[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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mr.WHO
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Post by mr.WHO »

And since you asked for suggestions for the factories, is it possible to make a factory thats dedicated to producing a certain type of fighter instead of a ware? Would be cool to have a M4 producing factory to fillup the carriers and get some presure of the shipyards ^^
I think it's an interesting concept, as long as it wouldn't be affected by buying blueprints for HQ. Something like script that allow you to buy limited number of fighter prints for this factory and allow you to switch production between those fighter. However I don't know if it's possible to make a fighter "ware" that turn into docked fighter after production cycle - it might require some serious scripting.
Vivicector
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Post by Vivicector »

By the way, is there a way to switch between your HQ's? Cause is that shipyards are like HQ and all blueprints go to the last built shipyard, which is a real problem. Can I set one of my shipyards as active and set some blueprints there, than change active one, set blueprints there and so on...
FireBoltnl
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Post by FireBoltnl »

mr.WHO wrote:
And since you asked for suggestions for the factories, is it possible to make a factory thats dedicated to producing a certain type of fighter instead of a ware? Would be cool to have a M4 producing factory to fillup the carriers and get some presure of the shipyards ^^
I think it's an interesting concept, as long as it wouldn't be affected by buying blueprints for HQ. Something like script that allow you to buy limited number of fighter prints for this factory and allow you to switch production between those fighter. However I don't know if it's possible to make a fighter "ware" that turn into docked fighter after production cycle - it might require some serious scripting.
Yeah, I dont know if its doable aswell, depends on the way X3 handles that I guess. If possible it would be cool to build a M4 factory somewhere and suply it to build fighters. The needed resources for a fighter should be a bit lower in cost then buying them from the normal shipyards, probably needing stuff like ore, computer parts, energy cells, etc

edit: gotta log for now, our team is about to make sushi from the japanese ^^ (unless they make cheesecake of ours :P)
supahfly
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Post by supahfly »

I think restart is ok. What I personally would really want though is that there is a version that have most of the bugs fixed even despite lacking some content.

On a different note, Cadius, can you please tell which programs you use for the modelling work? I am mostly interested on the bod→bob compiling procedure. x2bc has a nasty habit of reducing model quality when used so I cannot even make smallish fixes on the terran vessels until I am OK with the new models having weird verticals and poor shadowing all over :(
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Yacek
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Post by Yacek »

I also think that a restart is OK.
New ships - very interesting to announce.
Renamed - well, since it must be...
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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mr.WHO
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Post by mr.WHO »

Renamed - well, since it must be...
I think that renaming might not be as good idea as we are already familiar with current names and sooner or later we will run out of "betty voice" names.

I guess that names that are supported by betty could be used for new ships rather than renaming existing ones.
- M3 Toledo -> Excalibur
- Split M6 Sidewinder -> Drake
Those two are good as USC fighters are named after sword and Split ship after deadly creatures (I checked the Sidewinder translation and one of it's meaning is "viper" but I dunno if in english this means snake or human character as in my language it means both).
Last edited by mr.WHO on Sat, 19. Jun 10, 15:43, edited 2 times in total.
manm
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Post by manm »

Cadius wrote:Well as always, there will be a Ships Only version, that will probably work with vanilla X3TC savegames but not v1.77 I think, it might load but I have no idea what will happen
restart:)

With the Ships Only version the new ships can be used straight away and the restart can be used when we finish our current game.
dougeye
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Post by dougeye »

here's a suggestion about restarts.

download the new version but dont install until you have got to your wits end with the current game if restarting is a problem. which is what ill be doing. yes im realy looking forward to all the new stuff but i can wait till i play through again. as for bugs well then yes you have a point but still there is no guarantee the bugs will fix without a restart.
Vivicector
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Post by Vivicector »

Anyway, gonna try installing restart version without a restart. Interesting, what the result will be... Or cannibalize some new ships from new version :roll: ... Try, at least.

And anyway, don't see the reason in making 1.8 version more compatible with 2.8 patch before it is out. Just to release another, then fully 2.8 compatible version.
Colossus32
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Post by Colossus32 »

Lucky me I just restarted yesterday. I can't wait for 1.8.
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Chobittsu
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Post by Chobittsu »

Gemini24 wrote:
chobit-389 wrote:[BUG REPORT]: Hey Cadius, I was in my Saitama last night and was attacked by a J and its fighters, I went to deploy my full load of Kopesh but almost half were wreaked the moment they launched.

Could my moving at about 90/mps half been the cause or could there be a problem with your launching arrangement?
Are you using 1.76 still? or 1.77?

1.77 was Supposed to have fixed the carrier issue.
No, I got 1.77, I was celebrating with a joy ride at the time accually. I'll try to recreate with happened (without live fire) to better examine what happened, then i'll get back to you guys on it.
LarryBurstyn
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Problem?

Post by LarryBurstyn »

In the TDocks.pck and HQ.pck files there are Nine entries that show up in game with text errors...these are Item 17 text errors for 300021, 300023, 300025, 300027, 300029, 300031, 300033, 300038, and 300040...these correspond to items
(ALL Start with SS_DOCK_A_ which is shown as ...)
...FDN, ...FDNM, ...FDNS, ...FDNL, ...FDNR, ...FDNT, ...SSDN, ...PCOMP_M, and ...PCOMP_L

When I "Cheat" them in they are invisible since the scene files referenced in the TDock.pck file do not exist in the mod. And in the T file 9951 these are missing from the text description along with the name description.


Are these placekeepers for future expapnsion? or just something left out.


P.S. The Terran HQ sure docks a lot more HUGE ships than the old player HQ--which is good for me--thanks.

PPS {EDIT} The missile M3 does not fire it's missiles from it's front turret which means it is worthless...It (the missile turret) shows up as CODEA controlled but still does not fire...Is this a conflict with CODEA.
raistlinmajere8
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Post by raistlinmajere8 »

Hey, so I'm having a problem with this.

I can't get the new ships to appear if I have PSC01's cockpit mod installed. Kinda a bummer really.... I'm not sure what to do to get them to work together. I don't even see how it's possible that they conflict.....

Anyone got any tips/advice? Please? lol...
supahfly
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Post by supahfly »

raistlinmajere8 wrote:Hey, so I'm having a problem with this.

I can't get the new ships to appear if I have PSC01's cockpit mod installed. Kinda a bummer really.... I'm not sure what to do to get them to work together. I don't even see how it's possible that they conflict.....

Anyone got any tips/advice? Please? lol...
they both modify tships.txt that's why
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Cadius
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Post by Cadius »

Ok I've reached a verdict on V1.8. I will hold off changes to Aamon/station index number til Ego does something with them. This means v1.8 will have partial compatibility, those using Ships Only version should have no problem aside some loadout silliness that could be fixed via clone cheat.

For people using the fullpack, I will encourage a restart, since new ware_template won't work without a restart. Meaning if you don't restart the new factories won't work, and you "might" encounter docking issues with shipyards and military bases (this can be fixed via clone cheat but thats a whole lot of stations to clone).

Now some screenshots
USC M2+ Nagoya (previously Fukuoka and Nexus)
http://img685.imageshack.us/img685/8754 ... n00009.jpg
http://img408.imageshack.us/img408/5666 ... n00010.jpg
http://img149.imageshack.us/img149/5010 ... n00013.jpg
http://img576.imageshack.us/img576/6618 ... n00014.jpg
http://img266.imageshack.us/img266/1231 ... n00017.jpg

I need to stop being so nice..
supahfly
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Post by supahfly »

Cadius wrote: USC M2+ Nagoya (previously Fukuoka and Nexus)
and here i am thinking when the battleship form nexus is going to appear :D

Also, can you still answer previously asked question?

Can you please tell which programs you use for the modelling work? I am mostly interested on the bod→bob compiling procedure. x2bc has a nasty habit of reducing model quality when used so I cannot even make smallish fixes on the terran vessels until I am OK with the new models having weird verticals and poor shadowing all over :(
Last edited by supahfly on Sat, 19. Jun 10, 21:45, edited 1 time in total.
garrry34
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Post by garrry34 »

awesome!!! :twisted:
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MadMan983
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Post by MadMan983 »

wow 10 PSPs per side AND missile tubes? this ship is awsome!
When ever people agree with me i always feel i must be wrong.
garrry34
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Post by garrry34 »

I counted 12 barrels, lol
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mr.WHO
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Post by mr.WHO »

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