[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

Northern Comfort
Posts: 16
Joined: Mon, 7. Jul 08, 03:24

Post by Northern Comfort »

First off, Kudos to you man. Awesome models-and the Normandy is just a beaut.

Three things though-1. are you planning on adding any more Alliance-style ships to the game? I completely adore the style and simply put, need more. Hiroshima and Normandy need a bigger bro and some little sisters :P

2. Any chance you'd release the ships in .xsp format?

And 3-is there a chance for Cerberus livery on the Longsword?
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

V1.65 is up, includes hotfix for the falchion. I had to remove the front turret because no matter where i place it, kept on shooting my missiles.

Also, Tenk replied with permission to include his SR-1 model. So this update also gives you the USC M6 - Longsword Mk1.
Three things though-1. are you planning on adding any more Alliance-style ships to the game? I completely adore the style and simply put, need more. Hiroshima and Normandy need a bigger bro and some little sisters
I can't say exactly, few reasons being that theres not enough pics and materials to refer to. And second, foxunit is already working on a fullblown Mass Effect mod.
2. Any chance you'd release the ships in .xsp format?
I'm still new at this, I don't know how to do that yet.
And 3-is there a chance for Cerberus livery on the Longsword?
No. The ship is made using stock textures
User avatar
MadMan983
Posts: 447
Joined: Fri, 10. Jul 09, 13:03
x3tc

Post by MadMan983 »

maybe its a conflict with one of the other mod i have installed but i only use the imersive background mod, shipextention, this ship pack, CMOD3 + HUD and marine repairs
When ever people agree with me i always feel i must be wrong.
Northern Comfort
Posts: 16
Joined: Mon, 7. Jul 08, 03:24

Post by Northern Comfort »

Would you mind if I tried re-doing the textures then? I'm pretty basic with X3 modding, but have a bit of experience with skinning-and it just ain't a norm-er, Longsword, without the black and yellow.
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

go ahead man. Personally though i prefer the red/black/white, fits in better with the rest of USC fleet
User avatar
MadMan983
Posts: 447
Joined: Fri, 10. Jul 09, 13:03
x3tc

Post by MadMan983 »

as long as it looks awsome anythings good
When ever people agree with me i always feel i must be wrong.
Northern Comfort
Posts: 16
Joined: Mon, 7. Jul 08, 03:24

Post by Northern Comfort »

Not disagreeing with that-the SR2 looks amazing the way it is, I'm just an ME geek. Plus, seeing as it's not USC fleet but rather, as you said yourself-covert ops and surgical strikes. Wouldn't serve to wear easily-recognizable colors if you're going for plausible deniability, would it?


(yes, I know it's space and the chance of a visual ID is slim to none, but **** it, I want a yellow and black normandy :lol: )

I'll get to work on it tonight, see what I can do.
User avatar
mr.WHO
Posts: 9150
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

Whole ME family in one screenshot:
[ external image ]


Is there are any more ME ships (I mean human one)?
Last edited by mr.WHO on Tue, 23. Feb 10, 16:22, edited 1 time in total.
User avatar
Matterom
Posts: 424
Joined: Thu, 20. Aug 09, 08:17
x4

Post by Matterom »

these ships will be in the merge mod so unless you have a problome with all ships
My Mods:
Sector Administration: A Tax Mod
SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT »

Sweet I see ships from Mass Effect, Freespace 2 (just one though :cry: ), and Nexus The Jupiter Incident.
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

This ships are simply amazing, best ive seen. Ever. You said you just learned? I dont think so. My favorites are the:

USC M7 - Hakata class support frigate

and the

ATF TM - Lofn


Simply amazing... :)
User avatar
Fall3n_Archon
Posts: 8
Joined: Mon, 22. Feb 10, 16:07
x4

Post by Fall3n_Archon »

Cadius wrote:V1.65 is up, includes hotfix for the falchion. I had to remove the front turret because no matter where i place it, kept on shooting my missiles.
Amen to that! Instead of a forward firing turret, have you considered just placing a rack of forward firing gun mounts in instead? That way, a player pilot could control when to fire a few rounds off after firing a salvo of missiles at the target, instead of the turret AI carelessly firing through the arc path of the previously fired missiles? Food for thought, anyways... :idea:

Absolutely love your ship mod though Cadius, goes into my list for all time X3TC favs... :wink:
"All of this has happened before, and all of it will happen again." - Six
Gemini24
Posts: 203
Joined: Tue, 20. Oct 09, 07:55
x3tc

Post by Gemini24 »

Hey Cadius, or anyone else for that matter...

You have a suggestion for a missile barrage script for the Sendai Variant B?

Works fine when i control it, but the standard missile barrage command doesnt seem to cut it for AI.

Any suggestions would be great :D
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

you could try HKP's Enhanced Missile Barrage
http://forum.egosoft.com/viewtopic.php?t=256104

personally I use Medusa Interface, but i don't think it works for the AI
http://forum.egosoft.com/viewtopic.php?t=218502
Amen to that! Instead of a forward firing turret, have you considered just placing a rack of forward firing gun mounts in instead?
tried that, apparently you can't have a front mount weapon and a missile turret on the same ship, otherwise the missile turret will transform into a normal turret.

EDIT:
New Station! This is a replacement for the USC Orbital Defence Station.
http://img535.imageshack.us/img535/6348 ... n00114.png
http://img535.imageshack.us/img535/1235 ... n00115.png
http://img535.imageshack.us/img535/1151 ... n00113.png

Design mainly inspired by the Heavy MAC guns from Halo 2. That thing at the top of the station is supposed to be some sort of super heavy singularity projector. In case of invasion, the station can rotate to aim the gun and take out big targets at a distance. Just shows how paranoid the Terrans are.
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

There xenophobic. :roll:
User avatar
mr.WHO
Posts: 9150
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

BTW what about your Shipyard? It isn't included in 1.65? Do you plan to replace all Terran shipyards or only some of them (commonwealth races have 2 types of shipyards, normal one- same for all, and race-specific one in some sectors?

Edit: This new defence station looks like it can blow up anything in a single shot (kinda like mad Torus defence) - do you plan to make a new weapon for it? Also for ballance purpose it would be good if it don't have any fighter defence, exept maybe a small hangar.
Rostran Targo
Posts: 14
Joined: Tue, 7. Jul 09, 06:38
x3tc

Post by Rostran Targo »

Any plans for fighter sized ships?
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

Hey Cadius, ive been trying to get your ship pack installed. But whatever i do, they dont show up. I get the message that there installed, but there not in Terran shipyards, or in cycrows cheat menu.

My game is vanilla, with only Cycrows cheat package, and the Normandy. (by tenk). Any help? :oops:
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

You can only use one ship mod at a time. So you can not use tenks mod along with this.
Image
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

Forgot to mention, i know that. So Tenks is installed as a fake patch, and it works fine. This ship pack is selected as the "Mod pack".

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