Massive War Mod v1.8

The place to discuss scripting and game modifications for X²: The Threat.

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D_Zorro
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Post by D_Zorro »

aalaardb wrote:We didn't add that, it's always been there
Great job with the missles, now i can finaly put them to good use :lol:




D_Zorro,
P_J_M
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Post by P_J_M »

Bugger, I seem to be having more problems with this mod.

Maybe I'm not installing it right, but if I follow the read me, nothing happens.
read me wrote:To install:
You must have version 1.3
Unzip the contents, preferably into the X2 - The Threat root directory. The scripts go into X2 - The Threat/scripts Maps go into X2 - The Threat/maps. MassiveWarMod.dat/cat or 05.dat/cat go into X2 - The Threat/mods.
Done this, I used the one with the plot. (05.dat/cat)
read me wrote:To run:
Start the game with the mod package selected. If yo uare using MassiveWarMod.dat/cat enable the galaxy editor, then start a custom game with the map of your choice. If you are using 05.dat/cat, start a new, regular game.
If I start a regular game, I get the normal cut scenes, and a normal start.

Am I doing something wrong?
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Kailric
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Post by Kailric »

I think you have to start a Custom game and select the mod but not sure.......
Admiral Thrawn
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Post by Admiral Thrawn »

aalaardb wrote:just woke up, gimme a minute. The text files were there, they were included in the mod package as *.pck. Either you can't have them as *.pck or they need to be in the t foder instead of the mod pack, not sure. Sorry this didn't turn up earlier. Tships updated. fixed the docking script (it was a "=" instead of a "start" :/) give me a while to upload these.
Holy you guys used up all my bandwidth
working fine now with the German Version,thanks!
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DeadlyDa
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Post by DeadlyDa »

Hmmm...still having a problem with the dock command.

I downloaded the 1.1 version, and the time stamp on the dock.xml reads "3/27 10:32". unfortunately, it still doesn't work.

Otherwise, very nice piece of work!
PsychoticFx
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Post by PsychoticFx »

Hi all, I did a fresh install, patched to 1.3 I downloaded MassiveWarMod 1.1 Everything seems to be where it should, I picked up the little dude in his space suit but I cant dock anywhere. I press U and it says docking granted but my ship wont move. any suggestions?
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Storm_Front
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Post by Storm_Front »

DeadlyDa wrote:Hmmm...still having a problem with the dock command.

I downloaded the 1.1 version, and the time stamp on the dock.xml reads "3/27 10:32". unfortunately, it still doesn't work.

Otherwise, very nice piece of work!
I'm not a scripter, this is just an idea. Try removing 1 or both of the docking scripts. I think they were designed to help reduce collisions during auto-docking. See if docking works without them.
KnightLight
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Post by KnightLight »

Does this mod have extra stuff for the fighter jock who has no interest in flying an M6 or bigger and just wants to fly the best M3 fighter he can? Or does not having a fleet of M2s guarantee death?
Last edited by KnightLight on Sat, 27. Mar 04, 22:23, edited 1 time in total.
PsychoticFx
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Post by PsychoticFx »

Also, where do I put the Wav files?
PsychoticFx
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Post by PsychoticFx »

I deleted the two docking scripts and I am able to dock fine now. Much thanx :)
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Storm_Front
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Post by Storm_Front »

The Evil Devirginator wrote:Bugger, I seem to be having more problems with this mod.

Maybe I'm not installing it right, but if I follow the read me, nothing happens.
read me wrote:To install:
You must have version 1.3
Unzip the contents, preferably into the X2 - The Threat root directory. The scripts go into X2 - The Threat/scripts Maps go into X2 - The Threat/maps. MassiveWarMod.dat/cat or 05.dat/cat go into X2 - The Threat/mods.
Done this, I used the one with the plot. (05.dat/cat)
read me wrote:To run:
Start the game with the mod package selected. If yo uare using MassiveWarMod.dat/cat enable the galaxy editor, then start a custom game with the map of your choice. If you are using 05.dat/cat, start a new, regular game.
If I start a regular game, I get the normal cut scenes, and a normal start.

Am I doing something wrong?
If you start a regular game with the 05 cat/dat in the root directory, and you put the scripts in the x2-the threat/scripts folder, and you put the 3 t/xml's in the x2-the threat/t folder; then yes the game will start normal with cut scenes. That's what is meant by "plot". However, you will now be playing in a much larger universe, and the Tships, Tbullets, and Trockets mods; as well as the Economy mod should be in effect. Now you don't have to wait for the Khaak to come find you, you can go find them. :)
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Storm_Front
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Post by Storm_Front »

PsychoticFx wrote:Also, where do I put the Wav files?
x2-the threat/s folder
Happyblue
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Post by Happyblue »

Things I have figured out:

The WAV files go into the Soundtrack folder.

As to docking, you can manually dock - you need to comm the station and ask for landing permission, the doors will open and you can dock manually.

You do recieve a Goner ship after letting the astornaut off at a station, it is floating in Argon Prime.

Questions I have:

I have flown a few trade routes, did a "Fast M5" mission and generally flew about for about a half hr. So far I have not recieved any more messages or found any indication of new BBS messages from the stations I have docked at.

I really like the idea of your MOD, however I do not wish to be flying around blindly - I do not want a walkthough but just an idea what the next stage in the story is so that I know the mod story script is working correctly.

Thanks in advance for any help you can supply
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Storm_Front
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Post by Storm_Front »

KnightLight wrote:Does this mod have extra stuff for the fighter jock who has no interest in flying an M6 or bigger and just wants to fly the best M3 fighter he can? Or does not having a fleet of M2s guarantee death?
From your M3 fighter cockpit hit: s g or was it s u; anyways do that and scroll down, Yes, there's something new. It is intended that this mod will make the game more difficult. Therefore there should be more use for M6's and capital ships. (I'm not going to tell you everything though :D ), except: Explore.
AalaarDB
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Post by AalaarDB »

delete the 2 docking scripts while I fix this. Question, do you guys have a file called !move.movetostation.xml or .pck in your scripts folder? It was working seperately from the mod before, I swear
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DeadlyDa
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Post by DeadlyDa »

aalaardb:

Yes, there is a !move.movetostation.pck...it is time stamped @ 2/22/04 1:04am.
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Storm_Front
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Post by Storm_Front »

Happyblue wrote:Things I have figured out:

The WAV files go into the Soundtrack folder.

As to docking, you can manually dock - you need to comm the station and ask for landing permission, the doors will open and you can dock manually.

You do recieve a Goner ship after letting the astornaut off at a station, it is floating in Argon Prime.

Questions I have:

I have flown a few trade routes, did a "Fast M5" mission and generally flew about for about a half hr. So far I have not recieved any more messages or found any indication of new BBS messages from the stations I have docked at.

I really like the idea of your MOD, however I do not wish to be flying around blindly - I do not want a walkthough but just an idea what the next stage in the story is so that I know the mod story script is working correctly.

Thanks in advance for any help you can supply
As far as the missions go, I am only aware of what 2 of them do, they're both early ones. As far as the others go I believe there are certain "triggers" to make them work. Do not plan on having an entirely new story line, it isn't there. There are new misions, I don't even know how many, and Tships, Tbullets, and Trockets have been modded primarily to enhance combat. Burianek's Economy mod should enhance the trading aspect of the game. Considering this, I believe the most enjoyable way to play the mod would be the 05 cat/dat version I talked about in a previous post here.

One other thing I'd like to mention before I go to dinner. The readme states that the max. speed of the Harrier XL is 100 mps. That's only partially accurate. :) Good intelligence info is hard to come by.
Admiral Thrawn
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Post by Admiral Thrawn »

Different Question for the users of this Mod.
Do you guys script or cheat yourself some Money to get started again?
Or use your old Save Games where you already have Ships and Fabs?
I thought id give it a try with a clean install and new Game and start all over.
But on the other Hand,the Mod plays long after the time of the Omicron Lyrae Invasion and the Main Story,so the Player would probably have some cash,ships and Fabs.
Iam not sure if i should try to start over again or cheat myself some cash to the point where i was after the Main Story,like one Nova and 2 or so Fabs.
I usually dont cheat at all,but Maps are HUGE now ,so it takes a loooongish time to start trading and it would make sense to already have something,roleplaywise.
Capping Pirates and fights and stuff are very hard now in your Discoverer and with the faster and more deadly Weapons (which is a very good thing,but makes the start much harder)

About the docking,it works fine again when you remove the new docking script that comes with the mod.
There seems to be something wrong with it.

I cant really figure out the Start of the Mod anyway.
There is this Goner who wants to be rescued as soon as you start in front of you.
That works fine and he will give you his Ship.
When i picked him up,a Xenon J will attack as described in the Readme.
SOMETIMES,not always,i get the message "Argon Intelligence reports unknown Navy movement" after the Xenon J arrived.
Then when the Xenon J is killed by friendlies,i dont get any message anymore.
Was that it and am i supposed to do as i wish now?
Or should there come another Message after the Xenon J attack?
Also, i get at least 2 more rescue messages when the Xenon J is killed and when i stay in Argon Prime,but they dont work.
You can pick up the Pilots,fly to the nearest Base but they stay in your Ship and dont give you any message and you dont get their Ships.
Dont get me wrong,very interessting Mod and there sure is alot of good stuff in it and happening later.
But the start is very confusing and maybe a bit buggy,but maybe its just me too :)
Am i right if i assume that the Mod is more for enhancing the later playing experience after you did the main story and have at least an M3 or so?
Or was it created with the Player starting all over again in Mind without having anything but the M5 ?
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Storm_Front
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Post by Storm_Front »

Just for your info:

One of the Excel type maps I made, which was released with the mod, (the one with the gates) was NEVER intended to be released. First of all it is not accurate. Secondly, the part that is accurate is the locations of all the hidden gates and sectors. Therefore, I declare keeping this map "cheating", since it was not intended to be released when I made it.
AalaarDB
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Post by AalaarDB »

I cant really figure out the Start of the Mod anyway.
There is this Goner who wants to be rescued as soon as you start in front of you.
That works fine and he will give you his Ship.
When i picked him up,a Xenon J will attack as described in the Readme.
SOMETIMES,not always,i get the message "Argon Intelligence reports unknown Navy movement" after the Xenon J arrived.
Then when the Xenon J is killed by friendlies,i dont get any message anymore.
Was that it and am i supposed to do as i wish now?
Or should there come another Message after the Xenon J attack?
Also, i get at least 2 more rescue messages when the Xenon J is killed and when i stay in Argon Prime,but they dont work.
You can pick up the Pilots,fly to the nearest Base but they stay in your Ship and dont give you any message and you dont get their Ships.
Dont get me wrong,very interessting Mod and there sure is alot of good stuff in it and happening later.
But the start is very confusing and maybe a bit buggy,but maybe its just me too
Am i right if i assume that the Mod is more for enhancing the later playing experience after you did the main story and have at least an M3 or so?
Or was it created with the Player starting all over again in Mind without having anything but the M5 ?
The rescue mission works fine for me, did you open your cargobay? You can't run him over. Did you get a message once you picked him up?
The Argon Intellignce message is part of the war mod. Every 8 hours or 1 day I forget, a random race fleet will spawn and attack a random enemy sector. If the Argons don't hate you they will give you as much info about the fleet as they know.

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