'The Big Mod' v0.15

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Elvisman2001
Posts: 148
Joined: Sat, 29. Nov 03, 00:49
x3

Really?

Post by Elvisman2001 »

Well, I guess you have a ton of certifications then.
Firedancer
Posts: 632
Joined: Wed, 13. Aug 03, 15:45
x3

Post by Firedancer »

Creston wrote:
marklaverty wrote:It gonna include 'revenge squads' which have been heavily inspired by the bounty hunter plugin.

If you get on the wrong side of a race now (except pirates cos they aren't organised enough), from now on don't expect them to sit around and do nothing, they'll send ships out after you.. :o

Just like the bounty hunter plugin, what you'll face will depend on the strength and number of your ships that are in the sector your in.

Attacks will come every 6 - 10 hours but will only be triggered if you manage to get your race relations so bad that all a races ships display red.

what do you think????
Sounds good to me. :)

Creston
just don't forget to leave the player *some* way to fix the relation problems..... he might have just been a bad pilot, accidantly crushing a few ships too many in his big TL... ;)
Kadaas
Posts: 124
Joined: Fri, 28. May 04, 02:47
x3

Post by Kadaas »

Downloaded and installed the mod (followed the readme).Only now there are 2 merchant scrapyard alpha's in Argon Prime.Anyone else get this or did i goof the install?

I made some fresh begining saves and tried a few different times.Seems the Merchant scrapyard is there when i load the save (before initiating the master script) ,but the other factories and wares arent there till the script initiation,then the 2nd scrapyard apears.
User avatar
DeadlyDa
Posts: 1883
Joined: Mon, 5. Jan 04, 04:46
x4

Post by DeadlyDa »

TBM 0.16 is sort of "work in progress"...I guess. Mark apparently started to include the Slavage Mod, but never integrated it with the "scrap ship" functions from his 0.15 version. Both the Salvage Mod, and the "scrap ship" code create scrapyards in Argon Prime.

I went ahead and integrated the two sets of scripts by combining the "scrap ship" code with the latest version of Salvage Mod (2.5)...which also had the advantage of providing more than 3 scrapyards. While I got it to work OK, there was an unacceptable performance hit...the system would briefly lock up avery few seconds.

After some sluthing around, I tracked the problem down to the timing/delay logic in the Salvage Mod. I looked briefly at the possibility of re-writing the Salvage Mod using the new AL system (and may still do that, at some point), but being lazy, I just commented out the initialization for the Salvage Mod in TBM 0.16 instead.
mouse_male
Posts: 146
Joined: Sat, 10. Jul 04, 10:02
x2

Post by mouse_male »

Good day to everyone!

Having learnt much :D , I (Goliaph) would like to ask the permission of the honorable author of this splendid mod, namely - marklaverty - to use parts of His creation in my (Goliaph`s) mods... solely for the benefits of all the pilots of x-universe not for profitsssss. :D

Looking forward to the reply
regards
...I`ve seen the future, brother: it is murder...
Leonard Cohen
jduato
Posts: 63
Joined: Thu, 3. Jun 04, 19:28
x3tc

Post by jduato »

Downloaded and installed the mod. I tried it for a couple of hours. I only focused on combat because I got frustrated last time I played the game (after installing 50+ stations, I realized that I could make much more money doing what I really like: combat).

Before I say anything else I would like to mention that I am really interested on making this mod as perfect as possible and that I appreciate all the effort done by the developpers. So, please consider this as suggestions for improvement (positive criticism).

I would like to mention that replacing PPCs with beam lasers makes the game really boring. What is the purpose of doing so? Some examples:

1) I really enjoyed the first time I managed to kill a Khaak destroyer with a Ray (unmodified game) using IDs combined with PPCs. It was not easy at all, especially taking into account the short range of IDs. However, killing Khaak destroyers with an Ody was kind of boring, too easy. Now, with beam lasers that seem to be more powerful than the ones used by Khaak destroyers, fighting in a Khaak sector is really boring.

2) I also enjoyed killing Xenon Ks with some fighters (the Perseus, of course, the Mamba with MDs, and even the Bayamon). I recognize that PPCs are too slow and not powerful enough. But even with modified PPCs (faster speed, longer range, significantly more damage), it was still possible to survive to the big white bullets if you are fast enough, and still managed to kill a K with a Perseus. Now, all that enjoyment is gone.

I think that PPCs should be significantly improved (faster speed, longer range, significantly more damage), but they should NOT be beam weapons.

Indeed, I think that what is really needed is to reduce the power gap between different weapons (in addition to other changes like faster ship speed and lower steering rate). Right now, who worries about those M5 (other than Khaak M5s that have significantly more powerful weapons and act in a coordinated way)?

Imagine that there is a relatively small increase in power (I mean, damage) from IREs to PACs to HEPTs, and that PPCs do more damage than HEPTs. However, the range increases significantly from one kind of weapon to the next one. Alpha, beta and gamma versions of a weapon would increase damage but not range. This way, for instance, an alpha PAC could do the same damage as a gamma IRE but have a longer range. I assume that all the bullet weapons fire at a faster rate than they do in the original game. With those modified weapons, small fighters could do a significant amount of damage, and we would have to worry about them. Attacking a pirate base would no longer be a fight between your M3 and Orinocos only. But the shorter range of weapons in small fighters would oblige them to get closer and take more risks, thus making them vulnerable despite their higher speed.

Now, combine this with some nerfing of Khyons (Khaak beam lasers) and PSGs (IMO, the most powerful weapon in the game) and some enhancement of MDs (longer range, significantly more damage and no need for ammunition). For instance, I developed a replacement for MDs based on phasers that are tuned to the shields frequency and are not blocked by them, thus hitting the hull directly. I believe that all these changes would make combat much more interesting. Mandalays and Bayamons would be dangerous when attacking in group. Xenon Ms and Ns would also be more dangerous (no need to improve alpha Khyons since they are powerful enough). Also, a large group of wingmen or carrier home-based of M5s and M4s would make sense (since they are significantly cheaper than M3s). In the original game, M5s and M4s are only useful until you get enough money to buy an M3. Well, the Pegasus is useful to explore the universe. And don't tell me that they are useful for M6s. Better use a transporter device to refuel ECs.

BTW, if you like those purple beams, I would like to mention that my phasers (the replacement for MDs) look exactly the same.

Hope these comments help to make the mod more enjoyable. Also, if I receive positive feedback on this proposal, I could devote some time to modify the weapons and test them.
User avatar
Bléral
Posts: 697
Joined: Wed, 31. Mar 04, 00:37
x2

Post by Bléral »

Just one point about that: why should the mass drivers require no more ammunitions? That's realistic and that's part of the fun with this weapon...

I didn't play the "Big Mod" for the moment (I'll try this this week?), but the PPC ameliorations seem to be a little excessive: they should be VERY dangerous for big fighters, OK, but if they become sorts of "Gamma-Kyons-Like", that seems a little too much, I agree with Jduato about that.

About the "revenge squads": maybe it would be better with a little "roleplay" possibilities -I mean, you could keep some choice, eg do smthing for them before a certain time so that they leave you in peace, or you could simply try to escape (and they just hunt you, not your freighters or AI ships, there's enough boring bad guys in the universe who keep scraping my ships instead of fighting with myself), or you could search for a protection in friendly systems, or promise not to come back in a certain sector...
L'hypertrophie de louveteau se palpe.
Tiens, mais ne serait-ce pas une fonction de Recherche ?
jduato
Posts: 63
Joined: Thu, 3. Jun 04, 19:28
x3tc

Post by jduato »

Just one point about that: why should the mass drivers require no more ammunitions? That's realistic and that's part of the fun with this weapon...
Well, I like flying for long without entering any station, capturing pirates, killing Khaak, etc. If I want to seriously use MDs, I need something similar to other weapons, that is, no refill is needed. Thus, I invented a new weapon. I call it Long-Range Phaser (LRP). It is a beam weapon that detects the frequency of the enemy shields and emits a beam at the same frequency so that it traverses the shields and directly damages the hull (that is the theory). Anyway, you can use mass drivers instead.

BTW, my intention when developing LRPs was to be able to quickly kill Khaak M5s. However, I had to make LRPs too powerful to do that. That would unbalance the game since hull damage is permanent. So, I now use LRPs for precision capturing (i.e., doing the right amount of hull damage).

Right now, my weapons mod makes PPCs powerful enough to quickly kill fighters. However, it is still possible (but very difficult) to kill a Xenon K with a Perseus, and relatively easy (but not trivial) to kill a K with a Nemesis. Also, destroyers with PPCs are able to kill Khaak and Xenon destroyers. But it is not trivial. Finally, small and medium fighters are much more powerful now. An M4 can kill several pirates, including Orinocos, quite easily (as long as you manage to avoid being hit).
tanelorn2
Posts: 36
Joined: Thu, 26. Aug 04, 15:15
x2

Post by tanelorn2 »

In my opinion, you have taken the wrong approach to what should be a beam weapon.

PPCs eject matter (plasma) at high speed, but not light speed. They should be the weapons that fire in blobs.

The IRA-IRG weapons (Impulse Ray, if I remember, the first weapons you get in the game) fire radiation. These are the weapons that deserve beam behavior. And they should be mostly effective against shields, and far less against armor, since they are energy based.

So in my opinion, PPCs should easily be deflected by shields and hit hulls hard, while IRs should down shields but not hurt hulls much.

Because thi is the "BIG MOD", you could create an Epsilon and Xeta version of IRs that fit into PPC slots, if you wanted beam weapons that have greater power than the standard IRs.
Shrap
Posts: 51
Joined: Sat, 6. Dec 03, 20:44
x2

Post by Shrap »

Is this mod still available to test, I'm interested.
hangar18
Posts: 134
Joined: Fri, 4. Jun 04, 05:02
x3

Can anyone tell me if this mod works 100%?

Post by hangar18 »

Sounds great but are there any problems with it - I know I'm beiing lazy but just don't want to read through 9 pages of blurb.

Thanks.
Don Greg
Posts: 39
Joined: Fri, 5. Nov 04, 17:48
x2

Post by Don Greg »

Does anyone know where to get the Big Mod now that mark laverty's website is no longer up? help would be very much appreciated. thankyou.
M-K
Posts: 53
Joined: Mon, 1. Mar 04, 18:56
x3tc

Post by M-K »

Is it possible to use old save games with this mod???
next: has it gone public yet?
it sounds brill but I'd like to use my own game with it.
and as an idea what about a few changes to the missles I mean the Mosquito is way underpowered and the Hornet is just to slow, beside that missles in X2 are far to easy to evade.
just as an idea from me.
Cheers, M-K (a.k.a. Wolf)

---Modified---

I hate the Winters in Sachsen
hangar18
Posts: 134
Joined: Fri, 4. Jun 04, 05:02
x3

Post by hangar18 »

This mod sounds good but no links! :evil:
Papi
Posts: 21
Joined: Wed, 6. Nov 02, 20:31
x2

Post by Papi »

Mercz
Posts: 144
Joined: Sun, 21. Nov 04, 04:22
x3tc

Post by Mercz »

I'm using the x-shuttle mod that rei made currently. What kind of changes have you made anyways to it?

BTW, the link isn't working. Is the site down?
User avatar
DeadlyDa
Posts: 1883
Joined: Mon, 5. Jan 04, 04:46
x4

Post by DeadlyDa »

BTW, the link isn't working. Is the site down?
The sits has ben up & down the last day or so. It was up about 3 hours ago, but down again. Give an hour or so, and try again.
User avatar
Kustom_Mayd
Posts: 111
Joined: Mon, 7. Mar 05, 07:13
x2

Post by Kustom_Mayd »

hey guys, um, that link, to Xscripting, yeah well the site is down, and im pritty sure its not cuming back, as a small messege says sumthing like "he huys, sori but this guy **** cant keep the sire running, im sori, dadada, and so on, so.... i was wondering, where else is it possible to find this BIGMOD!?

thanks in advance, catch!
User avatar
DeadlyDa
Posts: 1883
Joined: Mon, 5. Jan 04, 04:46
x4

Post by DeadlyDa »

OK...here are the links to The Big Mod, by Mark Laverty.

The last "stable" version was 0.15, and can be downloaded here... http://www.flatrock.org.nz/wolf/images/ ... -V0.15.zip

There was a "work in progress" called 0.16, for which a very preliminary beta was posted about two days prior to the demise of Mark's site. Here is a link... http://www.flatrock.org.nz/wolf/images/ ... -V0.16.zip
If you want to use it, be aware that you will need to adapt it to your needs, and test carefully.
User avatar
Kustom_Mayd
Posts: 111
Joined: Mon, 7. Mar 05, 07:13
x2

Post by Kustom_Mayd »

oh, ok so its not a finished product... thats kool, thanks for the reply,
CaTcH

Return to “X²: The Threat - Scripts and Modding”