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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Mc88
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Post by Mc88 »

Aragon Speed wrote:
Mc88 wrote:but is there a way to play it with the original TC map?
Not really, about 50% of our scripts (not to mention many other things) are set up specifically to work with our map.

Even a good chunk of the GNS articles wouldn't make any sense on another map.
ah ok thx for the info :)
dESANT
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Post by dESANT »

how how how merry x-mass!! :wink:
Kai Lae
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Post by Kai Lae »

Hi, I just recently got TC and needless to say this mod sounds interesting :) However, I see 2 things:

1. That current version is 1.2, but you're at least in "beta" stage on a 2.0

and

2. Save games done under 1.2 won't work under 2.0.

Now, my "problem" is that I don't want to start my game all over again. If I wanted to do that, I'd just buy albion and make use of the upgrades that come standard to that. Therefore can someone possibly give me a rough estimate of when 2.0 may see the light of day? If it's close I'll simply wait for it's release and install it. If not, I'll install 1.2, finish my game, and then buy albion (when it is not exclusive to steam anymore). Just looking for some basic information here so that I can know what I should do, thanks :)
vega
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Post by vega »

Hi Kai,
if you just started playing TC i would advise to stick with the "vanilla" version until the 2.0 release.
This shouldnt take long - they said it would be before the end of this year. (wouldnt mind an official reply tho)

But XTC is _alot_ different (wont say better, even if i personaly think so), so it is nice to have played the vanilla version to recognize the changes/improvment.
Developing Android games waiting for X4
Gold Dragon
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Post by Gold Dragon »

Playing a full game of Terran Conflict before installing this mod would be wise.

If XTM (Reunion version of this mod) is anything to go by, the difficulty factor will be upped. Being able to handle yourself confidently would be a good thing.
-- GD
dougeye
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Post by dougeye »

+ At least finishing the main plots of TC will mean the storyline/universe of xtc will make alot more sense! :)

also kai when you say you dont want to start again were you refering to playing 1.2a of xtc or your vanilla x3tc game. if you are refering to x3tc then im affraid there is no possible way to continue your vanilla game or import your stats because xtc is set in a completely new universe and only contains 2 sectors from the old game which in themselves are completely different, if you want to roleplay that you moved your business empire to the new universe you could always cheat script yourself some assets into the new universe.
I used to list PC parts here, but "the best" will suffice!
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Aragon Speed
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Post by Aragon Speed »

Just to stop all the questions, we originally wanted to release 2.0 this year, but looking at what is left to write script wise, then of course testing the balance of these scripts against each other, it looks like the mod won't make the new year deadline and will carry over into the new year.

However we will be getting it out of the door as soon as we possibly can, so the wait should not be too extensive. ;)
Requiemfang
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Post by Requiemfang »

:lol: I'm in no rush to see it shot out the door in a rush. We all know what happens when game companies do that. The games are chock full of bugs by the handful... or should I say bucketful?
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Aragon Speed
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Post by Aragon Speed »

By the bathtub full sometimes... *oblivion... shhh!*
vega
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Post by vega »

Aragon Speed wrote:, it looks like the mod won't make the new year deadline and will carry over into the new year.
noooooooooooooooooooooooooooooooooooo :cry:
Developing Android games waiting for X4
Elvisman2001
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Post by Elvisman2001 »

I just started playing X3 again after a long hiatus and I am using this mod on this play through.

But, i have a question about mining. Since I am using this mod, i thought I would post it here in case mining works differently than vanilla.

Anyway, I bought a ship and a mobile drill. i installed the drill on the ship (Vulture Miner) along with Special Command software (pretty much all software packages except for salvage). I put myself in the ship and used the command to mine and trade minerals. The ship moved to asteroids and moved about them some, but it never really mined anything.
What am I missing? Shouldn't the ship be able to auto mine and sell?

I have read all the forums posts about mining to no avail. Its my first attempt at mining.
Raider480
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Post by Raider480 »

Just mine OOS. Part of the problem with doing that ship is probably the lack of a front turret. Have you checked the vulture can even fire its back turret with that MDS installed? Might be better to just use a PAC instead. I doubt collision detection is helping to get a bead on the asteroids either, especially with the abominable firing/turning rate of turrets with the MDS installed: you may not be able to mine at all with that command and so many rocks in the way.

If you're really intent on personally mining, you could just hop in the turret, shoot asteroids and run them over. If you have good shielding things can go quite quick, minor shield damage hitting the bigger rocks at ~10m/s. Make sure you have an ore collector, which the vulture miner should have already installed. Never hurts to double check in a mod though.
Elvisman2001
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Post by Elvisman2001 »

Raider480 wrote:Just mine OOS. Part of the problem with doing that ship is probably the lack of a front turret. Have you checked the vulture can even fire its back turret with that MDS installed? Might be better to just use a PAC instead. I doubt collision detection is helping to get a bead on the asteroids either, especially with the abominable firing/turning rate of turrets with the MDS installed: you may not be able to mine at all with that command and so many rocks in the way.

If you're really intent on personally mining, you could just hop in the turret, shoot asteroids and run them over. If you have good shielding things can go quite quick, minor shield damage hitting the bigger rocks at ~10m/s. Make sure you have an ore collector, which the vulture miner should have already installed. Never hurts to double check in a mod though.
appreciate the reply. I will try a different ship. i really wanted to set it up so that the buggers would just mine themselves without me having to fool with it if possible. Might be more trouble than its worth though. I did notice that Vulture would not fire at all when I was in the back turret after I checked it from your post.
shikaka04
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Post by shikaka04 »

It doesnt state any where in the main post if this will give your save game a Modified tag. this is very important and should be one of the first things stated before anything else in this mod.

So rather than me searching through 7 pages of comments to find if this question has been answered, to save time it would be appropriate if it was stated ont he first page. thanks.
You are now in the age where games aren't games any more. There "fads" that require you to get another achievement.

This is the life of gaming now. For ever more you can expect games to be pushed through their testing phase to meet deadlines which a small fat man dictates. Never again are games made by gamers and dictated by gamers, where their own standards demand the game be polished before it can even be published.

You can only pray we go back to pixel work.....
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X2-Eliah
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Post by X2-Eliah »

This is a mod taking up more than 2 Gb, completely replacing the entire universe, changing all the ships' balance, removing all default plots, changing all random missions, and introducing a number of new systems.

Thus it should be obvious that this makes the game modified. Nearly all small scripts already make the game modified - for a total conversion this large, it goes without saying, given the nature of the changes.
Raider480
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Post by Raider480 »

X2-Eliah wrote:...it should be obvious that this makes the game modified. Nearly all small scripts already make the game modified - for a total conversion this large, it goes without saying, given the nature of the changes.
QfT. Of course this makes your game modified! Read up: 2nd sticky/announcement in the S&M section -
Cyrcrow wrote:As general rule Scripts, Mods, and MD do add the ***Modified*** tag. But there couple that do not (due to this).
http://forum.egosoft.com/viewtopic.php?t=216690

For general info, ie. known signed files to not touch for staying vanilla -
http://forum.egosoft.com/viewtopic.php? ... 94#3257094


The whole point of front page stickies is so you don't have to search through (7?) pages of posts for general info like this :roll: Indeed your question has been answered, probably in excess of 100 times.

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Overtime! Elvisman, the only way I know of to get miners constantly mining without stopping when they dock, is through CLS. I appreciate all the work Lucike put into the scripts, but also intensely hate how every_single_script he puts out requires payment to the pilots for menial, easy tasks.

Therefore I use multiple TS CLS2 apprentices (lvl. 1) with training disabled, each of which can collect from 3 miners. Set the waypoints for loading an equal amount of mineral (whatever it is) from each of the 3 TS miners, then unload with the final waypoint to a TL buffer: I use the Ozias for ease of acquiring and because it can unnecessarily dock >10 TSs. Use single more CLS2 for loading from the TL, then unloading into a depot. Make sure every CLS2 ship has a transporter device! Very important! After this I usually just let them be, perpetually OOS.

Depots can fill up quickly, similar to SYs, so I mod my hq.xml file under types/ to at least quadruple storage space of every entry. Depots are defined in this file too, and in turn are affected as well.
Miners don't have to be miner variants: I use Baldric SFs with 1 a-EMPC each, along with a transporter device and ore collector, among other equipment. Be sure to max out shielding (doesn't have to be military) if you plan on interrupting them by entering the sector later: they often find themselves sitting in rocks.
BryanNeff
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Post by BryanNeff »

Just to say it..

While I get everyone's statements that are basically 'Uh, Duh, of course it's modified', I would like to say this...

I asked about the modified tag as well, and I did it for a reason. While I understood this was a -massive- overhaul, the fact is that this mod is listed as the first object under 'bonus material' on the X3tc main page.

The Bonus material directly -under- this mod is also listed, and, as everyone knows, were major script changes that were cleared to NOT add the modified tag.

Thus, it is within reason to presume 'Anything they put on the bonus material page is material that the game developers like and has been set to not give the modified tag.'

If this were just another mod on the X3TC scripts and mods topic, then I would agree that everyone's pedantic 'No duh' responses would be reasonable. Because this mod is listed as the only other pack above a script pack that has been specifically adjusted to NOT modify the game, it is reasonable to jump to the conclusion that bonus material, in general, does not give the modified tag.

I had the same curiosity weeks ago, and asked the same question for the above reason. If you don't want this question to come up from time to time, you'll have to remove it from the bonus material section of the X3 site, because it's an obvious inquiry when you're side by side with a script pack that has been cleared to leave the game unmodified. Of course that's going to cause confusion, as it makes the 'Any script that gives even minor changes to the game gives the modified tag' completely irrelevant - you're side by side with scripts that don't.
vega
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Post by vega »

modified or not, Xtended is worth a try!
Developing Android games waiting for X4
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Aragon Speed
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Post by Aragon Speed »

BryanNeff wrote:If you don't want this question to come up from time to time, you'll have to remove it from the bonus material section of the X3 site,
We didn't place it there, Egosoft did. I'll request that it is stated on that page that XTC will give the modified tag when it is updated for 2.0 though.
Raider480
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Post by Raider480 »

I don't see any need for that; to learn of the bonus pack initially requires reading a thread in S&M. And...

+ As I pointed out info is in the 2nd sticky about this type of mod making a **modified** tag. People complaining about being misled after having been unwilling to read the stickies in the first place seems without cause.

+ XTC is the only item in the list without an explanation, and is explicitly referred to as a mod. The bonus package is called by its name.

+ Options under the bonus pack are referred to as upgrades. XTC is called a mod, and questions about it are pointed to "the Mod's topic in the Scripts and Modding forum". A mod by the nomenclature's definition, will **modify** your game!

+ The bonus pack was published quite a long time ago, is available in several languages (like the manuals), and includes a walkthrough.

+ XTC is 731MB. Neither of the 2 other options are more than 10MB.

While the argument of any material under bonuses might by itself hold some weight, numerous points give evidence to the contrary. Not all the material in the bonuses section is even game additions. Of the whopping 3 listed, 1 is manuals. Both officially supported entries are available in other languages, suggesting some form of support (officially recognized), suggesting they are of themselves officially supported.

I appreciate that this is trying to look after others less informed, but I feel the price would be detrimental to all of us - I feel Egosoft is more likely to just remove XTC from the bonus material altogether (especially in light of the issues raised by the first S&M sticky), making this more difficult to find.
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Anyway, while I don't personally agree with the argument this OP is putting forward, getting back on-topic is probably a good idea. With the quickly nearing release of XTC 2.0 this topic will probably just get locked, in anticipation of 1.2a talk having run its course. I have no desire to post anything more about an isolated incident, especially one that's ultimately fairly harmless.

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