[MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Those new ships are awesome. I've not tested them enough to see if they're well balanced.
(I use a merged SRM 0.61 / this pack (plus other stuff, eEQ 2.5, Logain Ind...)
And by the way, CMod doesn't use TShips (Just: TBullets, TLaser, TMissiles, TShields)
PS: I don't know if I've screwed my merged but I've seen two "mistakes"
- The ID in the Tships for the falchion is 16801 [Ego in, I think] and the description refers so to 16802 but in your 9951-L044 files, it is another description of the Hataka. [Don't know if I'm clear] {Solution I use: Replace the description in the 9951}
- Those with ID 4000000+ conflicts with Cycrow Plugins Manager [And the Normandy MK 1 conflicts witch the ID of Salvage Claim Software] {Sol: Change ID of the Normandy in TShips and in 9951}
Edit: Just the Cmod's Improved Ships modify TShips
(I use a merged SRM 0.61 / this pack (plus other stuff, eEQ 2.5, Logain Ind...)
And by the way, CMod doesn't use TShips (Just: TBullets, TLaser, TMissiles, TShields)
PS: I don't know if I've screwed my merged but I've seen two "mistakes"
- The ID in the Tships for the falchion is 16801 [Ego in, I think] and the description refers so to 16802 but in your 9951-L044 files, it is another description of the Hataka. [Don't know if I'm clear] {Solution I use: Replace the description in the 9951}
- Those with ID 4000000+ conflicts with Cycrow Plugins Manager [And the Normandy MK 1 conflicts witch the ID of Salvage Claim Software] {Sol: Change ID of the Normandy in TShips and in 9951}
Edit: Just the Cmod's Improved Ships modify TShips
Last edited by Neaera on Thu, 25. Feb 10, 21:44, edited 2 times in total.
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Yeah i didnt install the Imp Ships part, as thats one of the optional parts(Unless im missing something)...idk..the packager installs CMod as a fake patch, so i tried installing this mod as a reg mod, but it still wont work...gunna go through Cmod i guess.Neaera wrote: Edit: Just the Cmod's Improved Ships modify TShips
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I've both installed (Merged TShips (SRM/Cadius...) + CMoD) and they work great.
Both as fake patch. TShips as 11, et CMoD as 12.
I don't know if this correct but if you install CMod as fake patch + Cadius pack as a mod, It will "load" Cmod and after Cadius, and like SRM's read me said "Install SRM and after Cmod".
I think it's the same from Cadius pack (Modified TShips mods and after Cmod)
[Or I'm completely wrong and my TShips (Base SRM + Add-on Cadius) is compatible with CMod and the Cadius' "vanilla" is not]
Both as fake patch. TShips as 11, et CMoD as 12.
I don't know if this correct but if you install CMod as fake patch + Cadius pack as a mod, It will "load" Cmod and after Cadius, and like SRM's read me said "Install SRM and after Cmod".
I think it's the same from Cadius pack (Modified TShips mods and after Cmod)
[Or I'm completely wrong and my TShips (Base SRM + Add-on Cadius) is compatible with CMod and the Cadius' "vanilla" is not]
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Unfortunately no, thats not how it works. You can't add weapons to stations, so it'll just be for show.This new defence station looks like it can blow up anything in a single shot (kinda like mad Torus defence) - do you plan to make a new weapon for it? Also for ballance purpose it would be good if it don't have any fighter defence, exept maybe a small hangar.
Ha, looks like I made two entries for Hakata, thats silly. Noted and fixed for next version.
Ok guys having problems installing the mod, i've been able to replicate the issue. If you use the plugin manager it has a habit of creating a Tship file in your types folder. This will overwrite every other Tship. Go to your X3TC directory and see if you have a types folder, if yes go in and see if theres a Tship file. If you do, remove it.
OR
Install the ship pack as a mod, select it in the mod package menu. And then run plugin manager and then close it. The plugin manager will then create an updated Tship file in the types folder. This should get it working. If you use this method, you'll have to do it every time you update the ship pack.
EDIT:
A replacement for the USC Mobile Mining Base Ship
http://img246.imageshack.us/img246/2269 ... n00116.png
http://img21.imageshack.us/img21/3748/x3screen00117.png
http://img514.imageshack.us/img514/9733 ... n00118.png
Has 6 external docks for TS so it'll work great with Lucike's Prospector script
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New miner looks cool, kinda like Osaka. However the container texture doesn't fit to the whole model (neither color or quality of the container texture- looks like paint job).
Edit:
Could you tell us what (types) of ships do you plan (or have WIP) to make in the near future?
Edit:
Could you tell us what (types) of ships do you plan (or have WIP) to make in the near future?
Last edited by mr.WHO on Fri, 26. Feb 10, 19:00, edited 2 times in total.
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Ok cleaned up the container abit. But in the end it's not supposed to be "part of the ship". They're just containers.
http://img8.imageshack.us/img8/8486/x3screen00127.png
Once the containers are filled up, the ship jumps to a nearby system with an Orbital Freight Dock where it drops off the containers and pick up empty ones for the next harvest.
http://img694.imageshack.us/img694/7499 ... n00128.png
http://img99.imageshack.us/img99/582/x3screen00129.png
http://img94.imageshack.us/img94/2900/x3screen00130.png
http://img442.imageshack.us/img442/7826 ... n00133.png
http://img251.imageshack.us/img251/5435 ... n00131.png
And before anyone asks, no it does not actually drop containers off ingame
http://img8.imageshack.us/img8/8486/x3screen00127.png
Once the containers are filled up, the ship jumps to a nearby system with an Orbital Freight Dock where it drops off the containers and pick up empty ones for the next harvest.
http://img694.imageshack.us/img694/7499 ... n00128.png
http://img99.imageshack.us/img99/582/x3screen00129.png
http://img94.imageshack.us/img94/2900/x3screen00130.png
http://img442.imageshack.us/img442/7826 ... n00133.png
http://img251.imageshack.us/img251/5435 ... n00131.png
And before anyone asks, no it does not actually drop containers off ingame

Eh.. no not really. I don't actually have a master plan. Just making them as I play, WIPs I have that may or may not show up for the next version - new USC M2, Split fighters and a Paranid gunshipCould you tell us what (types) of ships do you plan (or have WIP) to make in the near future?
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Cadius, this is amazing, thank you for your work.Cadius wrote:Ok cleaned up the container abit. But in the end it's not supposed to be "part of the ship". They're just containers.
http://img8.imageshack.us/img8/8486/x3screen00127.png
Once the containers are filled up, the ship jumps to a nearby system with an Orbital Freight Dock where it drops off the containers and pick up empty ones for the next harvest.
http://img694.imageshack.us/img694/7499 ... n00128.png
http://img99.imageshack.us/img99/582/x3screen00129.png
http://img94.imageshack.us/img94/2900/x3screen00130.png
http://img442.imageshack.us/img442/7826 ... n00133.png
http://img251.imageshack.us/img251/5435 ... n00131.png
And before anyone asks, no it does not actually drop containers off ingame
P.s. have you considered making a TS class ship which has slow speed, no shields and good cargo bay to act as a container?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.