Star Wars Mod by mikhailskatchkov reborn.

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TKLR479
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Post by TKLR479 »

Thanks, now, which files do I need to dl? Are these patches or full downloads? Thanks for the quick reply!
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mikhailskatchkov
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Post by mikhailskatchkov »

TKLR479 wrote:Thanks, now, which files do I need to dl? Are these patches or full downloads? Thanks for the quick reply!
DO not delete anything, 0.88B is a full download, only that file i uploaded today is a patch
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mikhailskatchkov
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Post by mikhailskatchkov »

SlicerShanks wrote:
mikhailskatchkov wrote:
SlicerShanks wrote:Been testing out latest patch. Love the new icons, but, are they supposed to be moving at all, or are they just still frames at the moment? If any help is needed, and if it even applies at all, I know how to make gifs, and I can rip them pretty easily and quickly, I mean, I've got the despecialized edition on my computer right here.
Ye just stills for now, i was testing my video editing software, it would be great if you could help, im working on it today, will be replacing some stills with video, if in any way you could make a giff with a rebel officer that would be great, i cant seems to find any decent video, only stills around.

Alright I'll be home later today, pacific coast time.
Check what i put in first, with todays patch, then see what you can do, thanks mate.

"Small weekend update

[ external image ]



nothing major, just replaces some avatar still with animated ones and just small texture changes.

I think you guys know by now what to do with these files :) i hope"
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mikhailskatchkov
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Star Wars For Litcubes test release

Post by mikhailskatchkov »

Star Wars Mod for Litcubes:

Image

This is just a light ship pack, it probably many problems, i didnt have time for testing anything, so this is for who ever feels like helping, please test and report things like, Cockpits position problems, guns not working, ship missing parts or textures.


[ external image ]

Ship List

Fighters Alliance (Sold At "Cloudbase South East")
X-Wing T-65
X-Wing T-70 (Episode 7)
Y-Wing S-3
A-Wing
B-Wing
E-Wing

Fighters Empire (Sold at "Terran D4" x11,y15)

Tie Fighter
Tie Striker (Rogue One)
Tie Bomber
Tie Interceptor
Tie Fighter "New Order"
Tie Advanced (Vaders type)
Tie Phantom
Tie Defender
Tie Scimitar
XG-1 Star Wing

Fighters Other (also sold at PTNI Headquartrs)

ARC-170
Alpha-3 V-Wing


Freighters

YT-1300
G-9 Rigger
VCX-100
Gozanti-cruiser freighter + CROC type & Imperial type
G-75 Gallofree Transport
Firesprau-31-class Patrol craft (Slave-1)
T4a Lambda shuttle
Sentinel-class shuttle
Delta-class T-3c shuttle (Rogue One)
BFF-1 Bulk Freighter
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mikhailskatchkov
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vote

Post by mikhailskatchkov »

Guys lets see how far we can get with this

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CaptainShack
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Post by CaptainShack »

I didn't have a chance to reply to your question as I've been quite busy working on Season 2 of our Space Engineers series over on TheXpGamers..

You know my Vote. I'm greatly in favor of making X3 Star Wars Mod working with Litcube as its base.. here are my reasons.

PERFORMANCE

Litcube has a passion for performance. To that end hes done some impressive things to make everything from combat to menu systems operate quicker and smoother. Quote from LU

"We spent a considerable amount of effort in ensuring that the entire LU system was as fast as possible. The standards for what constitutes available content in the LU core package are high. To give you an idea of the achievements in this area, the vanilla game has around 7,500 tasks running concurrently. LU has roughly 16,000, and it's still the better performer." You feel it in the larger battles. Do a test of a Massive battle in the normal game and LU and see the difference.

A TRUE THREAT

LU offers two real insidious enemies.. with an A.I actively working objectives of its own. That A.I Trade, Builds and expands like the player. It's growing resources feed into its War Machine. Taking out supply lines has a real effect on your adversary. This is -The Phanon Corporation- mechanics he has added.

Imagine making a run on a Star Destroyer with a group of Y-Wings as the Rebel Alliance.. in the normal game the A.I will eventually just spawn a new ISD if you destroy it... in LU that ISD has a real cost to your adversary. In this case the Empire.

Here are just a few highlights of the Phanon Corperation and why I think they would make the Ultimate Empire in this mod. Keep in mind this is just a snipet.. read his very detailed wiki post here for more info.

http://litcube.xtimelines.net/wiki/inde ... ure_Phanon

- AL Plugin can represent a challenge, especially in later levels, as The Phanon Corporation will steal trade opportunities, and actively hunt and destroy your ships and factories with M6 / M7 led fleets. As they gain more money, they will purchase capital ships to guard their HQ. Especially in later generations, the HQ can be difficult to destroy, as the sector will be well fortified.
- Everything The Phanon Corporation buys, it pays for
- It will not purchase anything if it doesn't have the funds required
- Buys stations, traders, headquarters, fighters, capital ships
- You will have an impact on their earning potential - kill a TS, and they have to buy a new one, and you decreased their trading income. They're just like you.
- They will respond to their stations attacks if they have the military available

BALANCE
Much like what you've talked about mik wanting to do hes gone in and done some heavy duty reworking of the ships and weapons. basically hes given each ship a true role in a fleet.. Here is a bit form the weapons section..

"There's not much that resembles vanilla any more. In LU, efficiency matters. Your ships ability to sustain fire is going to be a little more stressed than it was in vanilla. So while your ship may be able to install a HEPT that has a longer range, bigger boom, and faster bullets, you'll run out of juice 23% faster than the smaller alternative (just an example). Maybe it's worth it. Maybe it's not. If you're building a carrier fleet, for example, you'll have to take efficiency into consideration. If your MLCC carrier wing is set to take out fighters, you might want to opt for efficiency. If they're going to run headlong into frigates, you may want to gamble that they'll take out the frigate in one pass, as opposed to going the long haul. It's your choice based on the strategy you choose.

A few rules:

The larger the boom, the less efficient the weapon is.
Any weapon with the word "ion" in it has a higher shield damage to hull damage ratio than other weapons. Ion weapons much like Star Wars.
Bullet speed variation is large. The enemy is more likely to hit you. Your crazy strafing isn't going to work as well as it did."

Check out this section on missles and how they are now color coded to help players at a galance figure out how much they should worry about that incoming blip.


Details on this here..http://litcube.xtimelines.net/wiki/inde ... re_Balance



In short the mod has far to much for me to try and explain in this forum post.. as that would be condensing an entire wiki to a single massive post. LU gives players a real threat, and end goal.. and gives you the tools to help keep a fleet up and operational. With the tools to command & control it properly. It adds a much better "and working" mining system for those would be cooperate miners out there a missile defense chaff system, better pathfinding "a massive issue in X3" a much better combat feeling in fleet fights the list goes on.. here is a link to the features and changes page for more information. http://litcube.xtimelines.net/wiki/index.php/Features

at the end of the day your making a fun mod. Its your mod and I will enjoy it either way and I thank you for your time and effort working on this passion project that has already added hours of fun to my X3 experience.
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SlicerShanks
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Post by SlicerShanks »

Captain Shack, I LOVE your channel, and was surprised by your review of the mod.

I don't think we're ruling out a litcube port completely, it's a definite possibility. I think at the moment the way mik has his priorities we're working to get the content in and working in the game in the first place, using the vanilla first. I'm sure Litcube is very great, but that will come at another time and place, after we've had time to sort and balance everything out here first.

Thanks for the good press, by the way!
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mikhailskatchkov
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Post by mikhailskatchkov »

Hi Cap,

Ye we have discussed this before and you did convince me that a version compatible to LC must be made, if you look at the previous page I have already released a Fighter/Freighter mini mod for litcubes, well the test release, and will be some time before LC version sees features like a fully functional R2 or ship interiors.

Litcubes plan:
Releases in order-

1."Fighter/Freighter pack" Test V released.
2."Capital ship pack"
3."X3 Star Wars Shipyard" both packs together, tweaked,this V adds the ships to a couple of station in LC universe, you will NOT see them as NPCs.
4."X3 Star Wars Mod LC V1.0"
"Argon" = "Alliance", "ATF" = "Empire", "Phanom corp"= Aggressive Sith/Imperial faction formed after the battle of Endor when the Sith grew distrustful of the Empire. (A lot of people want to play Imperial, so I must retain a choice, and since you can't join or befriend the Phanom then an extreme wing of the Sith I think would be ideal as they have now become non excepting of outsiders, only pure bloods.)
And the OVC will be "The Death Watch" a Mandalorian splinter group.
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iniochos
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Re: 0.88B repack

Post by iniochos »

mikhailskatchkov wrote:0.88B repack

[ external image ]

let me know if Teladi Classics shows up in PTNI headquarters and if some avatars have changed.

Image
Mik
it is confirmed.
Teladi Classics shows up in PTNI headquarters. thanks man
:thumb_up:
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mikhailskatchkov
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Post by mikhailskatchkov »

Been working on LC fighter pack today, cant get sound fx to work, tried editing sound.txt, no go :(

other

*Fixed G9 rigger being invisible.
*added Star Wars ship starts.

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gal@cticfear
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Post by gal@cticfear »

Watching this mod with interest, compatibility with LU would be amazing, keep up the good work :)
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SlicerShanks
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Post by SlicerShanks »

Heretics End has been a weeird sector for a while, with those weird orbs flying around with the sounds of M1s.

But the other day I found out the S-Foils script is wonky there too. When you jump in and open your s-foils, you're transported like 50 k away from the center of the sector and it takes forever to get back. I notice it'll also transport you if you're anywhere near the gate or near asteroids but most of the time it works normally.
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Klaus11
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Post by Klaus11 »

SlicerShanks wrote:But the other day I found out the S-Foils script is wonky there too. When you jump in and open your s-foils, you're transported like 50 k away from the center of the sector and it takes forever to get back. I notice it'll also transport you if you're anywhere near the gate or near asteroids but most of the time it works normally.
Yes, I agree. Maybe I find a solution to avoid this effect.
[ external image ] Dif-tor heh smusma (Lebet lang und in Frieden – vulkanischer Gruß), Cockpitsammlung, Spieler HQ aktivieren, XENON-DAE
bidolot
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sound engine

Post by bidolot »

Hello, would it be possible to add a light engine sound in the cockpit ?
Cekura
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Post by Cekura »

Hey mik, hey guys!

First of all thanks for this super VERY NICE work mik!!!! I started the X series with X Rebirth and was frustrated because x rebirth was... not what I expected. :evil:
Then 3 years later (a few days ago) I watched an impressive youtube video and discovered your mod!

I bought x3ap only for on reason... guess what 8) and I love it.

I'm really into spacegames and star wars, I really really thank you for your god damn good work!!!!

Please keep modding it till it's really polished, I spent 25 hours each day in this mod the recent days.
If you need any suggests or decision help I would be glad to help, I don't know everything about star wars nor X but I read up 80% of the Internet wikis about both recently ^.^

I wanted to ask you a few things:

I don't think you add plots in the game nor you can finish them, so I play as Imperial Conscript and the War goes on, is there any way to finish it?

Is there a special feature list, and if you could rework the map you put into the download folder, I had a hard time figuering out how to get to the custom star wars planets and systems you added.

Besides that, I wonder how mods in X works in general. Can I download any other Scripts to improve gameplay experience?
For example, I found out that the Ai is cheating in some way, like spawning ships etc. I really don't like stuff like that.
I would wish a feature like litcubes universe provides, disabling this spawn. Everything we (the players) have to do, the AI should also do.
Also speaking about stations (for example shipyards the AI brings back to live after some time, but not building but spawning them) - any way to disable that?

Are there any possibilities of combining stuff like that in your mod? Or is it already a feature? :?

I'm very glad I watched that youtube video, keep up the good work!!!
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mikhailskatchkov
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Post by mikhailskatchkov »

Hi Cekura,

Glad you like it.

"Scripts" use, Litcubes bounce script so your fighters dont crash into the targets they attack or into each-other, its available as a separate download, youll have to have a search though.
and use the official "Bonus script pack".
Im quest sure there are plenty other compatible scripts, just havnt tried any unfortunately.

I have started on a Litcube compatible mini mod but mostly focusing on this.
I have been testing and working on the Alliance/Argon plot/story, and so far all is working great, unfortunately haven't had time to play the Imperial/Terran plot.
Regarding Ai spawns, although yes they do exists but these are not unlimited spawns, some ships/jobs have only 1 or two spawns, as i develop this mod ill also be developing the AI, forcing the Ai to grow/develop as the played does.

PLEASE NOTE, this mod is meant for higher end systems and i often use 4k textures and very high detail models for extra realism.
Another thing, before we reach 1.0 some updated version will not be compatible with older version, so refrain from starting any lengthy Empire building quests.

Current features include:

1: X-Wing S-Foils activated with a "HotKey", at the beginning of thread there is a video link on usage.
this feature will soon include B-Wings and Tie-Phantom cloaking.
2: R2 astromech, repairs ship when onboard and provides missile defense when mounted on an external slot.

other: improved graphics, light effects and high res-textures.
FleetmasterEddie
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Post by FleetmasterEddie »

Hello, I have become an enormous fan of this mod recently, after finally upgrading from TC to AP, Captain Shack reminded me you existed in his spotlight. I made an account to mention, attempting to go through the accelerator in Jakku your ship explodes from entering atmosphere. Also I know that you have put in separatist ships. Are they at a station or only via console commands?
Cekura
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Post by Cekura »

Thank you for your reply ^.^

I downloaded the Bonuspack and works great for me (havent tried everything yet).

Also thanks for your small feature list, but I was asking if you could make a list, where you literally list in nearly everything you changed.
I know about LU already, and his "feature list" is great, he got an own wiki and you can easily see what he changed in which way.

This is to avoid questions like the last one from FleetmasterEddie - are there CIS ships in the game now? If yes, where to find them?
Which Ships are in the game? (complete list + screenshot would be AWESOME but its quit a bit work; I know)
What scipts have you added and how do they work?
What does the AI spawns now and what not? Can i finally capture a sektor? Does the GOD Modul still destroys terran economy? [...]

There is a long list to go (in my opinion)

Since I'm not the player who explores every SINGLE system, probably doesn't worth visiting before I start growing an Empire, and in the end I probably missed something
(to visit a planet where you can find a nice ship I rather produce in mass instead of the ships I already produced.)

I know this could be a heavy task and is probably something you should start working on after 1.0, but will something like this come?
I don't want to force you working on something like that (it's your mod, and I love it, do what ever you want ;) But seeing something like that would be great!!!

Egosoft will support you
I don't know if you are aware of Egosoft's kindness, but Bernd mentioned in a sticky post on the modding forum, that he would gladly support any mods, but he has to know about them. Have you every been in contact with him? I think he can help you out in specific things and help you to promote your mod!!!

Buggs I discovered
Btw, I do run a high end system but got sometimes a little lag (e.g. once an hour, screen + mouse freezes, sound is in a 5 second loop for around 5 times) but game never crashed for me. The freezes are around 20 realtime seconds long and keeps running smooth after.
Also I got a HUGE fps drop when I undock from ATF Stations and when i get close to victory star destroyers, is that intended?
Also the Acclamator textures are very bad and sometimes missing.
Running last version 0.88b

Thank you for your time readon my mass amount of text, but you got my donate man, nice work must be rewarded!! Just about to figure how paypal works :lol:
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SlicerShanks
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Post by SlicerShanks »

Cekura wrote: Buggs I discovered
Btw, I do run a high end system but got sometimes a little lag (e.g. once an hour, screen + mouse freezes, sound is in a 5 second loop for around 5 times) but game never crashed for me. The freezes are around 20 realtime seconds long and keeps running smooth after.
Also I got a HUGE fps drop when I undock from ATF Stations and when i get close to victory star destroyers, is that intended?
Also the Acclamator textures are very bad and sometimes missing.
Running last version 0.88b
Cekura most people have that 20 second loop bug, it's something mika has been working on, and bugs and freezes like that are going to be appearing as we clean up this stuff in the game.

Though I will say I've been having the same FPS drops around victory star destroyers as well. Really great models, but the drops are very noticeable.
Cekura
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Post by Cekura »

Nice to hear I'm not the only one ^.^

Btw, is it somehow possible to get the player HQ with the star wars mod?

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