is that the ship you go down to the planet with on the x2 plot?Killjaeden wrote:did you add this ship? (don't know it but i think it's X2)
[ external image ]
If not - it's already in X3TC (as bodyfile) -> objects\v\10465.bod
If you already have included this - just ignore this post, i stumbled across by accident and just wanted you to know
[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
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Indeed, that is the ship that you fly in for a short period in X3R, and its files are definitely still in X3TC.
The ship was added as a flyable one iirc in XTM aswell
The ship was added as a flyable one iirc in XTM aswell
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Well, firstly, let me just say thank you for creating this mod (the old Colossus is my all time fav X-Universe capship)
Now, last night I decided to try out a few mods/scripts. Once I started poking around this forum I started to feel like a kid in a candy store (so much cool stuff here
). Anyway, long story short, I got carried away and borked my game (broken missions, corrupt saves, etc, etc). After trying a few things, I decided I would just have to uninstall and start over.
So, here I am with a completely fresh install of the game and I think 'maybe I'll try that X2 ships mod this time'.
The first thing I notice is that I have no weapons, extensions, or money (this is true for all starts, I checked). If I deselect the mod from the launch screen thingy, then all this stuff comes back (so is definately the mod).
I shrug and move on to Argon Prime, looking for one of the new shipyards you added. It is there, but is named <invalid>, and is stocked with the following:
ReadText17-80000
ReadText17-80002
and so on until
ReadText17-80016
Also, in the centre of Argon Prime is a very badly beaten up APGunner (or rather 'ReadText17-80035' I think it was). It just sat there and didn't move (it may be worth mentioning that it was there before I opened the script editor when I tried out the custom start). I have seen no other 'old' ships.
Thats everything I have observed so far, dunno if any of it helps.

Now, last night I decided to try out a few mods/scripts. Once I started poking around this forum I started to feel like a kid in a candy store (so much cool stuff here

So, here I am with a completely fresh install of the game and I think 'maybe I'll try that X2 ships mod this time'.
The first thing I notice is that I have no weapons, extensions, or money (this is true for all starts, I checked). If I deselect the mod from the launch screen thingy, then all this stuff comes back (so is definately the mod).
I shrug and move on to Argon Prime, looking for one of the new shipyards you added. It is there, but is named <invalid>, and is stocked with the following:
ReadText17-80000
ReadText17-80002
and so on until
ReadText17-80016
Also, in the centre of Argon Prime is a very badly beaten up APGunner (or rather 'ReadText17-80035' I think it was). It just sat there and didn't move (it may be worth mentioning that it was there before I opened the script editor when I tried out the custom start). I have seen no other 'old' ships.
Thats everything I have observed so far, dunno if any of it helps.
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No problems so far.
Have checked out the Argon and Boron shipyards; both there and working.
Have tried out all the Argon X2 ships up to M6 class; all looking good and all turrets working fine.
New game so will need to work on my rep a little before I can check any of the others.
Have not found any NPCs flying the X2 ships so far.
Very nice work
BTW were you able to get docking bays on the carriers? Not a big deal, just so I know what the Colossus is supposed to be able to do when I hit Federation Marshall
Have checked out the Argon and Boron shipyards; both there and working.
Have tried out all the Argon X2 ships up to M6 class; all looking good and all turrets working fine.
New game so will need to work on my rep a little before I can check any of the others.
Have not found any NPCs flying the X2 ships so far.
Very nice work

BTW were you able to get docking bays on the carriers? Not a big deal, just so I know what the Colossus is supposed to be able to do when I hit Federation Marshall

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This is not an X2 ship, it's the ship you use in X3:R for the turret-gunner mision near the beggining.SS_T wrote:is that the ship you go down to the planet with on the x2 plot?Killjaeden wrote:did you add this ship? (don't know it but i think it's X2)
[ external image ]
If not - it's already in X3TC (as bodyfile) -> objects\v\10465.bod
If you already have included this - just ignore this post, i stumbled across by accident and just wanted you to know
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"Split say...ARRRGG!"
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X3:TC Soundtracks Tutoral
"Split say...ARRRGG!"
-------------------------------------------------------
X3:TC Soundtracks Tutoral
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I think you are right, I get confused with the two game plots.superbun wrote:This is not an X2 ship, it's the ship you use in X3:R for the turret-gunner mision near the beggining.SS_T wrote:is that the ship you go down to the planet with on the x2 plot?Killjaeden wrote:did you add this ship? (don't know it but i think it's X2)
[ external image ]
If not - it's already in X3TC (as bodyfile) -> objects\v\10465.bod
If you already have included this - just ignore this post, i stumbled across by accident and just wanted you to know
New XDownloads: http://xdownloads.co.uk
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I have only foggy memories of the time when I modded X2... I think there were some unused ships, one of them was a Terran ship with a rotating section (like Babylon5 warships) is that included too? I'd like to see its ugly face again.
well, there were Xenon TL and Xenon TS... unused too...
are they included?

well, there were Xenon TL and Xenon TS... unused too...
are they included?
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Am still loving this mod. Excellent work!
Really enjoying the X2 corvettes; I've basicly come to see them as 'raider' varients
Anyways, now I've been using the mod for a while I have a couple of things to report.
*ahem*
The AP Gunner (either version) does not seem to be for sale anywhere, neither does the custom ship requested by SLeeZeCoRe (can't believe it took me so long to notice
).
Still no sign of NPCs using the X2 ships (I have been known to park in the middle of busy space lanes and check every ship, but no success so far).
The prices used appear to be the original ones from X2 (feels weird paying over 80mill for an old Colossus when I could get a new one for 60 odd). Just a suggestion, but putting the prices somewhere between frigates and modern destroyers/carriers might fit better.
This is just my opinion, but more limited weapon compatibility might seem more realistic. I was kinda surprised to find the Old Nova could mount PBGs.
Still no problems with the ships or turrets, everything is working fine
Also the engine trails look fantastic
Really enjoying the X2 corvettes; I've basicly come to see them as 'raider' varients

Anyways, now I've been using the mod for a while I have a couple of things to report.
*ahem*
The AP Gunner (either version) does not seem to be for sale anywhere, neither does the custom ship requested by SLeeZeCoRe (can't believe it took me so long to notice

Still no sign of NPCs using the X2 ships (I have been known to park in the middle of busy space lanes and check every ship, but no success so far).
The prices used appear to be the original ones from X2 (feels weird paying over 80mill for an old Colossus when I could get a new one for 60 odd). Just a suggestion, but putting the prices somewhere between frigates and modern destroyers/carriers might fit better.
This is just my opinion, but more limited weapon compatibility might seem more realistic. I was kinda surprised to find the Old Nova could mount PBGs.
Still no problems with the ships or turrets, everything is working fine

Also the engine trails look fantastic

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Gunners are not for sale anymore as i have plans for them. Two things that still need balancing are prices(silly conversion that makes no sense) and weapon load outs.
The ship SLeeZeCoRe asked for i have done, i just haven't added it yet.
And as far as i am aware the AI should use my ships. But i will check around again to see if i can find some answers
The ship SLeeZeCoRe asked for i have done, i just haven't added it yet.
And as far as i am aware the AI should use my ships. But i will check around again to see if i can find some answers

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The problem I am finding with the ai using the ships, or at least what I believe to be the problem, is that the game starts and creates the universe and then you get the message to activate the script editor save and restart to load the mod. If there was someway to have the mod loaded when the universe is created that might alleviate the problem. Otherwise I think we would need to kill off all ai ships and respawn them or just wait a few months of ingame time.
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I think that message is no longer needed as i no longer use the script engine in the mod. Ill make sure to remove that in the next version.
As far as i understand the jobs file, all it dose is search the tships file for the select ship type (eg M3) and picks a random one so it should be ok.
Like i said above i will double check that statement when i have a chance.
As far as i understand the jobs file, all it dose is search the tships file for the select ship type (eg M3) and picks a random one so it should be ok.
Like i said above i will double check that statement when i have a chance.

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mabye if you added a new gamestart wich includes this mod?StormMagi wrote:The problem I am finding with the ai using the ships, or at least what I believe to be the problem, is that the game starts and creates the universe and then you get the message to activate the script editor save and restart to load the mod. If there was someway to have the mod loaded when the universe is created that might alleviate the problem. Otherwise I think we would need to kill off all ai ships and respawn them or just wait a few months of ingame time.
that should mean that the Game will choose some of the (old)new ships for the 'jobs'
EDIT: I may dowload this mod, I want the old Boron ships back....they were beautiful....better than the green blobs we have now...
Last transmission of split military python AE-316:
"Split say...ARRRGG!"
-------------------------------------------------------
X3:TC Soundtracks Tutoral
"Split say...ARRRGG!"
-------------------------------------------------------
X3:TC Soundtracks Tutoral