Star Wars Mod by mikhailskatchkov reborn.

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

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Brashin
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Post by Brashin »

Just a question, is there a ship listing that details all the stats (min max speed, cargo, hanger, turrets, etc...) for each ship as well as what weapons/missiles are compatible as there is for vanilla? Really love the mod and looking fwd to the 1.0 release but would like to see all of the ships you have added and what if any variants there are for each so I can compare stats.

Thanks again and both of your work is amazing (Mik/Klaus)
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Antraxo
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Post by Antraxo »

Any tips for starting out as an imperial :) I made it to earth with my first tie sitting on 900k credits. Was pretty hard getting there loads of dying hah. Awesome mod :D
Bauermeister
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Joined: Wed, 25. Jan 17, 23:00

Post by Bauermeister »

Registered just so I could thank you for this mod, this is everything I've ever wanted from a Star Wars game since the old Rogue Squadron days on the N64. An absolute delight that's made me really dig into X3:AP finally, after a little time with Rebirth to wrap my head around the basic concepts.

Maybe I'm being paranoid, but are you using a graphics boost or something? Your screenshots always seem to look better than mine in-game. Also, does the Imperial campaign give ship rewards like the Rebel/Republic pilot campaign does now? I'm just curious.

Again, phenomenal work. Above and beyond anything I thought would scratch this long-standing Star Wars space battle itch, and when I had my Hammerhead, X-Wing, and B-Wing facing off against a small Imperial fleet in that third mission or so... absolute brilliance, even if I died horribly.
hotrod08
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Joined: Wed, 29. Oct 08, 17:22
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Post by hotrod08 »

pirate Scyk raider has cockpit but no model (invisible ship) ;)

edit the other Scyk models appear properly
Last edited by hotrod08 on Wed, 25. Jan 17, 23:59, edited 1 time in total.
gastovski
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Joined: Tue, 3. Dec 13, 11:20

Post by gastovski »

Can you make shields/hulls harder to drop? because battles ending too quickly.
GunnerExurkun
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Post by GunnerExurkun »

Gidday may just discovered a bug with some of Y-wing models, not been able to test all as I don't have enough standing.

What is happening is when I install a R2 unit it sits way up high, ontop of the ships astromech droid.

http://imgur.com/a/1xGoG

http://imgur.com/a/ErSRp

Pictured here is the Y-wing S3 M1, some others had it aswell but I only thought of taking a screen shot of this one (sorry).
InukamiHai
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Joined: Sat, 9. May 15, 23:08
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Post by InukamiHai »

Hello there! A certain YT channel started a plyathrough andcoaxed me into sinking more time in X3! So first of all thank you a lot for all the time and effort you're dedicating to this mod! second... are not so great news?

I just recently bought an Imperial Gozanti Light Cruiser Hauler (TM) and the first slot of it's 4 main weapons doesn't seem to be working properly (I press fire but nothing happens) while installing on any of the other 3 I can shoot normally.
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Klaus11
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Post by Klaus11 »

InukamiHai wrote: I just recently bought an Imperial Gozanti Light Cruiser Hauler (TM) and the first slot of it's 4 main weapons doesn't seem to be working properly (I press fire but nothing happens) while installing on any of the other 3 I can shoot normally.
small Patch: TM Gozanti Light Cruiser for version 0.9.15
[ external image ]
Read the „read_me.txt“, for more information.
[ external image ] Dif-tor heh smusma (Lebet lang und in Frieden – vulkanischer Gruß), Cockpitsammlung, Spieler HQ aktivieren, XENON-DAE
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mikhailskatchkov
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Re: Hemos please

Post by mikhailskatchkov »

Josepbn wrote:I recently installed this great mod, but any of the mod ships or equipment names are displayed, instead of it I see ReadText17-240077, and so on.
Anyone knows how to fix it?
Any help would be very apreciated.
Hi, this mod is only for English, Russian, French and German installations.

If youre running any of these you should not have this problem, or your "t" folder what put in the wrong place.

good luck
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mikhailskatchkov
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Post by mikhailskatchkov »

Brashin wrote:Just a question, is there a ship listing that details all the stats (min max speed, cargo, hanger, turrets, etc...) for each ship as well as what weapons/missiles are compatible as there is for vanilla? Really love the mod and looking fwd to the 1.0 release but would like to see all of the ships you have added and what if any variants there are for each so I can compare stats.

Thanks again and both of your work is amazing (Mik/Klaus)
Hi, not yet, working on it, still a lot of changes to be made to ships.
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mikhailskatchkov
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Post by mikhailskatchkov »

hotrod08 wrote:pirate Scyk raider has cockpit but no model (invisible ship) ;)

edit the other Scyk models appear properly
Will be fixed ASAP
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mikhailskatchkov
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Post by mikhailskatchkov »

GunnerExurkun wrote:Gidday may just discovered a bug with some of Y-wing models, not been able to test all as I don't have enough standing.

What is happening is when I install a R2 unit it sits way up high, ontop of the ships astromech droid.

http://imgur.com/a/1xGoG

http://imgur.com/a/ErSRp

Pictured here is the Y-wing S3 M1, some others had it aswell but I only thought of taking a screen shot of this one (sorry).
will be fixed next update
Last edited by mikhailskatchkov on Fri, 27. Jan 17, 19:23, edited 1 time in total.
If you like my work please donate a few cents to help me free up time for this and keep this project alive.
https://igg.me/at/mikhailskatchkov/x/12828366
DoomBlackDragon
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Joined: Thu, 1. Nov 07, 09:07

Post by DoomBlackDragon »

Not sure if any else is having this problem. When I play the Imperial pilot. My radar stop working. All the dots just stop showing once I leave the starting zone or enter another ship. This even effects some of the ships and station in the world. As one min they will be there then they will flicker or just disappear.

Now if I am reading the correctly. The Imperial part of the game is not finished correct?
hotrod08
Posts: 45
Joined: Wed, 29. Oct 08, 17:22
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Post by hotrod08 »

this mod has me playing all night lol great work to mik and all that help...

I do have a ? its controller/game pad related. Can you still set buttons like back in the day? ... cause the preset for xbox controller sucks a** lol

Oh yeah another ? do you plan a balance pass at capital ship weapons ... if you play imp capitals, mon cal ships have 2/3km range on you ... unless I missed something lol

and ... X-wing raider HOLY SH** LOVE IT
hotrod08
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Post by hotrod08 »

DoomBlackDragon wrote:Not sure if any else is having this problem. When I play the Imperial pilot. My radar stop working. All the dots just stop showing once I leave the starting zone or enter another ship. This even effects some of the ships and station in the world. As one min they will be there then they will flicker or just disappear.

Now if I am reading the correctly. The Imperial part of the game is not finished correct?
I just started an Imperial plot ... I will see if I get the same issues and if anything specific seems to trigger it
Ockh
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Joined: Sun, 22. Jan 17, 02:50
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Post by Ockh »

Loving the mod. Thanks so muck Mik and collaborators!

I do wonder, though, if the X-Wing is a bit overpowered for an M4. Most M4s have 2-4x 5MJ shields, and M4+ around 2x 25MJ, but the X-Wing has 3x 25 MJ. That's the same as the M3 Y-Wing, which lore suggests had significantly stronger shields than the X-Wing.

I also love the S-foils, but I wonder if 435m/s (IIRC) is too fast when closed. That makes the X-Wing faster than most M5s in that mode.

Together, they mean the X-Wing has the best of M5s and M3s in one package, making many other craft uncompetitive.

Perhaps dropping the X-Wing to 2x 25MJ and/or decreasing wings closed speed to ~300m/s would be more balanced and still leave the X-Wing with a role?

Otherwise, keep up the amazing work, and I'm looking forward to future updates!
hotrod08
Posts: 45
Joined: Wed, 29. Oct 08, 17:22
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Post by hotrod08 »

DoomBlackDragon wrote:Not sure if any else is having this problem. When I play the Imperial pilot. My radar stop working. All the dots just stop showing once I leave the starting zone or enter another ship. This even effects some of the ships and station in the world. As one min they will be there then they will flicker or just disappear.

Now if I am reading the correctly. The Imperial part of the game is not finished correct?


Played imperial for 1.5hours multiple sectors and ships no disappearing radar.... however by default your radar is set to automatically scale. So on some cockpit views it has the appearance of missing things ;) if you manually set your radar to a set range, it may help .....
also some of the first few sectors you head to on imperial start have a gaseous/nebula thing going on ...... had a mon cal shredding my star destroyer lol I couldn't see him at all at 8km away
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mikhailskatchkov
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Post by mikhailskatchkov »

Ockh wrote:Loving the mod. Thanks so muck Mik and collaborators!

I do wonder, though, if the X-Wing is a bit overpowered for an M4. Most M4s have 2-4x 5MJ shields, and M4+ around 2x 25MJ, but the X-Wing has 3x 25 MJ. That's the same as the M3 Y-Wing, which lore suggests had significantly stronger shields than the X-Wing.

I also love the S-foils, but I wonder if 435m/s (IIRC) is too fast when closed. That makes the X-Wing faster than most M5s in that mode.

Together, they mean the X-Wing has the best of M5s and M3s in one package, making many other craft uncompetitive.

Perhaps dropping the X-Wing to 2x 25MJ and/or decreasing wings closed speed to ~300m/s would be more balanced and still leave the X-Wing with a role?

Otherwise, keep up the amazing work, and I'm looking forward to future updates!
Hi,

I haven't really gotten around to balancing yet, but this is what its like now with a small change to Y-WING and B-WING.

X-Wing combat speed 250 SHLD: 3 x 25MJ
Tie Advanced spd:300 SHLD: 3x25MJ
Tie Defender spd:260 SHLD: 5 x 25MJ
Xg1 spd:200 SHLD: 4 x 25MJ
Tie Phantom spd:260 SHLD: 5 x 25MJ
Y-Wing spd:210 SHLD: 4 x 25MJ
B-Wing spd:190 SHLD: 5 x 25MJ

A-Wing m5 spd 390 SHLD 4x 5MJ
Tie Interceptor m5 spd 350 SHLD 3x 5MJ
Tie First Order m5 spd 300 SHLD 2x 25MJ

better balancing soon .
Last edited by mikhailskatchkov on Fri, 27. Jan 17, 19:23, edited 1 time in total.
If you like my work please donate a few cents to help me free up time for this and keep this project alive.
https://igg.me/at/mikhailskatchkov/x/12828366
Qwaar
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Joined: Fri, 27. Jan 17, 04:22
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Post by Qwaar »

On the subject of ship statistics, I think something is a bit off with your U-wing.

Not anything S-foil related, though if you gave that thing the folding wings too that might be interesting.

What I find more concerning is that it's weapon energy generator seems to be missing a zero. It literally depletes its battery in three shots, and takes nearly a minute to recharge. One of the door guns can near instantly deplete it.

This seems to be because its recharge rating is 8MW.

Compared to the much smaller Y-wing rating of around 80MW~ this seems like a potential typing error, but it does make the U-wing's weapons hilariously useless for even self defense.

Edit: Also, is there a good way to find the mod specific equipment like the R2 droids? None of the stations have them in stock. Is there another mod I should use to make the economics more sane? (As I've resorted to manufacturing anything I want myself)
JokerOmega1
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Joined: Tue, 17. Jan 17, 05:38
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Post by JokerOmega1 »

There seems to be a model issue with the MC80 Liberty cruiser, here is a screenshot of the model part in question that sticks out from the ship: http://www.mediafire.com/convkey/25c8/8 ... ?size_id=9

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