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.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

well it just a case of everyone wants everything every way lol. i say let the guys bring out the next release and let others create changes for things like hull strength. relisticly when we say the weapons are overpowered its not true because surrely all the races think well this gun isnt cutting it vs 2gj sheild so lets build a bigger one. its the sheilds that should be the variable to compete with advances in weapons tech. the hulls unless made from a completly new material should stay the same strength. mabye you could buy an upgrade to armor your hull with nvidium or some other newly discovered material. although it would cost billions to upgrade an m2 lol
I used to list PC parts here, but "the best" will suffice!
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

X2-Eliah wrote:Hmm, non-playing music files in some sectors means (most likely) that either the soundtrack folder did not install (which is not the case, since you state that you can play them in your media player), or that your map file is somehow messed up..

Just to verify, in your soundtrack folder ,the 04500.mp3 - 04603.mp3 all have MMk as author and XTC OST as album, right?

And in your galaxy map, all sectors have appropriate names and full descriptions? (Aldrin sectors without stations is normal, by the way)
yeah those OST files are in the right place.

Galaxy map... you mean the one in game right? if not there is no galaxy map folder in my X3TC main directory.
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

next question any other mods running?
I used to list PC parts here, but "the best" will suffice!
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

just the repair laser one and the 150km extended com range which another person listed in the thread already.

Even before those though before adding any other mods/scripts the music wasn't playing in most of the sectors I visited.
User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov »

Perhaps you could write down examples for sectors without music... because I can't find any problem here at me...
so we could ensure, the problem is on your side ;)
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Yeah, the one in-game.. What's your setup (in full terms, game version, language, xtc version, any scripts, any mods, did you do a full uninstall, are there any other bugs in your game that you suspect might be unique to you)? Also, what levels are your game settings - audio at? (voice + music + that third thing).. And do you have the 'spoken sector names' AL plugin enabled or disabled (just curious)?
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

I started a new game, cause I hit that can't buy upgrades issue thing. As for the universe map it's the basic sectors you get when you do the Argon start. All the names appear to be in their place.

Before I was using Lucikes Script Collection:

* Automatic Target Acquisition (Version 3.1.01) [Automatische Zielerfassung]
* Basic Salary (Version 3.1.01) [Grundgehalt]
* CODEA Weapon System (Version 3.3.03) [Waffensystem CODEA]
* Commercial Agent (Version 3.3.09) [Handelsvertretung]
* Commodity Logistics Software MK1 and MK2 (Version 3.3.05) [Warenlogistiksoftware]
* Dockware Manager (Version 3.1.07) [Dockwarenmanager]
* Economy and Supply Trader (Version 3.3.05) [Wirtschaftshändler]
* Hangar Manager (Version 3.1.02) [Hangarmanager]
* M7M Missile Launcher (Version 3.1.00) [M7M Abschussvorrichtung]
* MEFOS Weapon System (Version 3.2.05) [Waffensystem MEFOS]
* Military Transport (Version 3.2.04) [Militärtransport]
* Missile Defense Mosquito (Version 3.2.00) [Raketenabwehr Moskito]
* Personnel Transporter (Version 3.3.02) [Personaltransporter]
* Prospector (Version 3.2.07) [Prospektor]
* Ship Tools (Version 3.2.00) [Schiffswerkzeug]
* Travel Drive (Version 3.2.00) [Reiseantrieb]
* Befehlsbibliothek "Libraries" (Version 3.5.06) [Befehlsbibliothek]

But I removed them thinking maybe the file he used to make them compatible to XTC was the wrong version, when that was put up it was for when XTC v.1 was released and not v.1.1

There is also the repair laser mod mod, and the 150km com range mod.

THOSE last two are the only things I have installed atm, the Lucikes Script Collection files I have removed prior to reinstalling version 1.1

Do you think I should do a complete reinstall of the game, do the patches and jazz and then try installing XTC again?
User avatar
stemardue
Posts: 292
Joined: Tue, 3. Oct 06, 09:42
x3tc

Post by stemardue »

About the missing music:

In our setup all the music (sector tracks) info is embedded in debris_map. So if one of the add-ons you have messes with that map, that might be the culprit.

Going by sense i would point my finger at the 150km visibility, because that might in some way alter the debris_map (mind that i'm only making suppositions here, as i never used that script nor do i know how it works).

But those are the only places to look at for solving the problem: soundtrack folder and debris_map.xml

(Assumed of course you didn't turn the music volume to 0 :D in which case i'll have my minions come and chew at your toes ^^ )
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Music is set to around 74% volume, I usually keep it around the high 60's though.

The 150km com thing has nothing to do with visibility, it just allows you to open a communication channel to a station or ship that's 150kms away. Though I modified it so that it was 100 kms instead of 150kms

the file doesn't touch the debris_map in anyway or form I think it's just a types/globals.pck file
User avatar
mr.WHO
Posts: 9119
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

I just want to report a Bug with Macana down turret - it's inside model so it can't shoot.


BTW how much does drones from drone carrier cost? I thought they gonna be cheap, but when I gave a production order of 20 drones for Macan, my account dropped from 2.8 million to 0.9 million and only one drone was build.

1.9 millon for a M4 class drone (that is AFAIK weaker than normal M4)? WTF?
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Hmm, with that back-list of scripts, a completely fresh reinstall would indeed be better, if you are willing to do it :)

As for the drones - well, how much do (fully equipped, meaning DX versions) Terran regular M4s cost at a shipyard?
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

mmm I thought you'd say that... lol I don't mind at all to do that
User avatar
MadMan983
Posts: 447
Joined: Fri, 10. Jul 09, 13:03
x3tc

Post by MadMan983 »

a small request to the XTC team.
with the next release please give up the option for to chuse between your currant weapon balance and a more CMOD balance system.

small ship combat (M4 and M5) is fine but once you get into an M3 or M6 things are the same, they shouldnt be, M7 and M2 combat is just like fighter combat but slower.

a ships shields should take at least 5 mins to go down and about 4 mins for the hull.
When ever people agree with me i always feel i must be wrong.
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Mad... I do want to point this out... you are free to mod the game for yourself you know. I believe one of the team members pointed out if you don't like something mod it in :wink:

but generally I do agree about that sentiment that battles should be a bit longer, I like long drawn out battles between capital ships not skirmishes that are over in less then 30 seconds to a minute.

I will point this out though, X-tended shielding is a lot more then vanilla shielded ships :D
Last edited by Requiemfang on Thu, 6. Jan 11, 12:47, edited 1 time in total.
User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov »

@MadMan983:
When do you want to get the next release?
No, honestly, do you think this work is done out of nothing? Earlier you said, you want to try it yourself, now you're asking, if the team does do that for you?

Did you realize meanwhile how much work this is?
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Mmmm look how long it took for the team to make this version... quite a while, this will keep me satisfied until the next major release. Of course we all know there will be small patches here and there to fix any hiccups that are found :wink:
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Just a bit of a question but should there be music on the main screen with the start new game, load game, ect, ect? cause I am not getting any music there
User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov »

Yes, there should be music ;)
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Yes, there should be music on the new-game screen.

Also, there should be a completely new background, station & ships there (compared to vanilla).. Do you still see the Jupiter and the Terran station there?
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Nope... no music... what could be the problem :? I did a clean install of the whole game, patched it to 3.0 and then installed the latest mod installation

I see the new ships and the station with the new background, no music though

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”