[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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paulwheeler
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Post by paulwheeler »

I would highly recommend the pirate guild and military base responce revamp. Both these scripts will utilise the x2 ships.
logan86
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Post by logan86 »

ooh, exciting. i will check those out now. so will most scripts and addons use the x2 ships anyway, or do the scripts have to specifically be written to use the ships?

also, i now know for sure that i have the ships. but one more question, which sectors can i actually find these special ship yards at? the only confirmation i've had so far is seeing them from the cheat menu
amtct wrote:If I hit a person once or twice is called instant death
killerog
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Post by killerog »

Ship yards will be in the races main sector. This could chance with the new version.
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logan86
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Post by logan86 »

well forgive my naivety but im not actually sure which sectors the races main sectors are. i would have thought that for example, argon prime would be the argon main sector. but there is no special ship yard there.

so what are the races different races 'main sectors?' i have looked around argon space a little bit but nothing so far.
amtct wrote:If I hit a person once or twice is called instant death
paulwheeler
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Post by paulwheeler »

I think I know whats happened here. When you ran X3 without the mod properly installed it still ran the director script to create the shipyard, but couldn't create the shipyards due to the mod being missing. If you then saved and continued, the director script will not run again from that or any later save.

The easiest solution is to go back to a save from before you started trying to get this mod working. The script should then run and install the shipyards correctly.

Otherwise you'll have to work out how to make X3 run the director script again. I'm not sure how to do that.
logan86
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Post by logan86 »

noooooooooooooo :(

i have gotten so far now. well never mind, its all good. i shall try that now. thankyou again for all of your help :)
amtct wrote:If I hit a person once or twice is called instant death
logan86
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Post by logan86 »

yay again :)

you were right it seems, now that i have reverted back to an older save it has worked. im so happy :)

just to be helpful though killerog with feedback and stuff, i just thought i should point out that the special ship yards arent actually shielded in any way. this could get a bit dangerous i would imagine?

anyway im not sure if thats just how it is for me or if its like that for everyone. either way this is like the best thing ever :p
amtct wrote:If I hit a person once or twice is called instant death
paulwheeler
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Post by paulwheeler »

Again I've fixed the shielding issue in my merged version of this mod for the SRM:continued mod. I've sent the files to Killerog so hopefully he can sort this for the next version.
StormMagi
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Post by StormMagi »

I haven't been able to figure out the prices issue yet either. I am, however, allocating two full days (as opposed to a few minutes here and there) to the issue once the quarter is over (in ~ 3 weeks). Hopefully around then killerog will have the carriers updated so they can launch fighters :D
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paulwheeler
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Post by paulwheeler »

I have sent killerog a version of tships with the prices fixed. I also rebalanced the ships so that they are not quite as good as the modern counterparts.
logan86
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Post by logan86 »

paulwheeler wrote:I have sent killerog a version of tships with the prices fixed. I also rebalanced the ships so that they are not quite as good as the modern counterparts.
thats good stuff. hopefully he will do another release soon with these fixes. but how much have you changed the ships stats? i thought that they were quite reasonable as they are. most of the ships have less shielding etc already. im just wondering how much worse they can get without becoming not usefull any more?
amtct wrote:If I hit a person once or twice is called instant death
StormMagi
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Post by StormMagi »

paulwheeler wrote:I have sent killerog a version of tships with the prices fixed. I also rebalanced the ships so that they are not quite as good as the modern counterparts.
Good to hear. Although I think for the most part the ships were pretty well balanced out already.

Also how (in terms of values, dunno how else to describe it, the lines lines in Tship for cost) did you adjust the Tship price values? Or bar that can you send it to me so I can compare and learn :P
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paulwheeler
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Post by paulwheeler »

I'll send you a link to the files. Its quite simle to adjust prices.

I altered the stats to be worse than the modern versions but much cheaper. In my mind the decommisioned ships should be not as good as the newer ships. I also renamed the ships to mk1 like they were in the original xtended mod. I also got betty to say the names and added descriptions for the encyclopedia.

Ill send you the files then you can take whatever bits you want.
The-Last-Communist
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Post by The-Last-Communist »

Realy good! but are you going to do the pirats chips? orinoco and mandelay and all? anyhow , real good work
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logan86
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Post by logan86 »

paulwheeler wrote:I'll send you a link to the files. Its quite simle to adjust prices.

I altered the stats to be worse than the modern versions but much cheaper. In my mind the decommisioned ships should be not as good as the newer ships. I also renamed the ships to mk1 like they were in the original xtended mod. I also got betty to say the names and added descriptions for the encyclopedia.

Ill send you the files then you can take whatever bits you want.
wow thats amazing. it would be great to have encyclopedia entries and betty's voice for all the old ships. i hope that killerog decides to integrate all of this and releases an update soon :)
amtct wrote:If I hit a person once or twice is called instant death
killerog
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Post by killerog »

The-Last-Communist wrote:Realy good! but are you going to do the pirats chips? orinoco and mandelay and all? anyhow , real good work
I hope to once uni work load goes down.
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StormMagi
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Post by StormMagi »

paulwheeler wrote:I'll send you a link to the files. Its quite simle to adjust prices.

I altered the stats to be worse than the modern versions but much cheaper. In my mind the decommisioned ships should be not as good as the newer ships. I also renamed the ships to mk1 like they were in the original xtended mod. I also got betty to say the names and added descriptions for the encyclopedia.

Ill send you the files then you can take whatever bits you want.
Yeah I know it is simple to adjust prices but for some reason I was having no luck modifying them (and the prices had been set about 20% cheaper when I originally did the price fix).

Stat wise I think is more a bit of a personal preference. I know M6 and smaller ships are pretty well balanced vs the newer ones. I haven't played much with the M1/M2's though.
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Argonaught.
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Post by Argonaught. »

Hello Killerog,

By any chance would you be able to grab the pirate ships from X2 at any stage?

I had a look at the files in X2 myself but it's all alien to me as I have no idea what I'd need to extract or alter for import into X3TC :( .

Any reply appreciated,

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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killerog
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Post by killerog »

They are on my list of things to add. :wink:

Hopefully i will have the next version up to night if all goes well.
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Argonaught.
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Post by Argonaught. »

Wow...fast reply...and didn't know you had already got it in the works.

Mucho appreciate the work you and the rest of the skilled modders/scripters do :) .

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
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