Mod : Apricot Gunbus Mod V3a AND Gunbus v3a for XTM

The place to discuss scripting and game modifications for X³: Reunion.

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Saint-Ashley
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Post by Saint-Ashley »

Felt this should be posted here as well.
Saint-Ashley wrote:
ace wrote:[A Osprey goes for ~15, a Phoenix for ~70, Camel for ~19
I agree with Digsin, it probably should be closer to the cost of a cap ship.
If I was going to pick a number I would set it around 35 (2x norm 1/2 cap)
Im quoteing old posts here... But go with it...

The gunbus and the camel are basicly the same as the M7's in the Xtended mod. Just different models on the attribuites. Given the different models an M6 type model would be faster then an M2 M1 type of the same model.

Yes I beleive they should be about 2x norm 1/2 cap price as stated above. However, I would like to point out, Thats the same price as an M7!

Although I beleive the actuall speed is a bit overtuned the weapon loadout is good for its style of ship. I would prefer the speed roughly at max 250. But, that is at apricots discression as stated before, the player has the choice of what they want :P
apricotslice wrote:The only difference in the X universe is that egosoft didnt program battleship sized guns into the game...
Then what about that HUGE gun mounted on the front of the Centaurs! (lol) I know, thats like a 100 m barrel! And it caint even be used! :lol: (lol)

Edit: :o I missed a " = " in the quote! :lol:
Some formating will not show up correct but, should be self explanatory :P
Habadacus
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Re: Mod : Apricot Gunbus M6 Heavy Transport with Extention Commands (Beta)

Post by Habadacus »

apricotslice wrote:PBE's range extended to just over 2km and hit a bit harder.
Does this affect all the PBE's in the game or just the ones mounted to these ships?
Saint-Ashley
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Re: Mod : Apricot Gunbus M6 Heavy Transport with Extention Commands (Beta)

Post by Saint-Ashley »

Habadacus wrote:Does this affect all the PBE's in the game or just the ones mounted to these ships?
All in game. Not sure if its just Alpha or Beta PBE or both, but Its probally somewhat near the same for both.
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apricotslice
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Post by apricotslice »

All in the game. But I found they are very infrequently used by the game, which simply puts the biggest gun on ships by default.

Xenon L's may pack a little more punch, I think :)
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apricotslice
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Post by apricotslice »

New download sites added.
fstrthnu
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Post by fstrthnu »

WOW! What more to say about this mod? This being my first mod that I have added. I am very funny about what things to modify in my game, the only thing I used before this and still do is the Cargo Delivery Service script.

This mod is fantastic overall. This one ship can do it all. I use it for UT's and use it for OOS patrols. This ship(Gunbus) is worth every penny it costs in the game and then some. I know that the writer of this mod is curious sometimes about how we customize our ships and for what, well below is how I outfit mine.

For UT's:

Cargo Bay: All the way
Engine: All The Way + Boost Extension
Rudder: All the way
6GJ Shields
11 AHEPT's

For OOS Patrols

Cargo: None
Engine: 40 of 85(I found 85 to be way to much. The ship barely hits anything) + Boost Extension
Rudder: All the way
6GJ Shields
4 GPPC's(Main)
7 AHEPT's (4 Main) 1 Left 1 Right 1 Back

I have watched my OOS Patrol take out a Xennon station all by it's self. Now waiting to see if it can take out a M2 or M1 all by itself. :roll:

Many thanks to the writer of this mod.

Chris

Forgot to mention the only problem I saw was if you use the Gunbus for a supply transport for a station, this ship doesn't show up on the stations owned ship list(not sure if it has anything to do with the Cargo Delivery Service script or not). :?
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apricotslice
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Post by apricotslice »

fstrthnu wrote:WOW! What more to say about this mod? ... This mod is fantastic overall. This one ship can do it all.
Thanks for the feedback :)

That how it was designed.
Engine: 40 of 85(I found 85 to be way to much. The ship barely hits anything) + Boost Extension
Agreed. This is the autopilots limitation coming into effect, but it just shows you have to be aware of such things and outfit your ship accordingly, dependent on its primary role.
Now waiting to see if it can take out a M2 or M1 all by itself.
Let us know how you go with that. Mind you, the purists will be very upset if it can take out a M2 in oos by itself, since they demand that such things should not be allowed in the game. Me, I look back to WW2, where a destroyer (M6 in X3) could kill a battleship (M2), but it needed a lot of skill and luck.
Forgot to mention the only problem I saw was if you use the Gunbus for a supply transport for a station, this ship doesn't show up on the stations owned ship list(not sure if it has anything to do with the Cargo Delivery Service script or not). :?
I think thats a game problem. The M6 wasnt designed to be used as a supply ship, so the devs never thought it would be, so the code never checks for M6's when it displays the list. This is what happens when players use ships in a way not intended by the devs. :)
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apricotslice
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Post by apricotslice »

HELP NEEDED
With the Xperiment Fusion Mod due out soon, and the XFP team having deemed the Gunbus and Camel, to be too "unbalanced" for inclusion, I need someone to convert the mod to Cycrows new ship installer format, so that when the XFP Mod is released, anyone using the Gunbus and Camel can simply install them back into the modded game.
Please email me or PM me if you can help.
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apricotslice
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Post by apricotslice »

Thanks to some speedy work by Jakesnake5, beta versions of the Gunbus and Camel ships for Cycrow's Installer are now ready for Betatesting.

Please let me know if they work correctly in all aspects.

Downloadable from Apricot HQ. (Link in signature).

The other minor modifications included in the zip are not included in the new installer files, just the basic ships.
Jakesnake5
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Post by Jakesnake5 »

May have been relativly quick, but even I am not sure their working right with the player in the turrets. They are tough buggers.

I was using 1 of each and a squad of 5 Stilettos (From the exodus mod) to wipe out some Pirate sectors. They did ok.
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foopex
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Post by foopex »

Jakesnake5 wrote:May have been relativly quick, but even I am not sure their working right with the player in the turrets. They are tough buggers.

I was using 1 of each and a squad of 5 Stilettos (From the exodus mod) to wipe out some Pirate sectors. They did ok.
Regarding BETA Camel \ Gunbus xsp files.

X crashes when entering sector or opening up property list when playing with restored savegame. This is with Camel and Gunbus installed, no other scripts or mods.

Let me know if how I can be of more help
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apricotslice
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Post by apricotslice »

foopex wrote:Regarding BETA Camel \ Gunbus xsp files.

X crashes when entering sector or opening up property list when playing with restored savegame. This is with Camel and Gunbus installed, no other scripts or mods.
Can you run the game with the original mod, and see if the same crashes occur with that ? This will tell us if its a problem with your game, or with the xsp's.
foopex
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Post by foopex »

apricotslice wrote:Can you run the game with the original mod, and see if the same crashes occur with that ? This will tell us if its a problem with your game, or with the xsp's.
I forgot to mention that this was only when entering a sector or opening property sheet with a camel or gunbus actually present. To answer your question, I had no mods selected. Or did you mean with YOUR original mod? I'll try that.

EDIT: Question... If we install the beta ship files, do we need to install the m6 commands separately to get the trade functions to work with them?
foopex
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Post by foopex »

Ok, with your mod, works great. with your mod removed and beta ship files installed, crash.

Perhaps I am doing something wrong?

An example of what will happen:
Load a game before the gunbus
buy one, send it to another sector
save the game, quit.
fire up the game, load my save
tell the gunbus to come to my sector
when it warps it will crash.

With your original mod I can do all of the above with no crash.
Jakesnake5
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Post by Jakesnake5 »

Just a thought, did you install AFTER you already were running the mod? If so, removing the mod removed the Tships entries for any already exhisting Mod ships, and the Beta ships take up different slots. As such, your crashes are understood. You'll have to get rid of the Mod ships before running the beta ships by themselves.

I do believe XSP can install scripts too.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
foopex
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Post by foopex »

Jakesnake5 wrote:Just a thought, did you install AFTER you already were running the mod? If so, removing the mod removed the Tships entries for any already exhisting Mod ships, and the Beta ships take up different slots. As such, your crashes are understood. You'll have to get rid of the Mod ships before running the beta ships by themselves.

I do believe XSP can install scripts too.
I was only using the beta ships and hadn't run the original mod and scripts at all when it first happened. The only time I installed the original mod is per apricot's request to compare it.


I did a fresh install earlier assuming I had screwed something and the only files to touch it is the original mod and the beta ships.

I'll remove these files and uninstall the beta ships, start a new game, cheat in 20 million bux, install the beta ships, and try to recreate the problem, will this do for a test?

Tomorrow that is =)
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apricotslice
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Post by apricotslice »

foopex wrote:EDIT: Question... If we install the beta ship files, do we need to install the m6 commands separately to get the trade functions to work with them?
Yes, you will need to install the M6 commands as a seperate install.

The xsp's just contain the ships at this point.
foopex
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Post by foopex »

I am a tard I wasn't loading the shipcreator mod on launch =/

sorry for the fuss.
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apricotslice
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Post by apricotslice »

A new place to discuss mods such as this one which potentially unbalance the game :

http://circleofatlantis.com/X3forum/viewtopic.php?p=23

A safe secure unbalanced environment for discussion of this mod without hasselling by those who beleive in the dreaded "B" word.
Zod
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Post by Zod »

Argh... Does anyone else have trouble with these as station traders when they have complex hub's? Just lost my 3rd one last night and was not watching :cry: . On the plus side they do not *quite* have the shields to kill the complex hub's with them.

Ships are given full rudder and speed. They generally get max shields from Station Trader script from Naffarin fairly quick. Not sure what I can do on this besides stay out of my complex hub sectors. No problems with them killing themselves on normal statons.

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