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: Scripting / Modding Moderators, Moderators for English X Forum

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

Post by dougeye »

hmm I havnt played the mod in a long time so have forgotten the ins and outs, hopefully some one else will reply with a more enlightened answer, although if you have the mod manual a lot of it is explained.
I used to list PC parts here, but "the best" will suffice!
Seyumi
Posts: 21
Joined: Thu, 2. Mar 06, 01:48
x3tc

Post by Seyumi »

Is it possible to get an ETA on patch 2.1 (or 3.0) or if either are even in development? v2.0 came out over half a year ago and I was waiting for a "quick fix" 2.1 patch to fix all the issues people have reported before I started playing but now it seems like I might be waiting for nothing since future development is no more (this is my main fear since the 2.0 manual still has yet to come out) I'm hoping taking 5 seconds of your time to post a quick update won't deter you too much since that has always been your main response...thanks.
User avatar
Killjaeden
Posts: 5366
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden »

1-2 weeks, its almost ready, but i'm the only one left at the team and i'm currently a bit busy with RL
Same with the manual

The issues are not solvable in a "quick fix" ... there will be improvements on some features and some larger issues with the military (reaction of insector forces) and escort ships (instant respawn issue) will be fixed ... amongst others.

@xfromxbtf
Improved races is highly incompatible
You could try and set the race relation between the races to -100.000 but then they'll also shoot at the freighters of that race which means economy will suffer.
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image
Moriak
Posts: 142
Joined: Sat, 17. Jun 06, 12:31
x3tc

Post by Moriak »

Hi guys,

I am playing this MOD for 5 days now and I have to mention that you did an amazing work here. After I finished AP, I was looking for some modification. Been playng TOTT and XRM, but they did not fulfil my expectations.

I have only one question so far. How come that my spacesuit does not have repair laser? I do have some gun in there instead. Is there a chance to get repair laser back or is it for a reason?

Cheers

edit: OK, I found out that repair laser is removed by design and sub mod is required in order to get one.
User avatar
OOZ662
Posts: 1211
Joined: Tue, 8. Apr 08, 10:45
x4

Post by OOZ662 »

Moriak wrote:edit: OK, I found out that repair laser is removed by design and sub mod is required in order to get one.
Or switch to Easy difficulty.
User avatar
Mike.Galaxy
Posts: 896
Joined: Fri, 6. Feb 04, 19:28
x4

Post by Mike.Galaxy »

ATTENTION: Please do NOT use "Repair Laser for X3TC X-Tended 1.1"
It will NOT work for X-Tended 2.0.
Just change game difficulty to "easy" for your own sake
"Space is big, really BIG!"
"Jetzt zeige ich Ihnen wie ein Borone kämpft... hier ist mein Schiff."
"Der zweite Stern von rechts, bis zum Morgengrauen"*
* "Kirk am Ende von ST VI - Das unentdeckte Land"
Moriak
Posts: 142
Joined: Sat, 17. Jun 06, 12:31
x3tc

Post by Moriak »

Mike.Galaxy wrote:ATTENTION: Please do NOT use "Repair Laser for X3TC X-Tended 1.1"
It will NOT work for X-Tended 2.0.
Just change game difficulty to "easy" for your own sake
That is exactly what I did ( switch to easy for a while ). I did not want to risk that "Repair laser mod" is not compatible with 2.0 8)
Moriak
Posts: 142
Joined: Sat, 17. Jun 06, 12:31
x3tc

Post by Moriak »

Does someone know how is it here if I want to run an illegal complex ( Space weed / Space fuel ) in regular sectors? Can I do that or will sector police attack me?

And second question is related to XTC plots. I am playing for some time already, my reputation is pretty high with almost all races but no plot for me yet. What are the conditions for the plot start and how many plots are in XTC?

Cheers
User avatar
Killjaeden
Posts: 5366
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden »

X-Tended - Terran Conflict Patch & Manual 2.1
EDIT: You don't need to install this patch anymore, you only need patch 2.2 - look here (patch 2.2 post)

Where to start? After our Release for 2.0 only 3 active people remained. We went on to start and collect fixes for a patch. We didn't quite know how to continue, so we kind of ended up in a frozen state where little was done for quite some time. But since we didn't want to leave this whole thing that cost us so many work hours already in such a 'poor' ( playable but with numerous annoying bugs ) state, we fired up the machinery and deliver you the probably final version of XTC, as well as the updated Manual. It may have taken longer then expected, but i think it was worth the wait.

Since our team is too small with only 2 left(Dillpickle as Mission Guru, Me as everything-else guy) and our interest for the game has kinda dimished, we won't develop any further new content.

However, if there are outstanding bugs we will likely release a hotfix for it. As last departing "gift" i'd like to announce an experimental version of XTC for X3:AP. This version will make use of some new features of AP (like better OOS combat and bigger menu systems), but has barely been playtested, hence the name "experimental". It should be available in a couple of weeks.

We'd like to thank all of you who gave us feedback and helped us to find bugs.
Special Thanks to Loriel for his support, proofreading and the work on the Player-FAQ ,
Special Thanks to Sam Redstone as well, for his unbreakable dedication as Tester during the whole development of XTC. (comes a little bit late, but hey) - We therefore confer him the title "Eminent XTC tester - With Honors " :D

Download
Download 2.1 Patch (http://downloads.thexuniverse.us/X-Tend ... h_V2-1.zip)
Download 2.1 Manual (http://downloads.thexuniverse.us/X-Tend ... l_V2-1.pdf)
Download 2.1 Statistics Spreadsheet (http://downloads.thexuniverse.us/X-Tend ... istics.zip) (combined version)

Installation
Short Version: Extract the patch zip file into the folder of your X3:Terran Conflict installation that has XTC 2.0 installed (the folder where your x3tc.exe is located)

Long Version:
To get the most smooth transition we recommend you to fly into an empty/unknown sector prior installation, and save your game there. Backup your savegames, just in case. Then install the patch.
Extract the patch zip file into the folder of your X3:Terran Conflict installation that has XTC 2.0 installed (the folder where your x3tc.exe is located)
Overwrite everything if asked. By default XTC 2.0 occupies cat 14 & 15, the patch cat 16. If you use different numbers (because of other installed mods), you have to adjust the patch number accordingly. Beware that other mods can break xtc or the patch can break the mods.

Q: Is this patch save-game compatible?
A: Yes and no. You can install the patch and continue with your savegames. Some changes however will only occur after a very long time, or may not take effect at all. (For example - the new split ship will not be available in SY's without a new gamestart). What you definitely can't do is install the patch, play your savegame and then revert back to 2.0. Once saved with 2.1 you can't go back.

Q: I really don't want to restart, how do i get the most out of the patch?
A: Check out this thread (http://www.thexuniverse.com/threads/239 ... a-savegame). Feel free to ask there if you have any questions about the procedure

Patch Changelog
Ship fixes
  • New Split M6 "Acinonyx"
  • Mobile Pirate Base now "light carrier" of M7 class
  • swordfish made more interesting
  • fixed pirate&yaki utility loadouts (>Tractorbeam for Marauder)
  • M8 & TM now dockable on Wharfs and certain M2+
  • Khaak Sentinel Model changed
  • Khaak Destroyer Front lasers increased, Side lasers decreased
  • Small ship model fixes
  • Xenon M6 right turret cam
  • Terran M2 top/down turrets
  • Paranid M2+ Frontturret
  • Otas M2+ docks
  • Boron M7DC Frontweapons
  • Teladi TP+ weapons
  • Pirate Falchion guns
  • Asgard capital docks changed to M6&TS dock
  • Pirate Falcon Raider camera
  • Falchion camera
  • Verdandi textures improved
  • Khaak M1&M2 collision avoidance improved

Ship stat fixes
  • Leviathan missile compatibility
  • Deathclaw price
  • M7DC class dockingslots and pricing readjusted
  • Khaak corvette&vanguard prices swapped
  • Khaak corvette laser generator
  • Cerberus and Deimos stats adjusted
  • Perseus Sentinel lasergenerator
  • Pirate Chimera Raider lasergenerator
  • Pirate Buzzard Vanguard rollrate
  • Boreas & Polacca prices changed
  • Khaak Sentinel frontturret laser reduced
  • Paranid Agamemnon side turret weaponry corrected (Heavy&Medium instead of Medium)


Item & Station fixes
  • Fix for shield recharge exploit after changing environment
  • Shield Charger now works continuously once activated (see manual)
  • Weapon Charger overhauled works more consitently now (no huge sudden drain of shield energy
  • Weapon Charger efficiency now depends on Difficulty setting (For 100% refill> Easy: 1/6, Normal/Custom: 1/5, Hard: 1/4 Shield)
  • ECM now consumes energy (laser or shield. strong pulse & emergency selfdestruct if neither available) and does random damage to drones (no 100% instadeath)
  • Pirate base shields have correct shields now
  • Incendiary Bomb Launcher damage corrected
  • Ion Shard Railgun Projectile made bigger
  • Alpha& Beta EMPC Projectile Drawingdistance increased
  • Gamma&Delta Kyon Emitter turn rate increased
  • Barrage missile waresizes fixed
  • Corrected Terran & Xenon M7M Torpedo wareclass to XL (=higher ECM resistance)
  • Fixed Large& Colossal shield emitter stats
  • Typo's in shield descriptions corrected
  • PBC forge name fixed
  • Boron Stott L dock fixed

Script fixes
  • Player owned ships can't bail anymore
  • Military reacts better to attacks and helps attacked ships more
  • No instant respawn of NPC escort ships anymore
  • Respawn time now depends on the difficulty setting like intended
  • Pirates use a more colorfull palette of ships (normal pirate ships now get used as well, not just race ships)
  • Pirates sometimes patrol with mobile pirate bases
  • AI makes better choices on which missile to use in Combat (less mosquito spam)
  • Pirate base patrol respawn time increased
  • Faulty Autorepair time and prices corrected
  • Kha'ak hibernation time adjusted
  • Variable kha'ak max sector cap based on difficulty.
  • Plot relevant sectors are now protected from khaak&xenon activity
  • Bailed ship dissappear sooner after bailing on default difficulty levels ( Easy 24h, Normal 12h, Hard 6h, Xtreme 3h)
  • Equip Trade plugin now prevents permafull stocks
  • Boarding transporter works more reliably now
  • Some ships that where not available ingame without cheating now roam the universe (although some are still quite rare, spoiler contains ships):
  • Goner Ganymede, ATF Baldric, ATF Sleipnir
  • ATF Military now patrol terran territory (spoiler contains ships not seen before)
  • Ragnarök, Tyr, Woden, Odin, Aegir, Skirnir, Verdandi
  • PlayerownedSY autoequip can now equip shields correctly
  • POSY's autoequip can't add infinite tunings anymore

Plot fixes
Spoiler
Show
Divine Retribution (Paranid Plot)
  • Fixed finding trade station in Primeval Seas
  • Fix for mission stalling due to above bug
  • Fix for plot hanging after deliver ships mission

Split Loyalties
  • Removed offer to help Borons once started to work for Split
  • Fix for deliver fighters mission

Pirate Plot
  • Fix for missing Pirate station to start plot
  • Fix for missing Terran Spacedock for kidnap mission
  • Fix for missing station to deliver Terran scientist
  • Fix for missing Pirate base in Unlucky Decisions
  • Fix for missing Trade station in Sirius III
  • Fix for player ship recognition for towing ship mission

Enemy at the Gate (Xenon/Boron Plot)
  • Reset plot start due to missing trade station in Extended Rift
  • Fixes for various missing Plot stations
  • Fix for 'invincible' astronaut being destroyed
  • Fix for Asgard wandering off rather than flying to position
Generic Mission fixes
Special Delivery
  • Fixed spawning Mammoths
  • Fixed being able to use Salvage Claim Software to claim ship
Deliver Wares to TL
  • Fixed mission offer being cancelled once accepted
Buy used Ship
  • Fixed mission being offered in abandoned sectors
  • Fixed being able to complete the mission if initially had insufficient credits
Recover Ship
  • Fixed salvage bonuses
    Repercussions for stealing enabled
Rescue Prisoners
  • Fixed docked passenger check
Assassination
  • Fix for non player kill completing mission successfully
Buy Asteroid Information
  • Fixed clean up of missions offered from ships
Fleet Support
  • Fixed spawning of unsupported fighter classes for drone carriers
  • Fixed Spawning Mammoths instead of fighters

Manual Changelog
  • Section about the R6 Ship options added
  • Section about the Typhon Missile System added
  • Updated shield and laser section
  • AL Options clarified where necessary
  • Equipment description changes
  • Some Hardware description clarified where necessary
    bits and bobs
Last edited by Killjaeden on Sat, 7. Sep 19, 14:13, edited 2 times in total.
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image
User avatar
EmperorJon
Posts: 9378
Joined: Mon, 29. Dec 08, 20:58
x3tc

Post by EmperorJon »

Hmmm. Some reading material. Excccellleent...
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Thanks, thanks and thanks again! Despite facing many problems and heavy personnel rotation you guys made it and I've been looking forward to seeing bth new patch and updated manual released :)

Recently I for over two years I played XRM, but after all these years vanilla map has really bored me, same routines over and over. A month ago I finally dived into XTC (my previous attempts weren't so successful) trying to get the best of it and must say this mod is very consistent in many aspects and offers totally different gaming experience making you feel like "the new X game".

Hope you will remain on duty to iron out any remaining bugs (if present of course). Hats off.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
User avatar
alt3rn1ty
Posts: 3414
Joined: Thu, 26. Jan 06, 19:45
x4

Post by alt3rn1ty »

Sorkvild wrote:Hope you will remain on duty to iron out any remaining bugs (if present of course). Hats off.
Hats off indeed, for the sheer dedication over many years of XTending the game series ..

.. and apparently more to come if the experimental version comes to fruition mentioned on TXU.
Moriak
Posts: 142
Joined: Sat, 17. Jun 06, 12:31
x3tc

Post by Moriak »

Killjaeden wrote:Patch and Manual Version 2.1 are released
More details here (Frontpage will be edited soon[tm])
I did not know that we have Christmas today :)
Forked
Posts: 91
Joined: Sat, 9. Feb 08, 19:55
x4

Post by Forked »

Holy crap :D

Glad I checked the last two pages - I just re-downloaded TC today to have another go at XTC :)

Thank you to all devs - past and present.
newbie
darkstar one
Posts: 103
Joined: Wed, 12. Dec 07, 17:44
x3tc

Post by darkstar one »

ok loving this patch thanks to all devs past and present :)

did a complete re install so everything is as it should be , one quick question is the Xtended version of commercial agent compatible with this release?

i am asking this due to just patching my "old install" the version pop up that comes up as soon as game is loaded came up red instead of green, hence the full clean and re install,

any advice on this would be appreciated :)

many thanks darkstar :)
You've got the flying skills of a large asteroid
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Two questions...

- Can I turn of/onn 'corporations' at any time and activate them again later on?

- I how 'threat level measurement' plugin works? Can't see any hotkeys for that nor any extra info in sector description. :?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
User avatar
Killjaeden
Posts: 5366
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden »

- Can I turn of/onn 'corporations' at any time and activate them again later on?
Haven't tested it. But Corporations essentially are just namechanges. You see "Terracorp blabla factory" instead of just "blabla factory" and also freighters.

Threat level measurement is done internally by the race military. If there are alot of foes in an area over time, the static force will increase and the response harder. If there is no "action" over a longer time, static defenses ( = military presence in that sector) will decrease

@darkstar
best check out http://forum.egosoft.com/viewtopic.php? ... ke&start=0
What applies to 2.0 applies to 2.1 as well
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image
darkstar one
Posts: 103
Joined: Wed, 12. Dec 07, 17:44
x3tc

Post by darkstar one »

Thanks ill try that , lets hope i can get this right :)
You've got the flying skills of a large asteroid
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

is there any plan to make xtended albion prelude compatible? :?: :?: :?:
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Post by Yacek »

nap_rz wrote:is there any plan to make xtended albion prelude compatible? :?: :?: :?:
Info: http://www.thexuniverse.com/threads/239 ... Manual-2-1
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]

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