[MOD] [AP/TC] X-Tra Ship/Station Pack - [V2.01 Hotfixed Available 21/5/2012]

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garrry34
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Post by garrry34 »

Cad just a heads up for when you are making the mod AP compatible, any of you stations with the HQ capital docks need to be moved out a bit if folks want to dock a kyoto...you need roughly the length of the kyoto's forks...
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True_Glint
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Post by True_Glint »

I tried it again in that order Cadius, and it CTD'd. It only seems to work as CMOD, trails then Xtra. Not sure why mine is different, but possibly a solution to those with issues
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dougeye
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Post by dougeye »

not trying to be silly but are you sure your using the traisl pack for xtra? + you are installing all scripts etc for xtra not just the cat/dats, sounds patronising but the number of time ive made silly mistakes like missing out one file lol
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True_Glint
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Post by True_Glint »

dougeye wrote:not trying to be silly but are you sure your using the traisl pack for xtra? + you are installing all scripts etc for xtra not just the cat/dats, sounds patronising but the number of time ive made silly mistakes like missing out one file lol
Xtra trails pack, all parts of Xtra installed, no tships file. Just seems that reversing the order of Xtra and trails seems to make mine work
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dougeye
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Post by dougeye »

ah what mite of happened is you just labelled your xtra and xtra trials packs with numbers in revese. for example xtra 15 and xtra trail 14 but then it didnt work so you swapped them arounf thinking one was the other lol. just check the file sizes. obviously xtra main file should be considerably bigger than trails. otherwise if the mods are working correctly your way then just crack on and play! :)
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True_Glint
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Post by True_Glint »

Files were numbered correctly. I posted this here incase people had the same problem as me. XRM also used this order before they merged them together. All I know us it works for me this way.
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bymindero
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Post by bymindero »

Not true, Nexus 2 is back in development! :D

http://www.games-plant.com/nexus2/

Its a fan-support project, spread the news to your friends!
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Post by Khaak_Slayer »

bymindero wrote:Not true, Nexus 2 is back in development! :D

http://www.games-plant.com/nexus2/

Its a fan-support project, spread the news to your friends!
Great Scott! Finally the day has come! Fantastic post my friend, I have been waiting a long time to see this. Is it on the same engine that was planned for Nexas 2 originally? That old tech demo was cool.
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garrry34
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Post by garrry34 »

Cadius may I make a small request, in regards to the military outpost, could you change the 3 cap docks from what they are to 2 right angle dock as in the cap ships would dock side by side rather than head on, and would you please add more launch ports 3 more on both sides of the existing and if you want to push it another 9 more on the opposite side since one of the cap dock will be gone, my wish is to have it as a rapid response for fighters but the lack of ports slows down lauch, I know you are working on the new stuff and apologise for asking, I would do it myself but have not grasped 3dsmax yet, my head nearly exploded the first time using it lol...
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garrry34
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Post by garrry34 »

Cadius the new turret you have made when you say they are big are they bigger that prophecy?
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Gemini24
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Post by Gemini24 »

bymindero wrote:Not true, Nexus 2 is back in development! :D

http://www.games-plant.com/nexus2/

Its a fan-support project, spread the news to your friends!

You have just made my day :o
Wilson-MG-
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Post by Wilson-MG- »

Is there any way to pull certain ships out?

I like most of them and want to use them in my own X3 TC/AP game, however, I don't like ships that are not original works. They spoil my immersion.

The primary eyesores for me are these:

USC M7 - Longsword Mk2 SpecOps Frigate

USC M6 - Longsword SpecOps Corvette

Those jumped out at me straight away, though I may have missed any others from other settings. I think most of us know where those designs came from. I'd like to pull those out and use the rest. Is there an easy way to do that?
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TrixX
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Post by TrixX »

Those two aren't in by default...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Wilson-MG-
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Post by Wilson-MG- »

There are two lines in the Jobs.txt calling on Longswords in the X-tra Jobs plugin that can be used to make the NPCs use these ships posted by vkerinav. I posted in that thread asking if whether or not just removing those lines will effectively remove those ships without breaking anything.

I just looked through the files... I don't see anyway to not include those ships "by default".
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Cadius
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Post by Cadius »

@garrry34: Tweaking the Military outposts is no trouble, but applying that change is a bit tricky since changing docks on a station would essentially break any existing station of that type in a savegame. Everyone will have to clone any military outposts they've already built.

Yes the Avenger turret is much bigger than the Prophecy, the Valiant (dual) is more or less the size of the Split Predator.

Wilson-MG-: I'm not an expert on jobs so not sure whether removing those lines would break anything. Your best bet would be to change the shiptype that they call to something else. That way you would still have Terran Recon units but no more Longswords. You'll have to wait a while though for the recons to respawn.

To remove them from the shipyard's ship list, look for a file called Cadius Ship Pack in the director folder and remove the two longswords from that list, save and exit. Load your game and change your pilot name to resetxtra this should reset the shipyards.
garrry34
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Post by garrry34 »

thanks cad for the reply, well if it causes concern for others would you include it as outpost 2.0 and could change it manually in my game, please...
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henryk5pio
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Post by henryk5pio »

garrry34, I do not know the code of MD, so I wrote here Cadius asking if he could do something like this:) I'd be really grateful if Cadius did something unique prototype M6/M7 found as free ship ... Super would be :)
garrry34
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Post by garrry34 »

henryk5pio wrote:garrry34, I do not know the code of MD, so I wrote here Cadius asking if he could do something like this:) I'd be really grateful if Cadius did something unique prototype M6/M7 found as free ship ... Super would be :)
you don't need to touch MD, do you have the x3 editor 2, if so all you need it to chang 1 number and thats it...go to the editor open the twaret file in you types folder get the number for the slot new 17(can't remember off hand) then go to the text file in the t folder, at the top you will see the 3 items with numbers,change the number on the first one to match the number from the twaret and thats you sorted...
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Wilson-MG-
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Post by Wilson-MG- »

Cadius wrote:Wilson-MG-: I'm not an expert on jobs so not sure whether removing those lines would break anything. Your best bet would be to change the shiptype that they call to something else. That way you would still have Terran Recon units but no more Longswords. You'll have to wait a while though for the recons to respawn.

To remove them from the shipyard's ship list, look for a file called Cadius Ship Pack in the director folder and remove the two longswords from that list, save and exit. Load your game and change your pilot name to resetxtra this should reset the shipyards.
Thanks, Cadius. I'll try this tonight. I actually haven't started a game since reinstalling (I picked up AP yesterday), so there shouldn't be any issues. I was just collecting up all the mods I used to use and then some before I settle in to play.
dougeye
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Post by dougeye »

dont think ship pack is compatible with AP yet unfortunatly :)
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