[XTM - GAMEPLAY] Gameplay discussion for Xtended Mod
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That ship is the OTAS Heavy Capture Frigate - HCF. If you have some kind of troop onboard it you can use a command to board the targeted ship - its shields must be below 5% if I recall correctly, though it might be 10%, I can't quite remember. You need to be within 5?Km to beam your troops aboard.
Here is a somewhat old, but still relevant, guide to using the HCF
This is the XTM forum.
There are some other types of troops - Slaves, Military Personnel, Marines, Cyborgs - in that order of power. War Droids were added in 0.7.5, manufactured by the teladi, but I'm not sure where they come in terms of effectiveness.
I saw you also asked about the MKI ships in your other topic? They are the X2 versions of those ships and are available for purchase from the scrapyard ship dealer, which if you have the option to have shipyards set to their fixed defaults, will be in New Income. They display the TS/TP icon and are a balance between a M6 and a transporter, with decent cargo bays. They count as an M6 too which is nice because some ships (eg. the HCF) allow the docking of an M6 but not a TP, and if you want the most cargospace for your docked ship then one of those will do it. I store extra boarding troops in my one and have it docked at my HCF.
The MK1 Mamba (the M3, again from X3) is also available 'cause it looks pretty.
The upgraded versions of original ships which someone mentioned when replying to your thread are in fact the MKIII ones - Military M6 ships, better M6s - there are a few more MM6 than just MKIII Centaur etc. but all MKIII ships are MM6.
Here is a somewhat old, but still relevant, guide to using the HCF
This is the XTM forum.
There are some other types of troops - Slaves, Military Personnel, Marines, Cyborgs - in that order of power. War Droids were added in 0.7.5, manufactured by the teladi, but I'm not sure where they come in terms of effectiveness.
I saw you also asked about the MKI ships in your other topic? They are the X2 versions of those ships and are available for purchase from the scrapyard ship dealer, which if you have the option to have shipyards set to their fixed defaults, will be in New Income. They display the TS/TP icon and are a balance between a M6 and a transporter, with decent cargo bays. They count as an M6 too which is nice because some ships (eg. the HCF) allow the docking of an M6 but not a TP, and if you want the most cargospace for your docked ship then one of those will do it. I store extra boarding troops in my one and have it docked at my HCF.
The MK1 Mamba (the M3, again from X3) is also available 'cause it looks pretty.
The upgraded versions of original ships which someone mentioned when replying to your thread are in fact the MKIII ones - Military M6 ships, better M6s - there are a few more MM6 than just MKIII Centaur etc. but all MKIII ships are MM6.
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Why won't my CAG's jump and disappearing shipyards
Hiya.
This problem might be relevant in all versions but since I'm playing XTM I thought I'd try here just in case that's important.
My CAGs won't use their jumpdrives.
The first 2 CAGs I set up work absolutely fine. But I then hit a problem with the third one. He wouldn't jump and I noticed that the pilot would only store 40 energy cells on board.
In the end I managed to get it working by simply moving the pilot from a ship I had built at my HQ to one I had bought. I also transferred all software and components.
The TS's I'm using are the Split Caiman Tanker.
I have just built a solar power plant and have been trying to get my CAG set up but it won't use it's jumpdrive and nothing I have tried has worked. So far I have been at it for 6 hours and I have finally admitted defeat. Although I do have a 'lovely' new hair style with all the hair pulling I've been doing
I have made sure all necessary software and components are installed on ship (they're actually identical to the other ships that are working). His rank is that of Frieght Pilot. I don't have station management running and all setting are at default levels (no point changing these until I've got him working, right).
I have moved him into 3 different TS ships - Caiman, Caiman Tanker and just now a Vulcan. Still won't jump. I decided to see what would happen if I moved him into a Valkyrie, which I had just bought. Well what a suprise - he jumped straight away. That would be great if I wanted him in a little ship - not so great as I need him in a TS though.
I would be most grateful if someone could offer any advice on this. If you require any further info then please let me know as this is driving me NUTS.
PS: The first 3 CAGs I have running at different stations are all still working perfectly.
Secondly - does anyone know why various shipyards are disappearing?
So far I have noticed that the Terracorp Shipyard has gone as well as the Pirate Shipyard in Maelstrom and the Otas Shipyard and HQ have vanished. Weird. Not really a problem as such but is this normally? Also, would changing the setting on the AL plugin menu for SY locations make a difference? It's currently on its default setting of NO.
Thank you.
Kate
This problem might be relevant in all versions but since I'm playing XTM I thought I'd try here just in case that's important.
My CAGs won't use their jumpdrives.
The first 2 CAGs I set up work absolutely fine. But I then hit a problem with the third one. He wouldn't jump and I noticed that the pilot would only store 40 energy cells on board.
In the end I managed to get it working by simply moving the pilot from a ship I had built at my HQ to one I had bought. I also transferred all software and components.
The TS's I'm using are the Split Caiman Tanker.
I have just built a solar power plant and have been trying to get my CAG set up but it won't use it's jumpdrive and nothing I have tried has worked. So far I have been at it for 6 hours and I have finally admitted defeat. Although I do have a 'lovely' new hair style with all the hair pulling I've been doing

I have made sure all necessary software and components are installed on ship (they're actually identical to the other ships that are working). His rank is that of Frieght Pilot. I don't have station management running and all setting are at default levels (no point changing these until I've got him working, right).
I have moved him into 3 different TS ships - Caiman, Caiman Tanker and just now a Vulcan. Still won't jump. I decided to see what would happen if I moved him into a Valkyrie, which I had just bought. Well what a suprise - he jumped straight away. That would be great if I wanted him in a little ship - not so great as I need him in a TS though.
I would be most grateful if someone could offer any advice on this. If you require any further info then please let me know as this is driving me NUTS.
PS: The first 3 CAGs I have running at different stations are all still working perfectly.
Secondly - does anyone know why various shipyards are disappearing?
So far I have noticed that the Terracorp Shipyard has gone as well as the Pirate Shipyard in Maelstrom and the Otas Shipyard and HQ have vanished. Weird. Not really a problem as such but is this normally? Also, would changing the setting on the AL plugin menu for SY locations make a difference? It's currently on its default setting of NO.
Thank you.
Kate
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Check if the software for the zoom ( i don't know his name in English) is install. I notice it makes CAG not using their jumpdrive.
About the quantity of energy cell carried, it depends of this : if your cag can jump or not; and that depends of the software. I'm sure the software for numeric zoom makes the CAG doesn't jump.
Excuse for mistake i'm french
About the quantity of energy cell carried, it depends of this : if your cag can jump or not; and that depends of the software. I'm sure the software for numeric zoom makes the CAG doesn't jump.
Excuse for mistake i'm french
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I can not thank you enough for your help, leyo.
I was not sure at first what you meant by zoom. After a little think I thought you might mean video enhancement goggles - 'zoom' is easier to say
So I had a look and found that VEG was installed on the ship. I removed it and yippeeeee he jumped.
So THANK YOU every much. You have saved what is left of my hair
Hugs
Kate
I was not sure at first what you meant by zoom. After a little think I thought you might mean video enhancement goggles - 'zoom' is easier to say

So I had a look and found that VEG was installed on the ship. I removed it and yippeeeee he jumped.
So THANK YOU every much. You have saved what is left of my hair

Hugs
Kate
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Cool. I also turned around this problem for hours. I know the satisfaction when you see, in the command title, "jump to north... sector...". 

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Re: Why won't my CAG's jump and disappearing shipyards
The Terracorp shipyard was removed in 0.7.5 because it was causing too much trouble. Not only was it playing with the autopilloks er... pilots head, it was also interfering with the first ES plot mission by scattering the Kha'ak spawns and gamma wing all over the sector because of screwy collision detection.Katpagan wrote:Secondly - does anyone know why various shipyards are disappearing?
So far I have noticed that the Terracorp Shipyard has gone as well as the Pirate Shipyard in Maelstrom and the Otas Shipyard and HQ have vanished. Weird. Not really a problem as such but is this normally? Also, would changing the setting on the AL plugin menu for SY locations make a difference? It's currently on its default setting of NO.
Thank you.
Kate
Because the Terracorp SY only had the Vulcan in it, it was just easier all round to remove it. The Vulcan has been moved to the Argon Prime SY.
This was all in the change log BTW.

OTAS have moved positions. This was to do with a scripting issue that needed the base destroyed and then recreated. So we moved it a little when it was recreated to stop any problems we might have getting scripts that were running on it to restart correctly. It is still in the same sector, you will just need to look for it again.
As for the other SY going missing, that could happen for a couple of reasons.
1. You started a new game. All XTM SY's and special stations are randomly placed when you start a new game as most players like a bit of unpredictability in their games. Some players don't like that though, so we added an AL option so that they always spawn in the same sector and the same location. If you flick the AL option to on, the SY's will be destroyed and re-spawned in their fixed locations.
2. An unknown M7 or a Kha'ak invasion has been in that sector and destroyed the SY. It will re-spawn eventually, but if it is a XTM SY and you have the AL option set to no (The default) then it won't necessarily re-spawn in the same sector.
I can't help with your CAG problems as I am now running TC (as are the rest of the team) to develop X-Tended Terran Conflict, and can't load it up to check. IIRC that is a vanilla problem as well tho.
P.S.
Questions like these are better asked in the XTM forum over on TXU, you will usually have an answer within a couple of hours over there.

http://www.thexuniverse.com/forum/forumdisplay.php?f=18
This thread is only really checked by me, and then not very regularly as the team really live over on TXU, and only visit the ES site in passing.

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Excuse me my dear x3 dearies....I am having trouble finding all the extra missions, jobs and what ever...all I have found and completed is the Sohnen Observer (the one where you play fetch for the Ship in Maelstrom)
I have in the past played the Argon leviathan mission but dont know how to activate them....do i need what bala gis millison require? the 50+ hours of flight, good rep with certain races, certain stations, ships and credits?
Just checking out all the possible options...
Also have you been on the blackpanthergroup site? They have THE best collection of ships you can only dream about!! just google x3 blackpanthergroup and bingo.
Thanks again....
Luke
I have in the past played the Argon leviathan mission but dont know how to activate them....do i need what bala gis millison require? the 50+ hours of flight, good rep with certain races, certain stations, ships and credits?
Just checking out all the possible options...
Also have you been on the blackpanthergroup site? They have THE best collection of ships you can only dream about!! just google x3 blackpanthergroup and bingo.
Thanks again....
Luke
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X3 Reunion i love it.
X3 Reunion i love it.
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The Juvenile Shiva Dragon:X3R/XTM
Has anyone capture this creature,saw one in Split Fire,I will try later now i'm busy with something else..
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Does anyone know what the latest version of XTM is? I've seen some places that it's 0.7.5, while others have 0.7.5 as the latest, such as the TXU XTM forums (no mention of 0.7.5).
And is there any way i can install the stuff in the XTM 0.7a.rar file non-manually? I keep on feeling that i'm doing something wrong. Is Cycrow's manager bundle capable of taking .rars and automatically extracting and placing the files in the correct places?
And is there any way i can install the stuff in the XTM 0.7a.rar file non-manually? I keep on feeling that i'm doing something wrong. Is Cycrow's manager bundle capable of taking .rars and automatically extracting and placing the files in the correct places?
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@zombie-uk: The Mission Reviews page contains of both The Main Plot and Side Mission details of how you start them. They also contain spoilers.
@amtie: The current version is 0.7.5. This full version is self installing unlike its predecessors: XTM 0.7.5 Full version
@amtie: The current version is 0.7.5. This full version is self installing unlike its predecessors: XTM 0.7.5 Full version
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Help!!! Xtended Mod has removed Avarice
Xtended Mod has removed Avarice, is shows up on te map as na Uknown Sector, and heres no Teladi Trading Station either...how do i get Avarice back?
I have X3 Reunion 2.5 plus bonus pack and Bala Gi Missions as well as Xtended Mod 0.7.5
any help would be appreciated

I have X3 Reunion 2.5 plus bonus pack and Bala Gi Missions as well as Xtended Mod 0.7.5
any help would be appreciated
"It's time to kick ass and chew bubble gum... and I'm all outta gum!" - Duke Nukem
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Avarice works as normal with XTM.
That is to say that like in the vanilla game it appears as an unknown sector for 5 game days, then is discovered and renamed to avarice. It is at that point that the trading station is placed. Some time later the bidding starts.
That is to say that like in the vanilla game it appears as an unknown sector for 5 game days, then is discovered and renamed to avarice. It is at that point that the trading station is placed. Some time later the bidding starts.
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For I can find the way myself!
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Thanks, i didn't know that!...i feel stupid now.mufassa wrote:Avarice works as normal with XTM.
That is to say that like in the vanilla game it appears as an unknown sector for 5 game days, then is discovered and renamed to avarice. It is at that point that the trading station is placed. Some time later the bidding starts.

"It's time to kick ass and chew bubble gum... and I'm all outta gum!" - Duke Nukem
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yes i do !!!
I met him in a pirate sector, he jumped in front of me. I managed to kill him , with the hyperion. you have to turn him busy with fighter drone. His sohnen beam is too hard for any ships, it was the first time i loaded my save more than one time to kill an ennemy.
I met him in a pirate sector, he jumped in front of me. I managed to kill him , with the hyperion. you have to turn him busy with fighter drone. His sohnen beam is too hard for any ships, it was the first time i loaded my save more than one time to kill an ennemy.
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I did kill him ... It was without any effort, I was just sitting in my Seth, going head to head and shooting with PPC.
Usually after the challenge I stay with half of my shields.
Good luck!
Usually after the challenge I stay with half of my shields.
Good luck!
http://forum.xudb.pl/index.php - ciekawskich zapraszam
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