Ideas for a new mod pakage DONT WAIT

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Duendote
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Re: playguides

Post by Duendote »

Harlock776 wrote:Duendote it's only strategy it's nothing set in stone hehe relax man it's all good:-)
Okay I am sorry, maybe too much caffine and not enough sleep, I apollogise Khaak_Hammer. I will refrain from being such an arse.
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Khaak_Hammer
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Post by Khaak_Hammer »

apology accepted Duendote. and its good to know that I din't miss-read Harlocks posts :D :D :D :D
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Khaak_Hammer
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Post by Khaak_Hammer »

new additon

factorys should have at least 1500 MW of defence + GPAC turrets
these should be armed like ship turrets and the defence wepons
should be pre-bought and armed like any other turrets.
the amount of turrets should vary with the type of product :arrow:

-bace resource facts=5

-basic resource facts=6

-Processed resource facts=7

complex goods & wepons facts=8-10

all are to be armed with twin GPAC
Harlock776
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factory weapons

Post by Harlock776 »

Only problem with arming factories or stations is that it's not possible in X2. I know that just sucks lol cuz I've been wanting to stick some turrets and weapons on all stations for years but no station can have weapons mounted to it for some reason. The only alternative is to place laser towers around the stations themselves or make the station an M0 using checkertwo's latest object hack and not allow the stations to move or maneuver but then they will be a ship and not a station and you won't be able to place them with a TL anymore. Maybe make an advanced lasertower something more like a defense grid that has turrets and sits around the stations. You would simply need to alter the standard lasertower scene file and update the info it the Tships file using X2editor.
Our mighty sovereign may she always go before us sailing brightly in the sea of black.
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Khaak_Hammer
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Post by Khaak_Hammer »

additon

-star warehouses
these are vast storehouses that can store up to 100,000 units
of goods of any type they are armed with 10 BPPC turrets and have a
built-in jumpdrive that needs 100 Ecells per jump plus 1500 MW of defence
they can only move by jumping but can be towed for short-ranges by TL
class transports

shape big oblong box like the TL box but MUCH BIGER
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Khaak_Hammer
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Post by Khaak_Hammer »

Hmm thanks again harlock

so the star warehouse is to be a TL class

that would work

TA harlock you've been a great help to this project

tell you what harlock if this ever--comes off the planing stage
would you like to host it?

I realy did want this to become a realty and I thought you might be the
best person to ask since you've been so much help so would you?

please tell me by PM or next post

edit:I ment would you like to help me to build it as my skills with programing are still very low :oops: . this isant just a thread so people can say what they like about what THEY want I mean to make it HAPPEN

i've got good matiral and am almost ready to announce the final plans
but I still need a good programer for this to become a reallty and seeing
your work with the TOP_GUN_MOD your the best as your still on X2 and
havent gone on to X3 permantly yet. So together we may be ably to make
this dream a reallty :D

if you are willing that is. :?:
Last edited by Khaak_Hammer on Wed, 28. Jun 06, 15:08, edited 1 time in total.
Harlock776
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file hosting

Post by Harlock776 »

Actually I don't have a website or anything like that but if you want to upload something somewhere check out *** the same place where I upload my mod to it's got a lot of space and it's free to use.
Our mighty sovereign may she always go before us sailing brightly in the sea of black.
E.R.Hyland
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Post by E.R.Hyland »

Harlock776 I've been looking on this on, and off, and noticed one of your posts on TS turret combat problem, so a little more FYI.

My mod uses the CWS.Trade.Turret Defend script that came with the MWM. This script gives defensive turrets to ships that have Trade software MkI, MkII which is suppose to let your TS (""not equipped"" with Fight MkI, MkII) run and use it's turrets defensively.

Note: Fight MkI, MkII causes TS's to fight an enemy till it's defeated, or the TS is destroyed.

I have not had a chance to observe this yet as the enemies in my mod are not superior to the friendlys they just use different strategies as is the nature of a true war, and enemies only go to full combat mode against the player which makes combat more challenging for the player, which is of course why I created my mod in the first place.
radarhazard
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Post by radarhazard »

Ooooh, that's good to know. Cws upgrade comin' up! I always thought that it was impractical to have the turret miles away from the rest of the ship's accomodation. I have been franticly trying to figure a way of putting turrets at top, bottom, et c. of the cockpit section,( some of the freighters even have handy-looking hatches) but it just ain't scriptable. And, no, I'm in no position to mod stuff yet.
So, TS and TP classes to have top and bottom turrets, and can use Wasps against M5s when they get REALLY ticked off.
How about some TP troop landing missions too.
And TLs...Don't get me started. Ah, I already have. Look, Why do I spend Umpty millions of hard-earned credits on a Really Useful Ship, and it can only defend itself by effectivel Just Being Big? I have to use under- capacity Albatrosses just because they have some sensible side turrets
Could Lazertowers carry some kind of local defense? I tried scripting one that used the 10x spare cargo space to house Fighter drones. It either gave me another shield, or nothing at all :? .What's THAT all about ?
Close defense for factories and such, genius. How about a platform weapon Like a lazertower, but with a top+bottom turret, two weapon slots each,GIRE or APAC-enabled? Or a sort of Ion Disrupter without the bouncing-all-over-the-place syndrome?
'Nuff Ideas? :roll:
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E.R.Hyland
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Post by E.R.Hyland »

There's nothing wrong with the Lasertower fire power they're just too easy to blow up.

My solution make them out of dwarfstar alloy (IE increase the hull mass), also Nav Sat's, Fighter Drones, and Space suits.

But remember you're not the only one that uses Lasertowers.
Harlock776
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lasertowers

Post by Harlock776 »

Well if you really want to make a lasertower dangerous then simply increase it's turn and pitch rates and make the lasertower weapon more dangerous like increase it's range and damage. That first lasertower you take down from long range with a heavy volley of wasp missiles will be the only one you get that way lol. In the default game I can usually take down atleast two and mostly three lasertowers from long range with wasp missile volleys before any of the other lasertowers swivel around to destroy the missile volleys that are approaching them.

I'll have to look into that script of your ER and check it out since I hate watching my TS try to fly around and kill a khaaka M3 with a single APAC in their rear turret lol. I've tried redspots RS.turretdefense script and while it does work great it tends to lock on to the nearest target every once in a while friend or foe and start firing. If I jump into that turret it quits but this especially happens around asteroids for some reason.
Our mighty sovereign may she always go before us sailing brightly in the sea of black.
E.R.Hyland
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Post by E.R.Hyland »

Cool tell me how it works out in your mod, as I said enemies don't last too long in my mod, which is good as I don't like to hearing "One of your ships is under attack etc..." over, and over again.

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