[MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]

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

User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

yeah, i'm using a mission director script based on killerog's 3in1 mod
User avatar
Matterom
Posts: 424
Joined: Thu, 20. Aug 09, 08:17
x4

Post by Matterom »

what hapend to the one i made ? :cry: :lol:
My Mods:
Sector Administration: A Tax Mod
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

i had to add more ships in and the script editor scared me to hell. It was easier to copy/paste stuff into a md script
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

Cadius

No worries then, I've just done an addin script for my Script (the one in my Sig) that allows you you to add ships to shipyards that you can't buy anywhere. (i asked how people would like it setup, but have had no feedback, so it will just how i think it works best.)

I was going to offer to do you a stand alone version of it if you wanted. But, it would seem that you have more of then than you can use. :D

Just my way of saying thanks for the ships.

I like the new M1, it has a certain appeal about it. :)

EDIT:
i had to add more ships in and the script editor scared me to hell. It was easier to copy/paste stuff into a md script
I could say that goes for me when it comes to me trying to do Modelling. :? :(

MarCon
User avatar
MadMan983
Posts: 447
Joined: Fri, 10. Jul 09, 13:03
x3tc

Post by MadMan983 »

dude your ships look awsome any chance of a few more commonwelth ships?
When ever people agree with me i always feel i must be wrong.
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

Just my way of saying thanks for the ships.
no problem, hope you guys enjoy playing with as much as i enjoy making them.
dude your ships look awsome any chance of a few more commonwelth ships?
certainly, reason most of them are USC ships is bcause my current game is a terran roleplay.
GT182
Posts: 39
Joined: Sat, 14. Nov 09, 22:31
x4

Post by GT182 »

Cadius, these ships look great. Again, my thanks.

A question to either you or Mark. How would you add the ship pack into X3TC without using a Plugin Manager/Installer? Cat and Dat files are no problem, it's just making sure everything else goes in the right folders.

Thanks again guys.
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

GT182

First, the easy way,
Extract the rar file from the download into your Main TC installation folder. DONE. Select mod from splash screen at TC statup, start TC, Cheat Ships into TC, play TC, have fun.

Second, Not so easy way,
Unpack rar to folder of choice.
As Cadius releases the Ship packs as cat and dat files, you can just put them straight into your mods folder of your TC main installation folder. That is unless you already have something in there. if you don't have this folder you will have to create it first.

If you prefer or you already have something in your mods folder you can put them in as a fake patch. Simply rename them to be the highest number cat and dat and put them in the main folder.

If you go the mods folder way just make sure to select it from the splash screen in mods when you start TC.

However you do it you will have to cheat them into the game at present.

As for the file in 'scripts' (part of the download), copy paste that into the 'scripts' folder of your Main TC directory. The same goes for the one in the 't' folder, it goes in the 't' folder of your Main TC directory.

MarCon
GT182
Posts: 39
Joined: Sat, 14. Nov 09, 22:31
x4

Post by GT182 »

Ok, got ya on all that Mark. My thanks.

The reason I asked is because I have the Apricot Mapping Service Mod installed. When you start TC it's automatically loaded. If I add the Ship Pack in as a Mod, like AMS Mod, then I'd only be able to chose one or the other..... not both, as far as I know.
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

GT182

If you have another mod, and if the other mod changes ships like the Apricot Mapping Service mod does, you may have problems. You can try it as a fake patch and see what happens. But usually you can't use 2 ship mods at the same time. But without knowing what files are used and or changed by each mod, its a case of suck it and see. Definatly don't put 2 ship mods in the mods folder, or 2 station mods for that matter.

MarCon
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

http://img714.imageshack.us/img714/4255 ... n00093.png

USC M7 - Aomori Patrol Frigate
http://img59.imageshack.us/img59/5870/x3screen00086.png
A light, fast and cheap (by terran standard) M7, good for sector patrols, freighter escort and those pesky pirate M6 formations.

USC M7 - Sendai Escort Cruiser
http://img194.imageshack.us/img194/3134 ... n00088.png
Fills the gap between M7 and M2, fear its broadside guns. Comes in 2 variants: A - armed to the teeth with turrets and broadside guns capable of mounting Destroyer class weapons. B (M7M) - equipped with multiple missile launch bays, primary weapon generator removed to make room for missile storage.
darkstar one
Posts: 103
Joined: Wed, 12. Dec 07, 17:44
x3tc

Post by darkstar one »

Hi there cadius :)
i loved your ships but there is a slight problem with the hiroshima its some of the main guns when fired the projectiles appear to fly across the screen instead of shooting out of the out of the gun barrels. :?

other than this the ships are great fun i love them :) :)
You've got the flying skills of a large asteroid
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

it's a known issue, will be fixed in the upcoming version.
User avatar
mr.WHO
Posts: 9150
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

When will be the next release ?

Could you make a Terran/ATF HQ base (something base on your new shipyard) that could be buyable ?
darkstar one
Posts: 103
Joined: Wed, 12. Dec 07, 17:44
x3tc

Post by darkstar one »

thanks cadius, your ships fill the gaps in the terran fleet i look forward to the upcoming version :)

cheers darkstar one :)
You've got the flying skills of a large asteroid
User avatar
MadMan983
Posts: 447
Joined: Fri, 10. Jul 09, 13:03
x3tc

Post by MadMan983 »

ahh i cant decide weather to keep my currant mod (ship extention 1.7)
or install your mod and start playing terran
When ever people agree with me i always feel i must be wrong.
Gemini24
Posts: 203
Joined: Tue, 20. Oct 09, 07:55
x3tc

Post by Gemini24 »

Great work :)

Last 3 ships look familiar...think i see it :)

N:JI!

Win either way :D

Dont suppose youd be willing to do the Stiletto? :?
User avatar
mr.WHO
Posts: 9150
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

I think that low tech ships from Nexus - like mentioned Stilletto would be good Pirate or Yaki ships.


What About Noah Battleship hull? Do you plan to make it USC M2 or M0 (it would be better as ATF has one while USC not) ?
Gemini24
Posts: 203
Joined: Tue, 20. Oct 09, 07:55
x3tc

Post by Gemini24 »

Or Aldrin, still Terran but low tech would fit, to a degree.

Anyways, just an idea to throw at you :)
Last edited by Gemini24 on Fri, 19. Feb 10, 05:43, edited 1 time in total.
Ghost-1-0-1
Posts: 20
Joined: Fri, 29. Jan 10, 02:33
x3tc

Post by Ghost-1-0-1 »

Good work on the ships they look good . . . and could any1 point toward tbd direction of how to mod in x3 my end result is to be able to write scripts for it and be able to mod ships

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