[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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AgamemnonArgon
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Post by AgamemnonArgon »

Battlestar Pegasus is the most incrediibly powerful ship - I had heard about it, but when I let it loose in a Xenon Sector, it just cleared the place. I'd suggest experimenting with the weapons - but I have described above, the loadouts on my Battlestar Groups
Argon Patriot and Battlemaster
Peace - Through Superior Firepower
silmaril464
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Post by silmaril464 »

please.. answer my question, please... :(
killerog
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Post by killerog »

Sorry didn't see your post, i am not to sure on how to do that. I will check later for you (at uni at the moment).
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AgamemnonArgon
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Post by AgamemnonArgon »

I don't know if it helps but last night I ordered two Raptors to jump from Argon Prime to an Unknown Sector to dock with a Valkyyrie, (Battlestar Triton)
The Battlestar stopped, allowed the Raptors to land, then continued on it's patrol. Really clever.
Argon Patriot and Battlemaster
Peace - Through Superior Firepower
CCA
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Post by CCA »

Hi, I am unsure as to whether this was a known issue, but I took a look through the Basestar .bod file (along with the TShips entry), and noticed some of the turrets were a little lost. I resorted the entries. Is the done thing for me to put up the adjustments here? Or should I send them to you killerog?
killerog
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Post by killerog »

You can send them to me so i can take a look and include them in the next version.
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killerog
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Post by killerog »

Mod updated check op

Thanks to CCA for the file.
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CCA
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Post by CCA »

Glad I could help :).
Makita
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Post by Makita »

I went threw the Tship file and can't seem to find the basestar entry?
Either I'm going blind or it's missing.

Makita
garethworsley
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Joined: Wed, 30. Dec 09, 02:44
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Post by garethworsley »

Just installed the latest mod and the basestar seems to have a few problems with it, firstly I cant fint it to create on, I had some that were already in xenon sectors (it now reads as 'read text 17-20114') so I took control of it and took it for a spin to see what was new and now none of the weapons on it will fire adn their energy is always reading at around -10%. I assume this is probably because these were already around before the updated mod was installed but as i cant find it using cycrows cheat script i cant create a new one to say.

Any ideas would be great - keep up the good work :)
killerog
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Post by killerog »

Hmm strange might of messed something up (didn't have a chance to test). I will take a look t night, probably missed a letter or something silly lol.
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CCA
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Post by CCA »

Damn, sorry killerog that was very likely my fault. I'll load up X3 myself and check the basestar on my end and report back.

Apologies,

CCA
killerog
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Post by killerog »

No problem. Should of check it my self as well.
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CCA
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Post by CCA »

Right, tried it in-game and I have the same problem - inablility to fire weapons coupled with negative power reading. I think that could be to do with the incredibly high weapons energy setting (>4GW). I'll tone that down to 0.4GW which will be in-line with and M2's power supply.

I also noticed that after the first 12 turrets, the weapons refused to be mounted, so I'll cut down the number of turrets as well to see if that helps. I'll test this now and give an update in a little bit.

Update: Solved the energy problem. All guns are now registering +100%
Unfortunately, the turrets still are not firing. In the end the Basestar took out the station by whipping it with one of its pylons, mildly amusing, but not quite what I was hoping to achieve XD.


Update 2: Checked the .bod file in the XModels3DViewer app and noticed that both Left & Right turret groups do not have weapon cones, only the Up & Down groups do. I checked other M1s and M2s and noticed that they all have weapon cones for all turret groups. I guess that this may be an issue, but I don't know how to fix it.

(@garethworsley -> That readtext error is due to an error I caused in the tships. Search for "20114" in the TShips file, and replace it with "20064", and it should remove the readtext error.)
Last edited by CCA on Fri, 14. May 10, 19:14, edited 1 time in total.
killerog
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Post by killerog »

Ok i will take a look at the tship file and compare it to the scene file.
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CCA
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Post by CCA »

Gave a second update, I hope it can narrow down the problem :).
killerog
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Post by killerog »

One problem I have found straight away is that some cockpits have to menu turrents/guns X3 had a higher limit than X3:TC on this. I thought I fixed this on all the ships.
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TSM
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Post by TSM »

Does this mod include Battlestar Valkrie? and any plan's to release these as xsp's?
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Makita
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Post by Makita »

TSM wrote:Does this mod include Battlestar Valkrie? and any plan's to release these as xsp's?
Yes the Valkyrie is in there, and so is Pegasus.
garethworsley
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Post by garethworsley »

CCA wrote:(@garethworsley -> That readtext error is due to an error I caused in the tships. Search for "20114" in the TShips file, and replace it with "20064", and it should remove the readtext error.)
Thanks CCA for the advice, how do I find and edit the tships file?

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