[MOD iP] New Dimensions [Alpha 4.2] (Update 06/09/10)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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X2-Illuminatus
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Post by X2-Illuminatus »

Fearose wrote:how do i revert my save game back to having the gates
I'm not exactly sure what you mean with that, but as stated in the OP you should start a new game when testing ND, instead of using your own / old saves. Apart from that it might be possible to convert your ND-savegames with SymTec's X3-X3TC-Converter.
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Bothersome
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Post by Bothersome »

First, I'd like to say thanks to the developers of this Mod for X3TC and to Egosoft for X3TC. This has been a great past-time for me.

I've basically went from X3R > X3TC > Gothic 3 > Torchlight > Silent Hunter 4 > X3TC (ND). The journey has been most excellent.

I have tons of other games but X3 series has been the king of games, and killing time.

My brother and I play the same game to compete against each other so we both now play this mod. We are still at a loss of what final goal to compete for, but we figure, we'll start over again after we get over the learning curve for the best strategy. We both start on Goner Witness (our favorite).

I have a question as to "cannot be friends with everybody" though. Exactly, what does that mean? I am now at about 30 hours and my argon rep is (and been there a few times) Protector of the Federation. Teladi is getting pretty high too but Paranid is still at friend. Is Paranid supposed to drop as Argon is increased? Pirates and Yaki are still blue (most pirates anyway). Please clear my confusion.

Also, my brother found a Mamoth (no pilot) but said the ship doesn't show a max speed setting when looking at details (U). My question on this: Is this normal to get big ships for free in a mod that is supposed to be a tough climb to the top?

And what about nividium? We play with gentleman's rules here. No selling ships with anything in the cargo hold. Can this be added to the mod? You guys wanted it tough right?
"The difference between fiction and reality? Fiction has to make sense." - Tom Clancy
Gavrushka
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Post by Gavrushka »

Wierd observation - sure it is nothing to do with this Mod, but in Maelstrom there is a ship (Dolphin) DTSUI-11 piloted by Bolo Du flying on 'Idle' and it's flying time counts to 10 seconds then resets, then counts to 11 then resets then 12 and resets etc etc...
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Ketraar
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Post by Ketraar »

Bothersome wrote:I have a question as to "cannot be friends with everybody" though. Exactly, what does that mean?
It means exactly that your Paranid Rank will drop when your Agon Rank goes up. As in as more you get friends to Argon, the more the Paranid dislike you. We did not go as for as putting to as enemy but your rank will drop to (almost) bottom when your Argon Rep is at top. Same applies to Boron vs. Split rep.
Also, my brother found a Mamoth (no pilot)
Yeah thats a vanilla bug afaik, there should be a fix for it, need to look into it.
And what about nividium? Can this be added to the mod? You guys wanted it tough right?
I doubt there will be any Nividium Plants, there might be some more Nividium roids but that's set randomly so no guarantee.

@Gavrushka
Yeah that's strange... :?

MFG

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rhohltjr
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Post by rhohltjr »

Ghost-1-0-1 wrote:Fight Feedback:

ARGON QUAESAR
200 x 2 mj shield
170 speed
18.000 (roughly) Default Cargo Bay
20.000 (roughly) Maximum Cargo Bay
8 million Selling Price
8 mil for a freighter that can only do 170ms and has only 2x200mj shields is dumb in the current X3TC universe.

Expensive dead meat. For that amount it better sport a humongous shield generator and / or weapon

generator and sport a lot of serious long distance fighter butt kicking weaponry.

I would STILL have to tweek this ship in an editor IMO.

:roll: Above specs are OK if I edit speed to above 400ms. :roll:
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Ketraar
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Post by Ketraar »

rhohltjr wrote::roll: Above specs are OK if I edit speed to above 400ms. :roll:
While you're at it, add a god-mode to it.. :roll:

The ship is balanced, the price is good and yes its worth it.

MFG

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VincentTH
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Post by VincentTH »

rhohltjr wrote:
Ghost-1-0-1 wrote:Fight Feedback:

ARGON QUAESAR
200 x 2 mj shield
170 speed
18.000 (roughly) Default Cargo Bay
20.000 (roughly) Maximum Cargo Bay
8 million Selling Price
8 mil for a freighter that can only do 170ms and has only 2x200mj shields is dumb in the current X3TC universe.

Expensive dead meat. For that amount it better sport a humongous shield generator and / or weapon

generator and sport a lot of serious long distance fighter butt kicking weaponry.

I would STILL have to tweek this ship in an editor IMO.

:roll: Above specs are OK if I edit speed to above 400ms. :roll:
At 400m/s speed, they would die instantly in In-Sector collision. With poor de-accelereation, they are like trains on rail track, as they can't stop on a dime, and they can't turn very well.
No thank you.
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Post by VincentTH »

I have a question for the devs:

- Will the PHQ be available in a later release? I asked because it now takes a very very long time to fix the hull of any ship. IMHO either the repair laser need to be more efficient, or the PHQ made available via a mission or something, since the Hub mission has been disabled.
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rhohltjr
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Post by rhohltjr »

Ketraar wrote: While you're at it, add a god-mode to it.. :roll:
The ship is balanced, the price is good and yes its worth it.
MFG
Ketraar
Don't think cycrow is putting a god-mode thing in his ship creator, but thanks! I'll check into it :lol: .

In my current X3TC game I've got a Skylark (UT)that I've tweeked to 193ms and 2x200mj shields and it gets routinely killed by pirates.
It's a lot cheaper than 8 mil credits too. :P
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rhohltjr
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Post by rhohltjr »

VincentTH wrote:
At 400m/s speed, they would die instantly in In-Sector collision. With poor de-accelereation, they are like trains on rail track, as they can't stop on a dime, and they can't turn very well.
No thank you.
I'm not asking any Devs to do anything differently. I am just stating that in my experience I lose too many slow plodding merchants to pirates or Kha Ak or angry ....... Since part of this game includes trading, I am going to tweek MY game(s) for maximum survival of my traders, ... thats all folks. 170ms and 2x200mj is an LST 'Large Slow Target.' :shock:
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Post by Gavrushka »

rhohltjr.... I think you may be missing the point of this Mod - Traders are going to die unless they are protected... It is not about Uber ships, or cheap deals, it's about making the game a genuine struggle - Your suggestions are simply Anathema to what has been created here - If you are looking for faster, cheaper and easier, you really are looking in the wrong place!

@VincentTH - only 2 bails from last 15 ships - It certainly looks like you were right, I just got lucky before.

Escort missions may need tweaking - An Average mission (with me in a Nova) has spawned 8 fighters, 20-30 scouts, 5-6 Interceptors and THREE Corvettes and more appear every time I think I've won. I'm just waiting for the Hive Queen with a BFG!!! :o
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X2-Illuminatus
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Post by X2-Illuminatus »

VincentTH wrote:Will the PHQ be available in a later release?
Yes, it will. The whole HQ-Plot will be added again. Probably already in next alpha.
Gavrushka wrote:If you are looking for faster, cheaper and easier, you really are looking in the wrong place!
Exactly!
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
VincentTH
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NPC station produce stuffs even without fertility

Post by VincentTH »

In my game, there is an NPC Chelt Space Aquarium in Thynn Excavation. NPC cheats. It is producing Chelt Meats even though the fertility of the sector does not list Chelt Meat as can-be-produced there.
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Post by AgamemnonArgon »

A nice idea, but without jumpdrives, it would not be too intriguing for myself. I'm an explorer....
:)
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Bothersome
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Post by Bothersome »

Some anecdotal evidence I wonder about...

In my current game (some days ago) I had noticed a nice little Bliss place needing (starving for) swamp plants. It had none since I had started the game and continued for so long until I finally got around to making an L size farm to make the plants. Was making a very tidy profit selling them at 270 for a about an hour or so. Then I noticed my ship not moving anymore and the factory started to fill up. Upon investigation, I noticed the Bliss place had plenty of swamp plants. Well, they weren't from me because I only had a small Vulture (un-expanded) bringing them in, and it didn't bring any until the price hits 250.

Isn't it strange how the AI ignores a place until you set up a supply for it? Then the AI has to get involved to ruin the profits for you. Is this a function of the this mod or just part of the game that I didn't notice much before? It is a nice feature, by the way. Just like real life, most folks don't know of profit opportunities until someone else starts doing it. Then they want to get a piece of the action.

By the way, the same happened to me with Argnu Beef.
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rhohltjr
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Post by rhohltjr »

Gavrushka wrote: rhohltjr.... I think you may be missing the point of this Mod - Traders are going to die unless they are protected... It is not about Uber ships, or cheap deals, it's about making the game a genuine struggle - Your suggestions are simply Anathema to what has been created here - If you are looking for faster, cheaper and easier, you really are looking in the wrong place!
BS. You are mistaken thinking that my methods are suggestions.
My way of modding my games is not a suggestion for anyone.
Please re-read my previous post.
rhohltjr wrote: ...I am going to tweek MY game(s) for maximum survival of my traders, ... thats all folks...
Thank you (all) for clearing up the "point of this Mod" for me. Enlightening.
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Ketraar
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Post by Ketraar »

Bothersome wrote:Is this a function of the this mod or just part of the game that I didn't notice much before?
Well calling it a feature is probably overrated, but yes AI tends to be slow in adapting to changes. In this mod it might just be more obvious. Unlike vanilla or most mods fabs are not as wide spread as usual, they are more concentrated, even restricted if we talk about L1 fabs. So it may take the AI traders longer to get there. Another possibility is that NPC Traders will focus on other wares first and only address these later, depending on trade opportunities.

Either way its not something that's its just in ND, as said probably just more obvious due to the changes in placement of fabs.

MFG

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VincentTH
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Post by VincentTH »

Ketraar,

Can you look into the bug report I posted a few posts above? L1 NPC factory produces goods in sector that does not list the L1 product as produceable.
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Ketraar
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Post by Ketraar »

Done that, Fixed it already, just forgot to mention it. Fix will be available in alpha 4.

MFG

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wizrd755
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New Demensions vs Windows 7.0 Assist

Post by wizrd755 »

I'm currently enjoying the mod, albeit muted.

I installed another copy of X3-TC vanilla, patched up to v2.5 on a seperate HD; Converted the *.mp3 music files to *.wma (had to do that with my original w7.0 install). I then installed the "ND 3.5" MOD using the "7zip" in to the root of the X3 TC directory of the 2nd copy install.

Only sounds I get are weapons fire. No music, no COMM's with NPC ships or Stations; no verbose Betty either... :oops:

Another subject: Repair Laser - since all the hull strengths have been beefed up, any chances on getting the repair laser performance better ??

Any assit would be appreciated.. Thanx..

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