ones you don't want, forcing the ship to switch to what is left).
Q18. How do the small/large sizes of shields compare with the old MJ sizes?
A.Basic shields are as follows:
  • Tiny = 1MJ
  • Small = 5MJ
  • Medium = 25MJ
  • Large = 125MJ
  • Huge = 500MJ
  • Colossal = 1500MJ
Other variants may be somewhat different. Look for the statistics spreadsheet for more information

Q19. What is the difference between the various shield types (not sizes)?
A.Three things generally differ from the base model - capacity, recharge rate, and price. Generally higher price indicates better shields - but make sure the better features match your requirements. Military models are significantly better than civilian models - which is reflected in much higher prices.

Q20. Shield (and weapon) factories have changed - how do you set them up now?
A.Instead of buying a dedicated factory for a specific shield or weapon, you now buy a generic factory, then buy a licence to produce the particular weapon you want. For a license to be purchaseable there are two conditions: 1] you need to find a factory that produces the item in the universe (this simulates that you have to get the plans from another factory) 2] you need sufficient reputation to buy/trade with said item. If both conditions are met you can purchase the license. Before that, the only known way to produce such items is to clone them in a Faunus.
Beware - leaving a shield or weapon factory unconfigured has been known to cause crashes.
You can change factory products again if you want to, unless they are connected to a complex. For more details check out the manual (it works like in v1.2, you can use the old manual for the meantime).

Q21. How do I use an M8 ("bomber") remotely?
A. Set Turrets to attack enemies, set missile firechance to 100%. That will do. There's no control over what to fire at unfortunately. If you tell it to attack something it will fire faster.
You can order fire missions via the Typhon Missile Software that is available from Paranids and a few Military outposts of other races. How to use it like this will be covered in the updated manual.
Short version: Install it on your ship and the M8. Select the M8 as your target (IS), push the hotkey. Follow the instructions. When you see a subtitle displaying data, press hotkey again if everything is green to execute the fire mission.
(credit to KJ)


Q22. I cannot find Trading Software Mk3 for Sector Trader or Universe Trader, but where is it?
A.The software can be found at certain Teladi stations, like Military Outposts.
(credit to CubemonkeyNYC)

Q23. How do I start the various Plots in the game?
A. In general, explore, make friends with various races/factions, and keep eyes and ears open.
Some specific starting conditions can be found, suitably spoiler-tagged, in this thread (http://www.thexuniverse.com/threads/231 ... s-spoilers).

Q24. I am stuck in one of the Plots - what do I do next?
A. There are walkthroughs (some unfinished) as follows:
Pirate Plot "X marks the Spot" here (http://www.thexuniverse.com/threads/233 ... -Progress)).
Leviathan Plot here (http://www.thexuniverse.com/threads/232 ... -Progress)).
Enemy at the Gate here (http://www.thexuniverse.com/threads/232 ... e-spoilers).
Also check the Technical Support Forum - there appear to be widely encountered problems with some of the plots (in particular "Divine Retribution" here (http://www.thexuniverse.com/threads/231 ... s-spoilers)).
If these don't solve your problem, post your questions in the Forum - using Spoiler tags as necessary to hide the information that would spoil the fun for other readers if they want to solve the problem for themselves (after reading the stickied rules for that forum, if you choose to post in the Technical Support Forum).

Q25. Are there official spreadsheets for Weapons, Missiles, Shields and Ships?
A. Yes, available here (http://downloads.thexuniverse.us/X-Tend ... istics.zip)

Q26. Boarding with Transporter - is it broken?
A. The boarding transporter teleports marines after ejection via the usual boarding commands, to the target's hull - so it skips the frustrating "space walking" part of the manual boarding procedure. After arriving at the hull the marines then have to cut the hull (and you have to keep the shields down) like in any boarding operation without boarding transporter. You need to be withing 2km of the target for the boarding transporter to work. You need transporter software AND the bording transporter extension installed to use it. Only M6 and TP ships can "space walk" board - like in vanilla, boarding transporter doesnt change that.
Space walk boarding operations can be a bit glitchy unfortunately (when you are too close to a very large ship, the marines will pop out far away and scattered - this is a vanilla thing).
There is a thread here (TXU archive)

Q27. How can I specify the type of ammo generated?
A. It is specified in the resupply settings for the ship.
(credit to thrandisher)

Q28. How do I produce weapons/missiles in the Faunus?
A. You need 1 of the type of weapon/missile you wish to produce. Go to - command console/additional commands/production, you will only be given production info for weapons you have already produced and therefore have the blueprints for or for any weapons/missiles in the cargo bay.
Check the screen carefully and make sure it is not going to produce IRE's (these are placeholder production item), to make sure it does not produce IRE change the food type and then change back to the food type you want to use.
The Faunus is unable to produce some weapons (Delta Kyons, Nova Cannons etc) as the production run insists on producing 10 at a time and the Faunus does not have the cargo bay required to produce these 10 at a time.
The Faunus can produce all missiles as the resource requirements are not as large as the capital ship weapons.
When cancelling a production run on any factory ship its important to let the current run complete, to cancel properly go to production, then select stop production but let the run finish or it will eat all resources in the cargo bay.
(credit to insolent1)

Update (credit to King of the World):
It is possible to produce smaller batches of weapons - e.g. the requirements for two Nova Cannons are:
- Cloth Rimes (2x): 1612
- Ore (8x): 1612
- EC (1x): 9672
and production takes about 5 and a half hours.


Q29. How can I repair ships?
A. Numerous ways - choose which one suits your circumstances:
Shipyard - instant but expensive
Teladi repair service (advertised via GNS) - even more expensive, but available anywhere
Auto repair (capital ships, R6 via Ship Computer Interface) - slow but fairly cheap.
Auto repair (fighters on own carrier, R6 via Ship Computer Interface) - as above.
Own shipyard - uses components, fast, but minimum cost may be excessive for small ships.
Personal repair laser (in your spacesuit) - only if you play on easy difficulty. Free but slow on large ships.
Ship-mounted repair lasers (probably mythical, but might be found on second-hand ships around corvette size) - more powerful version of personal repair laser.

Q30. What are Missile Platforms, where is their encyclopedia entry?
A. The Missile platform entry in the encyclopedia is under neutral ships - m7.
There is a variety of differences between each races type and a nice little writeup about them and how to position them (I've been able to position them without the tractor beam using the "jump and fly to position" command).
They are basically static m7m's, with stronger shields and some fighter defences. They can dock a TS to bring in missiles although you might be better off with a missile generator.
You can set emergency jump which should help keep them alive. Used in conjunction with lasertowers they can provide a formidable sector defence.
(credit to insolent1)

Q31. What do dragon eggs do ?
A. Nothing.
(credit to Crellion22)


Q32. 'Deliver fighter' missions appear to be broken?
A.Yes, unfortunately - which may break the "Split Loyalties" Plot. Patch awaited.
Three different problems, discussed in this thread (http://www.thexuniverse.com/threads/231 ... ission-Bug) - which includes a temporary patch from Tritous in post number 37 :
  • Mission requires you to deliver an M3 to a drone carrier, which can't receive it.
  • Some ships (typically 3) remain "docked but invisible" at the shipyard, refusing to travel to your carrier.
  • Ships won't launch from shipyard - probably solvable if you go Out Of Sector while ships travel to your carrier.

Q33. How do I dock "very large" ships?
A. For the largest ships added in XTC (TL+ mobile factories and M2+ "battleships") there is no "dock at ..." entry in the Navigation Menu. They are too large to dock safely in Shipyards.
You can still dock them, but beware that they could collide with the Station. If you really want to dock the ship:
1) Fly and dock the ship manually (a docking computer is advised)
2) Command the ship to follow another ship which is docking (probably works best OOS where collision avoidance is switched off).
Docking and Undocking OOS is highly recommended as you they can't receive damage due to collision then.

Q34. Why can't I link Terran mines into a complex?
A. Unfortunately this is a "feature" of the vanilla Terran Conflict game, apparently hardcoded into the game engine. Best to buy your mines from other races.

Q35. My money is sucked dry, what happened?
A.If you claim a bailed capitalship (M6 or larger), or board one, make sure you check the auto-repair option in the "R6 console" (see manual). Some ships still have it set to "on" and repair automatically, by using your credits. If you have a dronecarrier M7 check out if it has a drone build-order. It builds drones up to it's set number and always replaces losses automatically, drones cost money (~540k Credits / drone).
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by tigersebel » Sun, 27. Oct 19, 15:58

Hello. it's the first time i play the XTC mod that i installed on Albion Prelude. But i think i have a bug where my Terran reputation will instantly drops to Renegade or Revolutionary once it hits a certain threshold (i think it's somewhere at warrior of IO cause i haven't gotten further than this). Is there something i can do to fix this?

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Tue, 3. Dec 19, 20:11

Could you provide the text to the sound wav files?

Folder "S"

If it is possible. I want to make a translation, but I can’t make it out by ear. Need text for each file. (((

Thank you.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by alexalsp » Wed, 4. Dec 19, 23:18

MEFOS? CODEO? Mars? working with this mod?

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Killjaeden
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Thu, 19. Dec 19, 23:49

alexalsp wrote:
Wed, 4. Dec 19, 23:18
MEFOS? CODEO? Mars? working with this mod?
I think there was a compatibility patch for XTC from Lucike for MEFOS and CODEA - idk if it was maintained for the later versions of XTC.

Idk for sure what the situation was with MARS. I know it had an optional t-file or cat file per default shipped with it, which must be deleted. Some also reported that it must be installed on the player ship if it wants to work for other ships. Also that its advisable for Goblins Drones to be restricted to playership only/ disabled
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Iñakifp » Mon, 3. Feb 20, 16:27

I've decided to take back the commands of my ship... Anyone running XTC 2.2 and Scorp's Map??? I read something about the file 7211-L044 but it's offline. Any solution? Thanks!

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by X3extremer » Fri, 7. Feb 20, 15:25

Good day,

Installed x3 xtc2.2 a couple of months ago and playing it from time to time.

It is still fun a keeps me coming back every now and then.

I use Mars Skript for turrets and the xtra ships package from gadius. Great ships!
Only miss the cockpits - dont find a mod which is working with xtc.

Most annoiyng thing is the total lack of xenon.
Khaak i Only found one abadoned ship (m4)

I Do have a couple of m7 frigates and can only fight pitates

Cheers

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Axeface » Fri, 7. Feb 20, 16:31

X3extremer wrote:
Fri, 7. Feb 20, 15:25
Good day,

Installed x3 xtc2.2 a couple of months ago and playing it from time to time.

It is still fun a keeps me coming back every now and then.

I use Mars Skript for turrets and the xtra ships package from gadius. Great ships!
Only miss the cockpits - dont find a mod which is working with xtc.

Most annoiyng thing is the total lack of xenon.
Khaak i Only found one abadoned ship (m4)

I Do have a couple of m7 frigates and can only fight pitates

Cheers
How much time has passed in your game? Is the map opened up fully? In my game there are lots of Xenon and the Khaak are actually a rather large problem in the bottom right of the map and they keep blowing things up in Teladi space.
For Xenon keep checking the news system, the articles that talk about the races forming a fleet to attack the xenon are events that actually happen.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Axeface » Sun, 9. Feb 20, 00:52

Due to X3extremers comment I had a look for info about xenon and khaak in xtc, while there are quite a few xenon in my game i have noticed that they arnt expanding, they are just marauding specific sectors.

I found this info, is this still relevant? If it is I'll get the info onto the nexus site at least so more players will find it, would be amazing if someone that knows about scripting could do something about the cheat code not working? or perhaps it could be added as an AL option or something easier to use?

It would also be great to understand the plot protection more, which plot do i need to do for it to turn off for example?
Its 2016 already but I'm still playing X3TC with the Xtended mod, however I'm having an issue with version 2.2 regarding the 'plot protection'.
Basically back in version 2.0 you had Xenon and Khaak who were very active and were real threats to you since they were conquering a lot of sectors if you never stopped them from progressing, this gave the game a real purpose and also made it thrilling to fight these enemies and stop them from advancing, it was your task to keep the universe in balance and not let it spiral out of control.
However in v2.1 and v2.2 they implemented a 'plot protection' system that completely destroys these enemies from ever spawning in or conquering a ton of sectors, which effectively castrated the Xenon/Khaak so much they become extinct and the game feels really dull and boring without these threatening enemies.

So I tried that cheat script code (plugin.XTC.Cheat.ChangePlotProtection) that came included with v2.2 to 'disable plot protection', however I find that it doesn't work properly because you have to run it manually every single time you load any save-game or else it has no effect, meaning if you do load a save-game the 'plot protection' is active for a short period of time and it always deleted all Xenon/Khaak in any sectors that fall under this 'plot protection'.

So since the only tool provided to us to disable this plot protection wasn't even working properly, I decided to look further and see if I could find a way to permanently disable or delete this 'plot protection' myself, and found it I did.
If you want to do this yourself for your game as well then do the following steps:
-Enable the 'script editor' ingame by changing your name to "Thereshallbewings", a new command prompt will appear in Advanced->Global Commands->Script editor.
-Open the Scrit Editor ingame and search for the folloing 4 scripts and delete them (DEL key):
*plugin.XTC.Lib.PlotProtectedSectors.xml
*plugin.XTC.Lib.PlotProtectCheck.xml
*plugin.XTC.Lib.EnforcePlotProtect.xml
*plugin.XTC.Cheat.ChangePlotProtection

(You can do this at any point in your game by the way.)

Now the 'plot protection' is gone for good, Xenon and Khaak will be fully active, they send invasion fleets and take over any sectors in their destructive path, however certain mission plots might get broken because of this, but I personally rather have an engaging game with real threatening enemies as opposed to a dull and boring game.

It took me a long time to figure this out but since I still love playing this game with this mod I thought it would be wise to leave a post about this issue here in case others need it as well.
So have fun fighting the Xenon/Khaak again!
Put quite a lot of hours into my XTC game, it's frustrating that I missed this if its true :D

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by DarkPrince2008 » Fri, 13. Mar 20, 04:35

I know this is probably an old topic but is this mod complete enough for the custom start to work correctly? Because thus far when I start a custom game I'm stuck in the same sector and no matter how long I wait up to an hour real time nothing actually happens and I still cannot leave the first sector. I can cheat the map to reveal the other sectors then I can play as normal except no ways to buy factories or anything

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Axeface » Fri, 13. Mar 20, 18:18

DarkPrince2008 wrote:
Fri, 13. Mar 20, 04:35
I know this is probably an old topic but is this mod complete enough for the custom start to work correctly? Because thus far when I start a custom game I'm stuck in the same sector and no matter how long I wait up to an hour real time nothing actually happens and I still cannot leave the first sector. I can cheat the map to reveal the other sectors then I can play as normal except no ways to buy factories or anything
I think custom start is actually not supposed to be used (this is true in vanilla too), it disables some things I think. As for the map expansion you can actually just turn it off in the mods settings and the whole map will be opened. I recommend against that though, the expansion is a really cool feature once you get over the initial limitation. I personally speed up the expansion by 100% and for me thats fine, I have a game where i''ve played for maybe 30 hours and the whole map is revealed.

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by DarkPrince2008 » Sat, 14. Mar 20, 04:42

Yea it would make sense if the custom start wasn't supposed to be used. And yea the expansion part of it seems kinda cool sounding

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by shameless creature » Thu, 14. May 20, 19:15

Which ways to acquire a jumpdrive still exist on X-treme difficulty? Obviously, they are removed from equipment docks and the like and as far as I can tell, ships that come pre-equipped with a jumpdrive are no longer sold either.

Can you only hope that a bailed or boarded ship is equipped with one? Or do UTs still buy their own? And are there any other options I missed?

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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Killjaeden » Fri, 15. May 20, 23:38

shameless creature wrote:
Thu, 14. May 20, 19:15
Which ways to acquire a jumpdrive still exist on X-treme difficulty? Obviously, they are removed from equipment docks and the like and as far as I can tell, ships that come pre-equipped with a jumpdrive are no longer sold either.

Can you only hope that a bailed or boarded ship is equipped with one? Or do UTs still buy their own? And are there any other options I missed?
I never played X-treme, so cant remember quite well. But yes, bailed/boarded ships would be the only option i can think off, but it may be extremely unlikely to appear (i dont remember finding one in my pirate plays where i exclusively tried to use 'liberated' software and wares - but i could be mistaken). It may even be deliberately removed from the loot table in x-treme setting, i'm not sure.
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shameless creature
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by shameless creature » Sun, 17. May 20, 11:07

I've been doing a bit of boarding (and save scumming) and 9 out of 10 times, bailed or boarded ships are completely stripped of any weapons, shields or ship extensions. So the chance that a (transferable) jumpdrive in particular drops is probably 1 in 100 or worse even if it wasn't removed from the loot table.

On the other hand, built-in components including jumpdrives always drop, so certain ships (M1, M2, TL, AP Gunner...) are guaranteed to have a non-transferable jumpdrive.

Saeldanya
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by Saeldanya » Wed, 20. May 20, 10:30

I'd like to report a variety of issues with the AP version of Xtended - the complete package from Nexusmods, which I believe was uploaded in late 2019. Thanks to the person who uploaded it, I don't think there's anything wrong with the download. I believe Xtended for AP is just broken in some ways. Anyone reading this who wants to play the Mod: go with the TC version.

All of these were encountered with the 'Beyond the Frontier' Terran trader start.

1) It wasn't possible to build any Terran stations using a rented TL. TLs of non-Terran races refuse to dock at the Terran shipyard. A Redditor confirmed this with the TC version of Xtended as well, though he was able to dock at the Terran shipyard with the Goner Ozias found in the same system. I wasn't able to rent the Goner Ozias due to the -1 starting reputation with Goners, and inability to raise that reputation (see below).

2) Any attempt to raise Aldrin or Goner reputation results in a 'reset' of Terran reputation to 1. This was particularly frustrating whenever one of my automated traders was selling food in Aldrin space and I wasn't paying attention. I'd get the 'you have gained recognition' voice notification, which meant that my Terron rep went from 7 something back to 1.

3) The Katana (Terran M6) was just fundamentally broken, as in, it couldn't be steered. Any attempt to turn left or right resulted in the ship rolling instead, making it impossible to navigate. I wasn't controlling a turret instead of the ship. A Redditor did not encounter this issue with the TC version of Xtended.

4) All Paranid stations were hostile (red) from the beginning, and would not revert back to green after raising Paranid reputation from -3 (starting value) to +3. Other players on Reddit told me they never encountered hostile stations when starting with a -3 reputation to a race.

5) The Split plot never started even though I met the prerequisites I found listed online (sectors visited and Split reputation). The Argon Leviathan plot started and seemed to progress normally. The Boron plot (Enemy at the Gates) sort of started (the book symbol showed up) and I was able to progress through the initial mission steps. However, it didn't continue after the early events involving the Freestation in Sector 404. It also never showed up in the Mod's own mission logbook, it only showed in the standard missions tab (the top icon on the left side of the screen). I wasn't able to test the Paranid plot due to my hostile station issues, and didn't have the pirate rep for the pirate plot.

I know the mod development has stopped, but maybe this helps someone else who considered picking up the AP version of Xtended.

shameless creature
Posts: 259
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by shameless creature » Thu, 21. May 20, 02:28

Hi from Reddit. :)
I just checked out the Katana and can confirm this, its controls are completely broken. Unlike other M6 I have flown so far.

iHaku
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by iHaku » Sat, 13. Jun 20, 10:07

ignore this post im dumb lol
Last edited by iHaku on Sat, 13. Jun 20, 17:34, edited 2 times in total.

shameless creature
Posts: 259
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Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

Post by shameless creature » Sat, 13. Jun 20, 17:12

The HullD and ShieldD figures are damage per second.

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