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

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

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Axeface
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Post by Axeface »

Mightysword wrote: Also I can confirm that the Terran Military Outpost have all item "freeze" except the ecell (so basically all shield and Weapon, or at least to those you can buy at Io warrior). I haven't check the EQ or other races yet. (only found argon space so far).
This is an intentional feature.
As for missile defence, the normal turret commands are there.
Gallery of my X ships and fanart eg, Boron Megalodon
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Disclaimer: Axeface will ignore 'don't like it don't use it' responses :wink:
0utkast
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Post by 0utkast »

I am getting lots of freezes during battles, and had a game crush ones.

Usually i get smooth frame rates , but random freezes that about 5- 10 seconds at random times during combat.

Do i need to have a certain version of the game? b4 i install the mod?


Also two more question ^^ .

I heard there is a main story as well does that activate by itself during the game like a mission or do i have to follow through with the News system?

and is there going to be a way to be able to dock fighters at m7 and m2 ships? like their was with XTM for reunion?
P.S.

I love your mod :D I've waited for 2 years for this to come out and got really sad when it wasn't realised on the end of 2009. but i am really glad to be playing it now ;) as the say better than never :D
Last edited by 0utkast on Tue, 21. Dec 10, 10:07, edited 1 time in total.
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enenra
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Post by enenra »

0utkast wrote:I am getting lots of freezes during battles, and had a game crush ones.

Usually i get smooth frame rates , but random freezes that about 5- 10 seconds at random times during combat.

Do i need to have a certain version of the game? b4 i install the mod?


Also one more question ^^ .

I heard there is a main story as well does that activate by itself during the game like a mission or do i have to follow through with the News system?

P.S.

I love your mod :D I've waited for 2 years for this to come out and got really sad when it wasn't realised on the end of 2009. but i am really glad to be playing it now ;) as the say better then never :D
Read the manual and the first post and both your questions shall be answered. ;)
0utkast
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Post by 0utkast »

Ah sorry i've read the manual must of been to excited and skipped to all the goodies ^^.

Also i don't believe i saw this in the manual.

Will you be able to get small fighters ships and scouts to be able to dock at m7 ships? apart from the drone carriers. ( For example on a yokohoma )
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RLHDLW
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Post by RLHDLW »

Okay!!! So far, so good. Well, I think this is very much balanced gameplay: Came across a sector in my half-equipped M4 and saw a skirmish between half a dozen Khaak Guardians and a handful of RBN Hydras. It was fun to watch and I hoped for some loot when suddenly these guys started chasing me. Barely made it to the next jumpgate in time :o
So yes, that's what I call a challenge: unlike X3TC, you have to know when to NOT enter the fray. Also noticed that someone (RNB?) managed to take all Khaak shields down to zero at once, I guess with some kind of missile? Can't wait to continue playing and exploring all the novelties. :D


Some observations:
- Going into the options screen and launching the "credits" subtitle seriously impairs the GUI (huge lag between keystroke and a reaction, keyboard and joystick completely out of the loop after a few minutes. Behaviour was persistent after save and reload. Had to use the second last savegame
- Jumpgates in Necessary Tribute (S) and Aspiring Hope (N) are self-referencing.
- Last out of four miners in a Terran escort mission failed to dock (always balked on finals to the docking brace. I guess that's an Egosoft feature)

And no, this is no complaint. Big thanks for this early Xmas present! 8)
RLHDLW
red' net, spui
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X2-Eliah
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Post by X2-Eliah »

- Jumpgates in Necessary Tribute (S) and Aspiring Hope (N) are self-referencing.
Intended and documented extensively in the manual and the FAQs ;) If you're interested, see the "Universe Expansion" section.
- Last out of four miners in a Terran escort mission failed to dock (always balked on finals to the docking brace. I guess that's an Egosoft feature)
Best if you note the exact station and sector - and if it repeats ever again, then report that in XTC's tech support forum section :)
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Sorkvild
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Post by Sorkvild »

What's the difference between the hauler TS version and the tanker TS ? Take Vulture for example, stats are nearly identical, one uses canisters (cosmetic) while difference in price is quite big 400k-500k more for the tanker. A regular TS's can also carry liquids like water or oil.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
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Alex Vanderbilt
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Post by Alex Vanderbilt »

Lore and fiction. It's just to increase the variety of ships. It's the case since Reunion. ;)

AV
Mightysword
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Post by Mightysword »

Just finished a patrol mission on Fighter Chief. 1.5 hours of combat, 19 ships destroyed, pay total around 1.1mil ... Estimate repair cost to the Yokohama ... 9millions!!!!! (it was at 70%, is the repair cost in Xtended rocketed or something?)


Yep, looks like I'm going to trade for a while, better go buy a TS before I broke myself :shock:

enenra wrote: @different versions
I don't think they should be priced the same, we'll look into it. But for us to not forget it, please report in in the Technical Support Forums on TXU. ;)
I see the Argon Wharf displayed 3 different version correctly, so it seems it's a problem with the Terran Wharf. I'll head to TXU tomorrow, now ... gotta sleep.


Just a question: how feasible is it to bring an M3 into a fight at Fighter Chief. I don't think I can bare the repair of an M7 right now (plus the Yokohama suck***).
Last edited by Mightysword on Tue, 21. Dec 10, 10:38, edited 1 time in total.
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X2-Eliah
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Post by X2-Eliah »

Sorkvild wrote:What's the difference between the hauler TS version and the tanker TS ? Take Vulture for example, stats are nearly identical, one uses canisters (cosmetic) while difference in price is quite big 400k-500k more for the tanker. A regular TS's can also carry liquids like water or oil.
Sometimes the little differences matter the most.
Last edited by X2-Eliah on Tue, 21. Dec 10, 10:35, edited 1 time in total.
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enenra
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Post by enenra »

Mightysword wrote:Just finished a patrol mission on Fighter Chief. 1.5 hours of combat, 19 ships destroyed, pay total around 1.1mil ... Estimate repair cost to the Yokohama ... 9millions!!!!! (it was at 70%, is the repair cost in Xtended rocketed or something?)


Yep, looks like I'm going to trade for a while, better go buy a TS before I broke myself :shock:
Nope, that's entirely normal. It's just that hardly ever uses shipyards to repair ships since the Repair Laser was added. ;)
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RLHDLW
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Post by RLHDLW »

X2-Eliah wrote:
- Jumpgates in Necessary Tribute (S) and Aspiring Hope (N) are self-referencing.
Intended and documented extensively in the manual and the FAQs ;) If you're interested, see the "Universe Expansion" section.
- Last out of four miners in a Terran escort mission failed to dock (always balked on finals to the docking brace. I guess that's an Egosoft feature)
Best if you note the exact station and sector - and if it repeats ever again, then report that in XTC's tech support forum section :)
Sorry, I'm an engineer. I never read the manual until it's too late. And experience is what you get about a microsecond after you could have used it. :wink: :P

Will post to the support forum then.
RLHDLW
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Mightysword
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Post by Mightysword »

enenra wrote: Nope, that's entirely normal. It's just that hardly ever uses shipyards to repair ships since the Repair Laser was added. ;)
I never used the Repair Laser myself for anything bigger than an M4 (don't have the patience for it). I guess I just never flowed an M7 that got damaged this badly before. :wink:
Arghy
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Post by Arghy »

The ships exploding kill your shields is outrageous with the current weapon ranges. I did abunch of kill missions and every time a corvette blows i lose all my shields. I just spent a half hour leading the second group of pirates on a merry chase while i tried to regen my lost shields. I got em to 68% and started cleaning off the fighter escort before some ship blew up and everyone lost shields.

My M/AM cannons have a range of about 4km and my top speed is 112ms how the hell am i to kill other capital ships without losing my shields? I know theres a delay because i almost got out of the range of a explosion by peeling away the vettes shields then letting my turrets kill it as i fled.

I atleast managed to afford a TS so i'll hopefully get a few traders up making me some money while i finish exploring the universe.

So far i've had a very smooth game with decent framerates and now crashes which is odd since in vanilla TC i had lower frame rates.
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enenra
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Post by enenra »

Arghy wrote:The ships exploding kill your shields is outrageous with the current weapon ranges. I did abunch of kill missions and every time a corvette blows i lose all my shields. I just spent a half hour leading the second group of pirates on a merry chase while i tried to regen my lost shields. I got em to 68% and started cleaning off the fighter escort before some ship blew up and everyone lost shields.

My M/AM cannons have a range of about 4km and my top speed is 112ms how the hell am i to kill other capital ships without losing my shields? I know theres a delay because i almost got out of the range of a explosion by peeling away the vettes shields then letting my turrets kill it as i fled.

I atleast managed to afford a TS so i'll hopefully get a few traders up making me some money while i finish exploring the universe.

So far i've had a very smooth game with decent framerates and now crashes which is odd since in vanilla TC i had lower frame rates.
Who says it should be possible to kill whole groups of enemies in a single ship? ;)
Sn4kemaster
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Post by Sn4kemaster »

Downloaded the Mod last night, ( my broadband that slow it took 7 hrs lol) so woke up this morning and had a quick 5 minutes before i went work just to make sure it had downloaded ok, thing is i choose the Argon start and above my Elite their was a Valhalla above me, but it was the old vanilla model........... Does this mean I have a dodgy download?
Mightysword
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Post by Mightysword »

Arghy wrote:The ships exploding kill your shields is outrageous with the current weapon ranges. I did abunch of kill missions and every time a corvette blows i lose all my shields. I just spent a half hour leading the second group of pirates on a merry chase while i tried to regen my lost shields. I got em to 68% and started cleaning off the fighter escort before some ship blew up and everyone lost shields.

There is also another problem with the current fleet formation I'm fighting. Right now a standard group (on Fighter Chief) consist of 1 M7 (usually the Carrack), 2 M6, 2-3 M8 and a bunch of fighters. What I starts noticing is though, most of the time they wipe themselves out (out of 4-5 waves spawn in a sector, I probably fights 2 at most). I think the M8s was just triggering happy as soon as they spawn (when the group is still tighted) and blow every thing up. Plus unless it's fighting somewhere else, it's almost impossible to registered a pay kill if you and the M8 locked onto each others, since you gonna blow it indirectly through its own missile blast. I killed like eight of them last mission, don't get paid for even once.

Kinda entertain to watch ... but I want my pay. :evil:
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X2-Eliah
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Post by X2-Eliah »

Sn4kemaster wrote:Downloaded the Mod last night, ( my broadband that slow it took 7 hrs lol) so woke up this morning and had a quick 5 minutes before i went work just to make sure it had downloaded ok, thing is i choose the Argon start and above my Elite their was a Valhalla above me, but it was the old vanilla model........... Does this mean I have a dodgy download?
No, we kept the ES's model as it was - somebody may have liked it.
The 'other' Valhalla is called "Ragnarök" ;)
Arghy
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Post by Arghy »

enenra wrote:
Arghy wrote:The ships exploding kill your shields is outrageous with the current weapon ranges. I did abunch of kill missions and every time a corvette blows i lose all my shields. I just spent a half hour leading the second group of pirates on a merry chase while i tried to regen my lost shields. I got em to 68% and started cleaning off the fighter escort before some ship blew up and everyone lost shields.

My M/AM cannons have a range of about 4km and my top speed is 112ms how the hell am i to kill other capital ships without losing my shields? I know theres a delay because i almost got out of the range of a explosion by peeling away the vettes shields then letting my turrets kill it as i fled.

I atleast managed to afford a TS so i'll hopefully get a few traders up making me some money while i finish exploring the universe.

So far i've had a very smooth game with decent framerates and now crashes which is odd since in vanilla TC i had lower frame rates.
Who says it should be possible to kill whole groups of enemies in a single ship? ;)
Well i think a M7 fully shielded and armed should be a little more then a match for a m6 and 5 assorted m4/m5's. Its not like bringing more ships is going to help since everyone loses their shields your just likely to lose more ships.

The enemy group escalation does tend to get out of hand with me only on the third combat range in a m5 i was facing a m6 which was just outrageous. Luckily i had thought about this so i had my m7 waiting just outside the system but still.


The ship explosion should be a % chance and deal a fixed amount so it would either destroy small ships or take off a portion of your shields. Its r******* that my Neil with 7x500mj shields at 93% drops to zero and a m5 with 3x1mj shields loses nothing but his. The blast damage should also be tiered depending on what ship is exploding and weapon ranges increased to represent this. If a corvette explodes in a 5km radius then corvette class weapons should be able to reach out to 8-10km. Who the hell would design a weapon to kill a enemy who's death would kill you to?

The missiles are quite annoying and powerful when spammed at the rate the AI shoots them--ECM and chaff should be way more available and cheap and missiles should be balanced to reflect this. By the time your able to afford a constant stream of missiles for combat their price doesnt matter but before then you dont want to waste money on a missile thats going to eat ECM.
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TrixX
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Post by TrixX »

enenra wrote:
Arghy wrote:The ships exploding kill your shields is outrageous with the current weapon ranges. I did abunch of kill missions and every time a corvette blows i lose all my shields. I just spent a half hour leading the second group of pirates on a merry chase while i tried to regen my lost shields. I got em to 68% and started cleaning off the fighter escort before some ship blew up and everyone lost shields.

My M/AM cannons have a range of about 4km and my top speed is 112ms how the hell am i to kill other capital ships without losing my shields? I know theres a delay because i almost got out of the range of a explosion by peeling away the vettes shields then letting my turrets kill it as i fled.

I atleast managed to afford a TS so i'll hopefully get a few traders up making me some money while i finish exploring the universe.

So far i've had a very smooth game with decent framerates and now crashes which is odd since in vanilla TC i had lower frame rates.
Who says it should be possible to kill whole groups of enemies in a single ship? ;)
Agreed, why does the player act like a god when he is merely a pilot...

X2-Eliah wrote:No, we kept the ES's model as it was - somebody may have liked it.
The 'other' Valhalla is called "Ragnarök" ;)
Right that's it. Valhalla = deleted...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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