[SHIPS]Battlestar Galactica Ships Ver 1.8, with Promotional Video

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

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boufas
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Post by boufas »

well mine still dont work i just reinstalled the entire game and still nothing
captain1
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Post by captain1 »

That is what i am doing right now
a new install and new start.
will let you know how it works out
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hawkbs
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Post by hawkbs »

I only have Cheat Scripts and Commercial Agent and am patched upto 1.4
You do have Script Editor Enabled dont you?
Start a new game, enable Script Editor http://forum.egosoft.com/viewtopic.php?t=216693
and then do a save.
Have a look in script editor and see if you see the scripts there. If not double check they are in the scripts directory. If they are do a reinit scripts wait till its finished then do a save game. They should be there.
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Avenger 52
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Post by Avenger 52 »

All ships have only ReadText... there are no names
xeon_1
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Post by xeon_1 »

Thank you very much.
Good to see you are still arround.
Used your high poly galactica in combination with XTM and it rocked especially with heavy missle guns:twisted:
So i am very much looking forward the the TC version of that ship.
Mayby you could make the battlestars a hybrid M2/1/M7M since they also have a large missle battery on top.
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hawkbs
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Post by hawkbs »

Avenger 52 wrote:All ships have only ReadText... there are no names
Are you loading it as a false patch or using any other mods or scripts? If you are loading it as a false patch and using another mod as well it could be causing issues. If you have Apricotslices mod running or any of his scripts then there are going to be conflicts as it calls the same numbered type file 8686_L044.xml which contains the ship descriptions.
Readtext errors are script errors so something is conflicting.
As I said I only have Cycrows Cheat Scripts and Commercial Agent installed in my Version of TC and Im patched upto ver 1.4
Hopr that helps
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hawkbs
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Post by hawkbs »

xeon_1 wrote:Thank you very much.
Good to see you are still arround.
Used your high poly galactica in combination with XTM and it rocked especially with heavy missle guns:twisted:
So i am very much looking forward the the TC version of that ship.
Mayby you could make the battlestars a hybrid M2/1/M7M since they also have a large missle battery on top.
Thx Xeon_1,
currently Im working on the Galactica, Pegasus and Valkyrie.
I think Ive sorted the turrets on Galactica but alas only one darn side of the turrets is firing as in X3. Cant work out why. The turrets were from XTM if I recall not sure. Bit of a headache that one.

As for the Basestars, touchy subject with those expletive things. Major problems due to the shape of em with docking but I have an idea which I'll test.
I recall both Mox and I were trying to help each other out with the Basestar as we both had issues with the thing.
Dont know a thing about the hybrids yet as I still havent even played the game properly. I just got it home and started converting ships lol. Most of my saved games I deleted except for the new game I started last night lol, again to test stuff. That one may have to wait till Cycrow gets Ship Creator compatible with TC.
I love Flak arrays and Phased Photon (Plasma?) Cannons on Galactica and Pegasus atm just looks awesome from a distance. I spawned two Basestars and 50 Cylon Raider MK2's on Pegasus last night she wiped em. What a fireworks show though.
berkanus
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Post by berkanus »

You should try teladi gauss cannons on battlestars :D, they are the most fitting guns for them i guess, they have better damage per second and using ammo :) and also try arming anti-fighter turrets with both cluster flak artillery arrays and ion shard railguns, feals more realistic and makes great sight in my normal ships:). although i couldnt install your ships yet :D did everything you told, guess i have to wait for ship creator :)
boufas
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Post by boufas »

mine have readtext a;so im at 1.4 and have only cycrows installer plugin working any chance of a more detailed install please from someone who has got it working maybe even screen shots step by step
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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR »

boufas wrote:mine have readtext a;so im at 1.4 and have only cycrows installer plugin working any chance of a more detailed install please from someone who has got it working maybe even screen shots step by step
This is how I did it...

1. Extract to c:\Program Files\Egosoft\X3 Terran Conflict\mods

2. Double click "X3 Terran Conflict" Icon on my desktop

3. click "select mod package"

4. select BSG ships ver 1.2

5. play game..
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hawkbs
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Post by hawkbs »

Extract the rar file to your desktop. On your desktop you will see a new folder called X3TC - BSG Ships ver1.2 by hawkbs
inside that folder you will see two more folders one called mods the other called scripts. Everything in the mods folder goes into your c:\Program Files\Egosoft\X3 Terran Conflict\mods folder
everything in the scripts directory goes into c:\Program Files\Egosoft\X3 Terran Conflict\scripts folder.
Start X3TC click select mod and choose BSG Ships ver1.2 by hawkbs. Load a game or start a new one. Enable Script Editor.
This is done by changing the pilots name to Thereshallbewings
It must be spelt exactly like that and you must be undocked when doing it.
There will be a slight pause in the game. When the game has unpaused click pilot - advanced - global commands - script editor.
On the top right of the new window click the backspace icon. You will now see scrolling green text as Script Editor is loading. Look and see if you can see anything with setup.bsg. and a number after it.
If you dont click reinit script cache. If they still arent there look in your scripts directory and see if the scripts are there and that they are not in c:\Program Files\Egosoft\X3 Terran Conflict\scripts\scripts.
If everything is there in script editor close script editor and go dock and save your game. Exit the game restart X3TC and load the saved game and everything should be loaded. Check the Argon Shipyards and all the ships apart from the Cylon ones should be there. The Cylon ones are on the Xenon Shipyards, so if you want a Raider mk2 you will have to script it in as argon or edit the script itself and change the race to argon using the script editor.
You can then change the pilots name to whatever you want as script editor is now running.

BTW this must be done for every new game you start.
boufas
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Post by boufas »

ok thanks i will try this now the ship models and everything is in there i assume
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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR »

your assumptions are correct
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Sir Squallus
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Post by Sir Squallus »

are all ships now correcly dispayed?
boufas
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Post by boufas »

yeah but somedetailing needs to be done to the defender ship and also the valkrie
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hawkbs
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Post by hawkbs »

boufas wrote:yeah but somedetailing needs to be done to the defender ship and also the valkrie
Unfortunately neither of those were modeled by Coxxon or myself.
The Valkyrie was actually reduced in detail due to the Polycount as it had something like 160k -200k Polys. There were hundreds of greebles that I removed just to get here down to a decent polycount for X3 and she still takes a while to load.
The only other versions of any ships I know of are still being designed by Apollo for the Cry of the Gods Mod. Im not sure whats happening to it though.

Anyway glad to hear you got it working Boufas.
boufas
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Post by boufas »

and it was all thanks to you they are truely brilliant all the battle stars are in my fleet the basestar is crazy though 220 fighters :lol: mental
berkanus
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Post by berkanus »

works perfectly with new game, here is some feedback from first 10mins; colonial 1 and bsg 75 shuttle need "more" steering, acceleration and speed :) it takes ages for them to move. Basestar has alot of guns, you might consider converting it to M7M missile frigate type, so it fits its purpose. Valkyrie can mount all kinds of weapons on its turrets, thats cool, give same to pegasus and galactica too. other then that, you are such a great guy mate :) you made this game %100 better just by converting the ships :D
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hawkbs
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Post by hawkbs »

New update uploaded :D

A few fixes in this one including Turrets!

Ver 1.3 Fixes

Fixed turret laser issues on custom turret on Galactica, Pegasus and Valkyrie.
All lasers now work correctly on the turrets. This means both barrels fire.
These are new Custom Turrets.
Changed the cockpits so you have more weapons choices.
Added the same turrets to the Defender.
Fixed an undocking issue on Galactica
Changed the speed, acceleration etc of a couple of other ships i.e. Colonial 1

Please note: I have tried everything I can think of (this has been an issue since Reunion)
and I cannot fix the issue with the turrets pointing either straight up or straight down on the Pegasus. I have also seen this on default vanilla M1's in X3 Reunion.
The best thing I could do was to completely change the turrets on her to a smaller set I made.
NeoSeether
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Post by NeoSeether »

hawkbs, while I commend you for putting in the time and effort to port these ships over to TC, the newest version has an extremely fatal set of errors.

The included TCockpits.txt file in v1.3 does not appear to be based upon the one from X3: TC, but rather from X3: Reunion... needless to say, this breaks just about every other ship in the game, turret-wise.

Not to mention, Galactica, Pegasus, and the Cylon basestar seem to use the SS_COCKPIT_DEFAULT, which does not permit the use of any lasers whatsoever.

I would recommend going over the TC version of TCockpits.txt, and adding the nBSG cockpit/turret entries into that one, as soon as time and real life permits.
Now, return to the void, in the midst of this infinite light!
AIN SOPH AUR... DEAD END SHOOT!!

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