[MOD] [WIP] ETNO Chronicles (New Mod news avaliable - 13/05/11)

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

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x3nooby
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Post by x3nooby »

:D :D :D

Very Glad to see that you guys are making some progress. and still working on the MOD.

BEST OF LUCK and GOD SPEED! 8)
x3nooby
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Any News Guys?????????

Post by x3nooby »

:shock: :shock: :shock:
Glumski
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x3tc

Post by Glumski »

Well, we're (of course) still working on the Mod and quite close to an alpha version.
With a bit of luck we can publish something soon, but the RL takes a lot of time this half-year.

Greets
Glumski
reiks
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Post by reiks »

Dead?

Updates? :wink:
Flippi
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Post by Flippi »

The Mod is not dead. We still work on it, but we have no time to post news every week or month. The first Alpha version will come in this year. It is possible, that we can release in this month, but our teammember have not much time to work, because of their RL. However we will release our mod in german and in english at the same time.

Our Balance will be completely new and some new ships are ready to fly. And there will be some new effects for weapons.



Greetings Flippi
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for sale
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Post by for sale »

Hello Guys.
Here's a little update of our mod status.

At the moment we're testing the last scripts, so we are going to release soon. To help you surviving the hard time until you can really play our mod we decided to give you some more details. In addition we you can ask questions about every part of the mod.

As we wrote in the german topic we changed many things.

Fight:
We have lots of new weapons like the Polaron Ray Emitter (PRE), a weapon for fighters which ignores shields. In addition we changed the shields and added High Charging and Barricade Shields. All the ships have primary targets and enemies against who they are weak.

Trade:
All the shipyards are now real factories which have to be traded with.

Think:
Many random things. There are no more static ownerless ships so you have to really search for them.

Greetings
for sale
Striker304
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Post by Striker304 »

So, the mod is not dead, but work can only go on slowly due to most members' real life.
Anyway, here's some screenshots for you :)

Terraformer Shipyard
Boron M9 Sturgeon front view.
Boron M9 Sturgeon side view.
The first pic shows a Terraformer-shipyard, and the other two show the new Boron-M9 called Sturgeon.


Then some news about the balancing:
We, well, destroyed our whole balancing and created a completely new one.
Firstly, we divided the weapons into classes. Each ship class has now its own weapon class.
So a M4 can only use the M4 weapons, and not the M5 or M3 weapons. Still, some ship classes use same weapons as other ship classes (TS/TP, M1, ...).
However, there were not enough Vanilla-weapons to fill that concept. So we decided to create about 15 completely new weapons with new effects and so on. And, as we were already working on new weapons effects, we reworked most of the vanilla-effects, too.
http://www.bosl.info/Forum/download/fil ... &mode=view
I hope this link works... If it does, you can see one of the new weapons, the Lepton Cannon. It's designed to be a M4-weapon, and it's only one of the 15 new weapons.

Furthermore, we gave a purpose to each weapon. The weapons of each class are divided into two subclasses, light and heavy.
Light weapons are against smaller targets than the ship which fires the weapon. They are fast, but don't cause so much damage.
Heavy weapons are against larger ships. They cause much more damage than the light weapons, but their bullets are slower.

That's about the weapons.

Now, the ship classes themselves have got a reason for being. Each ship classes has it's own easiest target against who it easily wins and it's worst enemy against who it will loose most likely. So, e.g. while flying a M6 you will have no problems with fighters, but especially the M7 have got lots of weapons to pwn you :D
And additionally, we removed the 'superships' that we almost unvulnerable to everything. So, M2's will now be very vulnerable to fighters, because they don't have a that good anti-fighter-denfense than before. Their anti-fighter cannons will only be able to take small groups of fighters, but they are not very effective, so a M2 is vulnerable to swarms of fighters.


The last thing I want to mention is the shipyards.
Shipyards are now real factories who need to produce ships. You can contact a shipdealer who takes care of production and delivery. However, your ship will need resources in order to be produced. Furthermore, each and every ship in the sector (except from the ships which are there at the beginning) has to be produced inside a shipyard.
That offers a lot of possibilites:
Both player and npc-traders can make lots of money when supplying the shipyards with resources.
You can now cut down the shipyards' supply to make it easier for you to attack an enemy race.
and many more...


If you have any questions, feel free to ask them. That's why we are here (and to create the mod, of course :D )

mfg
Striker
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bluenog143
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Post by bluenog143 »

I am not sure but I think I read somewhere that this mod will include anti-jump beacons, is this true?

Also where are you guys planning on putting the download link?

Great work with the mod! :D
Flippi
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Post by Flippi »

I am not sure but I think I read somewhere that this mod will include anti-jump beacons, is this true?
We don't have Anti-Jump-"BEACONS" :D .
Also where are you guys planning on putting the download link?
We will put the link in our first Post, but we still work on an public Version :shock: .

There is a new picture of two Terraformer K. The right one is standardcoloured, the left one was re-painted in PHQ.

I hope, that we can release our mod soon.



Greetings Flippi
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bluenog143
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Post by bluenog143 »

Ah I think get what you're saying :wink: . Still this must be the first mod that won't have GOD in it (spamming) :D ! When the mod is released I'll surely give it play.



P.S. Nice sigs.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Flippi
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Post by Flippi »

P.S. Nice sigs.
Thanks :).

Because there are not much Information about our mod, we will show you a small Video. It's an concept trailer, with some small bugs.

Here you go.

Ideas and Suggestions are welcome.



Greetings Flippi
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mim525
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Post by mim525 »

Nice mod. X-tended now this. Its to much to take in :D :D :D :D :D
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bluenog143
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Post by bluenog143 »

The video was good, I watched it in 1080p 8) . I could see new lasers/effects and some of the new ships. Nice models and I like how the ships now are going to be geared more towards a specific class in which it will easily win/lose.


I do have some ideas though but I'm not sure if you and the team already thought about these. Are there going to be terran marines at the terran military bases similar to all the other races? I think it would make sense to have terran marines on terran ships just like other races have their own race marines.

Which makes me think are the ship hulls going to be at least a little stronger?

Last question: When ships/stations are destroyed will they leave behind wreckage or not? Because under extreme conditions a sector could have a lot of wreckage.

Seems that 'the rest of it' has already been covered from the mod description. Well that's about all the questions and ideas I have right now. (No station/ship wreckages, terran marines and increased ship hulls depending on the ship class) to sum it up.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Flippi
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Post by Flippi »

Are there going to be terran marines at the terran military bases similar to all the other races? I think it would make sense to have terran marines on terran ships just like other races have their own race marines.
No. The Solar System has fallen and is now under control of Xenon. Some Terran Survivers are now in the Argon Federation. So Terran Marines on military Outpost don't make sense.
Which makes me think are the ship hulls going to be at least a little stronger?
Ship Hulls are now 3x stronger. But some weapons are quite powerful and asymetric fights are still fast. An M7 can't stand against the huge firepower of an M2. And Missiles are a REAL Nightmare :twisted: .
Last question: When ships/stations are destroyed will they leave behind wreckage or not? Because under extreme conditions a sector could have a lot of wreckage.
Most of our Stations will leave an wreckage, like in Vanilla. Ships don't leave an wreck, but we want to fix this. Tio clear a sector from wrecks, it will be possible to "mine" it. Wrecks, that are add in the map won't be touched. Some sectors are filled with these Wrecks.



Greetings Flippi
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bluenog143
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Post by bluenog143 »

Wow nevermind what I said about the terran marines then :lol:!

3X stronger is a good balance. Glad to hear that missles are going to be some bad news for a ship :twisted:!

Wreckage mining is a great idea. At least it serves a purpose that way and there is a way to clean up a sector now :D!

I will continue to check this thread for updates regarding the mod's status and if I have any more questions I'll be sure to ask them :wink:.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Falcrack
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Post by Falcrack »

Any update on the status of this very promising looking mod?
Flippi
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Post by Flippi »

Any update on the status of this very promising looking mod?
Yes. Some new Features are now ready for testing. We hope, that we can release a first version soon. But many of our Scripters have not much time for Development.
Wreckage mining is a great idea. At least it serves a purpose that way and there is a way to clean up a sector now Very Happy!
This Feature will be implemented in a later Version, cause we have a lack of Wrecks and work on other more important things. We have to solve some errors, before we release our mod , so it will take a while. A first version could be released in the next months, but we are not sure of that.



Greetings Flippi
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TTD
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Post by TTD »

This looks good :D

Please let me know when this is ready for release.

TTD
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bluenog143
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Post by bluenog143 »

Just wondering, will the khaak be offensive in this mod?
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Flippi
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x3tc

Post by Flippi »

Just wondering, will the khaak be offensive in this mod?
We have no special plans for them. The Kha'ak have some Sectors in the Gate Network, but they will not be an Superpower like the Paranids or Xenon. Maybe we will change this in later mod versions.

At the moment, we work on two script projects, which are necessary for the mod:

1. We use an Script based Spawnengine, because the Jobs file have too many bugs for us. At the moment, this is the most important part of us. And because our scripting team have not much time, the development has nearly stopped.

2. Our Shipyards are REAL Factories, so they can't repair or buy ships from the player or AI. Because of this, we implement an Second Hand Ship Trader, which will have an own Station. On this Station, Player AND AI can repair their ships and/or sell them. Sold Ships will be stored at the Station and they will be buyable for the player or the AI. So, you can find some rare ships at these Yards. If the station have stored too much ships, it will begin to recycle them for ressources.
A first version of them was too buggy, so we decided to create this script later.

Other News on the mod:

Because our Missiles are really bad for Fighters without turrets, we have created Flares for them. Yes, real Flares with optical effects and so on :D . They are really effective, but you don't have 100% safety, so one Missile of a Swarm or a single normal Missile could hit you.

Maybe we will release a Trailer with some new Features of the Mod.



Greetings Flippi

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