[MOD]Battlestar Galactica X3ap[14/11/13]

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

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stealthhammer
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Post by stealthhammer »

I don't think NPC is able to be configured for this, as it needs the hotkeys and such which BSG is not compatible with.

I say that because MARS is not really compatible either.

Id like to know if the additional wing script is compatible before I try to install it and screw the game up...
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
150147
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Post by 150147 »

stealthhammer wrote:I don't think NPC is able to be configured for this, as it needs the hotkeys and such which BSG is not compatible with.

I say that because MARS is not really compatible either.

Id like to know if the additional wing script is compatible before I try to install it and screw the game up...
Thanks Stealthhammer But ....NPC Bailing addon can be configure if installed with the Plugin Manager but this of course is giving other issues. Sooo ...... I am just trying to find a way to use the NPC Bailing addon script with BSG without any of the issues that Plugin Manager introduces.
MilesRS
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Post by MilesRS »

Some scripts are not compatible because they do require the plugin manager to install the hotkey, or allow you to configure them. The only way is to manually configure the specific script to work without the plugin manager, which is definitely possible but requires some knowledge of using the script editor.

Mars is compatible as long as you manually add the custom bsg weapons to the script!

We are currently working on a mod compatibility list that will be posted as soon as it is ready!

Miles
---- X3ap Battlestar Galactica mod ----
---- X3ap BSG: Terra Incognita mod (in development)----
Latest update: 31/01/2014.
Team recruitment: Texture artist
Mod download link:
https://drive.google.com/file/d/0B0S3YB ... ef=2&pli=1
OR
https://goo.gl/TH215l
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MaxVatutin
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Post by MaxVatutin »

Important:

All right, as MilesRS stated before, we are going to make a kind of compatibility list. There will be two lists in fact:
The first one is going to be filled with recommended and fully compatible mods and scripts. Each mod will also be compatible with eachother, and so they can all be installed at the same time (unless stated otherwise).
The second one will contain all checked mods within two categories: compatible and incompatible. And it will be placed in a separate file.

We would really appreciate your help with bugreports and other stuff, and we would like to ask you to help us with this lists. Any info about mod's compatibility issues is appreciated! And please, post info about compatible mods too and we'll add this mods to the list! It's also important to provide a link to the any mod's topic when posting about it.

We'll try to fix or solve any issues and troubles with mod's compatibility and only after that, if we'll fail, this mod will be added into incompatible category!

Thanks for your attention.
Keldor
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Post by Keldor »

So, I found an amazing bug.

When you first encounter the Galactica in the Unknown Sector, you can choose to jump it to the gate in that sector. If you do so, the Basestar disappears, but more importantly, ALL the Cylon Raiders and Heavy Raiders go dormant and can be claimed.

I just scooped up 14 Raider Mk2s and an equal number of Heavy Raiders. Most of them had no shields or weapons, just ammo and missiles. A few had shields, but were weaponless.

I just docked them all to the big-G and will be outfitting them in the interim till I can find more Vipers.

This is with a new, clean BSG install.
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MaxVatutin
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Post by MaxVatutin »

@Keldor

LOL!!! xD Thanks for an info, i'll check it tmr!) It's a kind of funny exploit I think =)
Keldor
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Post by Keldor »

Yeah, it's like all the Cylons got infected with a virus.
Reido
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Post by Reido »

stealthhammer wrote:I don't think NPC is able to be configured for this, as it needs the hotkeys and such which BSG is not compatible with.
The T file for NPC Bailer holds all the default settings for bailreate, bigship hugeship toggles, self destruct timer etc. If you already know what settings work for you then you just edit that file.

I do this all the time so it's one less thing to setup after a new game start because the original defaults were way too high for my preference.


Reido
stealthhammer
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Post by stealthhammer »

Redio - I was assuming because of the hotkey stuff that goes along with it. sorry.


Grrrr I'm stuck on the freak-en riddle that I know is easy but I cannot solve it. :evil:
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
Reido
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Post by Reido »

stealthhammer wrote:Redio - I was assuming because of the hotkey stuff that goes along with it. sorry.


Grrrr I'm stuck on the freak-en riddle that I know is easy but I cannot solve it. :evil:
Sorry, I guess I wasn't clear in my previous post.

Assuming the NPC Bailer script works OK but you can't access the hotkeys to change the settings of the NPC Bailer script you can edit the defaults in it's T file to get the settings you want, it's just a pain to tinker with them if you don't already know what settings will suit you with this MOD.

I hope we're on the same page here, maybe I misinterpreted something somewhere :gruebel:

Reido
stealthhammer
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Post by stealthhammer »

I think we both misinterpreted :P
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
150147
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Post by 150147 »

Reido wrote:
stealthhammer wrote:Redio - I was assuming because of the hotkey stuff that goes along with it. sorry.


Grrrr I'm stuck on the freak-en riddle that I know is easy but I cannot solve it. :evil:
Sorry, I guess I wasn't clear in my previous post.

Assuming the NPC Bailer script works OK but you can't access the hotkeys to change the settings of the NPC Bailer script you can edit the defaults in it's T file to get the settings you want, it's just a pain to tinker with them if you don't already know what settings will suit you with this MOD.

Guys,

By installing Cycrows Community Plugin (not the Plugin Manager) and NPC Bailing addon, you can configure from the hotkey.

I hope we're on the same page here, maybe I misinterpreted something somewhere :gruebel:

Reido
stealthhammer
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Post by stealthhammer »

Am I suppose to be able to find the other three quest guys at the same time as the 1st?

Also I found
Spoiler
Show
Patricia Haywood who gives me a riddle "north of the holy trinity and south of the swimming friendliness with fire and stone"
and I'm lost now. I have no idea what the riddle is talking about.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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MaxVatutin
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Post by MaxVatutin »

@stealthhammer

Can't open spoilers for some reasons =(
MilesRS
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Post by MilesRS »

@max

you need to highlight whats in between the spoiler boxes!
---- X3ap Battlestar Galactica mod ----
---- X3ap BSG: Terra Incognita mod (in development)----
Latest update: 31/01/2014.
Team recruitment: Texture artist
Mod download link:
https://drive.google.com/file/d/0B0S3YB ... ef=2&pli=1
OR
https://goo.gl/TH215l
stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

highlight it, or press control and A to highlight everything.

I do wish there was a way to make ammo for the weapons with stations... :oops:

And I cannot start the vanilla plots... Ive gotten fight rank and such but there not starting.

edit - Reido and mod creators - The FCC script for building stations work, lest the version i got and placing them. I haven't tried moving the stations yet though. Is CLS compatible?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
THE22DIVER
Posts: 3
Joined: Tue, 1. Dec 09, 17:34

Post by THE22DIVER »

I love this mod, I feel as if I am in a Galactica universe.

I just want to know if there is ever an end to the cylon attacks or if you ever see the Reserection ship.
MilesRS
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Post by MilesRS »

Glad you enjoy it :D that was the aim to get you into the BSG feel of things.

The end of the cylon attacks are planned, however the mission hasn't been implemented yet and wont be for a while yet. But as ive said it is planned and includes the resurrection ship ;)......

Miles
---- X3ap Battlestar Galactica mod ----
---- X3ap BSG: Terra Incognita mod (in development)----
Latest update: 31/01/2014.
Team recruitment: Texture artist
Mod download link:
https://drive.google.com/file/d/0B0S3YB ... ef=2&pli=1
OR
https://goo.gl/TH215l
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MaxVatutin
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Post by MaxVatutin »

@ stealthhammer

Hm, I had this bug with no plots available a couple of updates ago. But for now there should be no troubles with vanilla plots...

As for spoiler, I don't know what it is about) I don't think it's from BSG mod missions (haven't seen anything like during making the translation).

So, as always, only thing I could suggest is to make a clear reinstallation (I know, it's stupid, but I don't have any other suggestions). Maybe MilesRS or JCC could tell you more, but they are damn busy for now =(
Gethan_CC
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Joined: Sun, 24. Nov 13, 23:51

Post by Gethan_CC »

@ stealthhammer

That's a part of the Vanilla Terran plot Operation Loose Ends. There are guides out on the interwebs a plenty for that. Rougey's guide is a good one though.

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