[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.

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Hartzaden
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Post by Hartzaden »

you think you could add repair lasers to the drones to allow better MARS combatibility?
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Cadius
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Post by Cadius »

Last 3 ships look familiar...think i see it Smile

N:JI!
Bingo!
What About Noah Battleship hull?
Spanking new M2 - The Fukuoka.

Good idea bout the Stilletto, didn't want to put it in at first but it'll make a good lost colony patrol ship.

New ships!
M7M Sendai Variant B
http://img198.imageshack.us/img198/4749 ... n00100.png
http://img198.imageshack.us/img198/5368 ... n00102.png
http://img198.imageshack.us/img198/6154 ... n00105.png
Just completed its trial by fire

M7 Longsword Mk2
http://img35.imageshack.us/img35/5599/x3screen00107.png
A recon and special ops vessel, fast and maneuverable for a ship of its class, be it surgical bombing on xenon facility or deploying 20 black ops marines onto a Paranid cruise liner, this is the ship to get in and out fast and survive.

TS Baldric Super Freighter
http://img193.imageshack.us/img193/7949 ... n00111.png
Those rich ore mines you exploited in commonwealth space need plenty cargo space.

V1.6 will be out by tonight, just doing some final tweaks to the stats.
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mr.WHO
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Post by mr.WHO »

Could you include a Normandy M6 mod in your ship pack as you already use Normandy mk. 2 as M7?

http://forum.egosoft.com/viewtopic.php?t=236328&start=0


Anyway it looks like there will be a lot of M7 types in your mod while USC lack one corvette (other races have 2 corvettes in vanilla) and M0.


BTW What will be the diffrence between your new M1 and the Tokyo, same question about planned M2 and Osaka?

P.S Baldric superfreighter looks nice :)
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Cadius
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Post by Cadius »

Could you include a Normandy M6 mod in your ship pack as you already use Normandy mk. 2 as M7?
Yes i'm waiting for Tenk's permission. If he doesn't reply in time, the Longsword Mk1 will have to wait.
BTW What will be the diffrence between your new M1 and the Tokyo
Slightly more expensive, more hull armor due to those thick platings covering vital areas of the ship, slightly more cargo space, more docking bays since it's bigger, can also dock 1 TS and 2 M6/M8. Same amount of guns and i'm thinking maybe 1 less shield slot. Think of it as the Woden of the USC. Also, it looks better.
same question about planned M2 and Osaka?
Same with the above, it might also come with a small docking bay say.. 8 fighters maybe.
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mr.WHO
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Post by mr.WHO »

Does Nexus (or any of Nexus mods) have mesh of Noah Ark colony ship? This ship would be a good mobile base (like that Goner ship):

This ship is present in this cutscene:
http://www.youtube.com/watch?v=XEA_XV1uSWk
Retiredman
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Post by Retiredman »

Cadius
Such great work.. I really like the Baldric SF..

My wish list..

A hybrid of the Springblossom with the Vidar..

or take the fins off the SB and make an adjustment to it.
Gemini24
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Post by Gemini24 »

Good idea bout the Stilletto, didn't want to put it in at first but it'll make a good lost colony patrol ship.
Cool beans :) Dunno why, but i loved that ship in the game.

Lookin forward to the new release!
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Matterom
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Post by Matterom »

wow you missed him cadius, tenk was on not to long ago and gave me permission to use it :lol:
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Sector Administration: A Tax Mod
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Cadius
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Post by Cadius »

V1.6 is up! check the first page. Tenk hasn't responded so no Longsword Mk1 for now.

hf
markdeno
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Cool

Post by markdeno »

Cadius,
I love your work! Your ships fill obvious gaps in the lineup supplied with vanilla TC. I have been using the Macana as my primary support ship ever since you released it. (Occasionally a fighter will forget what its doing while docking and just linger there. Often this is the last of eight fighters to dock but not always. Sometimes I can get it to remember what it was doing by thrustering about a bit so that its docking action is reset.) It is great for running a salvage operation, (with enhanced bailing and marine repairs.)

I am going to start another game, cheat in a HQ and roleplay a Terran corporation this time, using your ships and other Terrans now that they have a full compliment. (Though there are not enough heavy weapons in all of Terran space to fully equip even a frigate, but then again they don't care - they spawn to reproduce.)

Now, if you made a Terran themed HQ - that would be sweet. And if it made use of Terran resources that would be even better. (Perhaps Hull Plating should be an important part of building ships?) Though shipbuilding at the moments is a mugs game - better to cap, repair and sell enemy ships, and then simply buy the ship you desire from the shipyard.

Just as a side note - I wonder why it is so easy to hit a fighter with a CIG burst but nearly impossible with a MAML burst?

Cadius - your work is simply great and I am eagerly looking forward to whatever it is you come up with next.
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urbanfreak
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Post by urbanfreak »

The new ships are FLAWLESS ~ really really.

Especially the new Longsword MKII, an upgrade to the current Normandy by Tenk, double the size.


Ships with missile launchers are very realistic.
If only there were missiles that were as tall as the USC M7M - Sendai Variant B Missile Cruiser, that way it will feel like a space "nuclear submarine". (real cruise missiles are almost as tall as real submarines)

/////

I added the mod as a fake patch, opened up the TShip.pck and transferred the many new ships to my current TShips mods. It consists of BSG, Normandy and Cadius ship packs ! YAyness.


Anyone who wants some in sites to how this can be done ask me here.

////

I second to what markdeno just posted, a terran themed HQ.


Thanks Cadius.
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MadMan983
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Post by MadMan983 »

can anyone give me some help combineing the shipexpantion moid with this one?
When ever people agree with me i always feel i must be wrong.
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Cadius
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Post by Cadius »

it's easy.

1] use ship expansion as a mod and install this ship pack as a fake patch

2] use x3 editor 2 and open the Tship file found in ship expansion mod

3] use x3 editor 2 and open the Tship file found in the ship pack

4] copy the new ship entries from the ship pack over to ship expansion, always choose 'paste to end'

5] start x3tc with ship expansion mod check and see if it works

if you install the ship pack as a fake patch you don't need to copy the models over. Just remember the cat/dat number for future updates.
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MadMan983
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Post by MadMan983 »

ok i followed your instructions and so far its working exept for 3 small flaws.

1. little or no sound, i.e no weapon fire effects but still the sound of bullits wizzing past my ship, plus no beep sound when i use the menues to trade and so on.

2. invisable advanced persus, persieus however the hell you spell it i was flying it befor i made changes to my x3tc now theres the guns and smoke trailes but nothing else.

3. cant start a new game, when i try it crashes
When ever people agree with me i always feel i must be wrong.
mark_a_condren
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Post by mark_a_condren »

MadMan983
2. invisable advanced persus, persieus however the hell you spell it i was flying it befor i made changes to my x3tc now theres the guns and smoke trailes but nothing else.
Can you load a previous save game from when you were not flying the Persieus ? And if so, do you still have the invisible ship prob?

If you do, you could have a mod conflict. Also, when you are updating ships, you should try to never be in one that is being updated, it has a reputation of mucking it up.

MarCon
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MadMan983
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Post by MadMan983 »

currantly im reinstalling x3 after copying the modifyed shipextention and ship pack mod files. il get back to you guys after i reinstall x3tc
When ever people agree with me i always feel i must be wrong.
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Fall3n_Archon
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Post by Fall3n_Archon »

Incredible work Cadius - many, many kudos to you for a job well done.

You have finally given me some reason to use Terran ships, with an alternative to the highly overpowered but ugly as sin original designs.

Many thanks.

Only one issue I thought I would draw to you attention... As beautiful as the model is, being one of my favourites, the Falchion bombers turrets... Well, they don't work at all. Alas, I have tried and tried, but I can't get the rear turret to even fire, and the front only fires when manually controlled, will not engage targets automatically when placed under either standard AI control, or under the MARS system control. I almost cried. :(

Other than that, it's pure perfection all the way.
urbanfreak wrote:Ships with missile launchers are very realistic.
If only there were missiles that were as tall as the USC M7M - Sendai Variant B Missile Cruiser, that way it will feel like a space "nuclear submarine". (real cruise missiles are almost as tall as real submarines).
I think the flaw with this urbanfreak is that a conventional nuclear sub needs to launch its payloads vertically, to clear any obstacles and reach a cruise height well up in the upper ionoshphere. This requires a large amount of propellant to acheive to break gravity pull and breach atmosphere. A space-bourne missile / torp system would require significantly less propellant, making a larger missile cumbersome and easily destroyed. I myself would aim for a smaller projectile with just as much devastational power. Besides, you want all the room you can muster to fill with a million tons of ammunition, right? :D
"All of this has happened before, and all of it will happen again." - Six
Tomonor
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EGOSOFT
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Post by Tomonor »

*Stamp of Approval*
Image
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mr.WHO
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Post by mr.WHO »

I really like the view from Heavy Carrier, I was sure that it would be placed in that control tower to the left not next to it :D.
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Cadius
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Post by Cadius »

Only one issue I thought I would draw to you attention... As beautiful as the model is, being one of my favourites, the Falchion bombers turrets... Well, they don't work at all. Alas, I have tried and tried, but I can't get the rear turret to even fire, and the front only fires when manually controlled, will not engage targets automatically when placed under either standard AI control, or under the MARS system control. I almost cried. Sad
Knew i forgot something! I updated the Falchion model to stop the front turret from killing your own missiles but forgot to update to codes too. No worries hotfix on the way.
I think the flaw with this urbanfreak is that a conventional nuclear sub needs to launch its payloads vertically, to clear any obstacles and reach a cruise height well up in the upper ionoshphere. This requires a large amount of propellant to acheive to break gravity pull and breach atmosphere. A space-bourne missile / torp system would require significantly less propellant, making a larger missile cumbersome and easily destroyed. I myself would aim for a smaller projectile with just as much devastational power. Besides, you want all the room you can muster to fill with a million tons of ammunition, right? Very Happy
lol i dunno, I just have a thing for nuclear subs.
ok i followed your instructions and so far its working exept for 3 small flaws.

1. little or no sound, i.e no weapon fire effects but still the sound of bullits wizzing past my ship, plus no beep sound when i use the menues to trade and so on.

2. invisable advanced persus, persieus however the hell you spell it i was flying it befor i made changes to my x3tc now theres the guns and smoke trailes but nothing else.

3. cant start a new game, when i try it crashes
Something is definitely not right here, the ship pack only touches TShip/Bodies file and everything else should not bother the game.

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