Combat Mod 3 (Official Topic)

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

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SS_T
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Post by SS_T »

bigdan6248 wrote:I'm really liking this so far. Not quite accustomed to the new HUD, but it's definitely easier to point-and-click. I suppose my only grip (and it's not really a gripe, more of a matter of personal taste) is the width/brightness of the new Ion Shard Rail Gun beams...

... is there a way I can edit those through the script editor (take in to account that I have zero scripting experience)?
Unfortunately not, iirc you can't edit them in tbullets or tlasers you have to actually edit the .bod file but I suppose that didn't make any sense to you :P.

If I add that to the possible fix list I might decide to change it later :)

Airship wrote:EDIT: Nevermind, TXU is now up again, and checking the post of the guy who used this fix, it seems that I will need to find a new capital to see changes. Fingers crossed
Sorry airship for not being that much help, its hard to find all the changes and fixes ulfius did. :oops:
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BlackRain
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Post by BlackRain »

Any word on that fix yet? I want to use CMOD but I don't want to use it until this problem is fixed. Actually I don't know anything about the problem but it seems annoying?
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SS_T
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Post by SS_T »

I just created a possible fix for the problem using the information:
Dopp, yes i'm sure thats petty much it. The cloned weapon is being spammed due to there being no definitions in the libraries for it, the next option is to remove it as I dont have the time or resources to set up a whole new weapons/equipment index for all the ships that spawn in X3:TC. This means eventually removing the cloned weapon from CMOD and going back to just having one subtype, althouugh i'll make sure the choice for either CIG/APPC is still there as a plugin for those with a preference .

For now you can disable it yourself by going into tlasers, find the weapon with id: SS_LASER_CIG1 and changing it's galaxy subtype to SG_LASER_UNKNOWN2. Deleting it directly may cause problems for save games, and this way you can still sell any that you've picked up (but are now non equippable).
Try this Download: http://www.[blocked due to google malware warning]/x3tc/do ... a5.1.1.spk If work please tell me :)
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BlackRain
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Post by BlackRain »

im trying to download the file but it wont work.
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SS_T
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Post by SS_T »

I just re-uploaded, try again
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BlackRain
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Post by BlackRain »

I also cant download the improved ships spk. I am getting same problem for the improved ships spk and your fix you just uploaded.

edit--- still not working.
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SS_T
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Post by SS_T »

Sorry looks like i'm having some server problems, strange that I can download it ok :?
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BlackRain
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Post by BlackRain »

Ok its working now, downloaded.

By the way, if I add this into my existing save, will it work fine?
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SS_T
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Post by SS_T »

yes it should work, i havent deleted any lasers only renamed it so it hasn't messed up tlasers so *should* be save game compatible
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Airship
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Post by Airship »

SS_T wrote:Sorry airship for not being that much help, its hard to find all the changes and fixes ulfius did. :oops:
No problem, it worked out in the end. Besides, I don't think Ulfius actually made a fix for that one :P

Anyway, I've had some fun around capitals today, and it seems like the fix actually works. Well, the fix of changing the Galaxy thingy anyways, (haven't tried your download, but I assume it's the same thing?) The things still carry CIG's around, but they don't equip them. :)
germanius
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Post by germanius »

Hello.

What is your Optional Plugin: Improved Ships v2.1 ? A TL have TS docking slots? Can you describe?


germaniu,


sorry for my english :)
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SS_T
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Post by SS_T »

germanius wrote:Hello.

What is your Optional Plugin: Improved Ships v2.1 ? A TL have TS docking slots? Can you describe?


germaniu,


sorry for my english :)
I forgot to put up the latest version of it, updated OP.

Find it: Improved ships v2.2
http://www.[blocked due to google malware warning]/x3tc/do ... r%20TC.spk

I didn't originally make the mod so I don't actually know what it does, but my guess.... no i won't guess I found the details:

Improved Ships Mod Plugin
This plug-in aims to improve the abilities and features of many ships within the game and add some other visual touches. The upside: see features. The downside of this mod is that there is a fair chance it will become outdated whenever egosoft patches X3:TC to the next version. As this plugin is time consuming to put together and update it'll probably go down for a while after every egosoft update.

Features:
- Added blue engine trails to nearly all ships
- Added purple engine trails to Khaak fighters
- Carriers can use Boarding pods
- All ships benefit from a 10-30% speed Boost (may require additional engine tunings)
- Carriers average speed is 100ms (varies between races)
- Destroyers average speed is 70ms (varies between races)
- M5 Average speed is 500ms (large variance between races, fighter types)
- M4 average speed is 250-260ms
- M3 average speed is 160-170ms
- M6 average speed is 140-150ms
- All Corvettes maneuverability increased, AI corvettes also turn faster.
- Argon Heavy centaur (M6) can dock 1 fighter (unused docking node, OMG)
- Teladi Heavy Osprey can dock 1 fighter
- The ShipMod Plugin should be Savegame Compatible.

Updates in Version 2.1
Made compatible with MARS Goblin repairs

Updates in Version 2.2
Increased speeds of missles by 20%

sorry for MY english :D
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Airship
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Post by Airship »

This means that a TS can be docked on a TL, and M5's can dock at some M6. Shortly speaking.
germanius
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Post by germanius »

Airship wrote:This means that a TS can be docked on a TL, and M5's can dock at some M6. Shortly speaking.

Thank you :-)

Is the MOD + Adds "german version" campatible?
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F.A.B.
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Post by F.A.B. »

sure!

allerdings weiß ich nicht, ob du auch evtle textänderungen (zb die geänderten geschwindigkeiten und angaben zu hangarslots usw) in der "german version" findest - da müsstest du sswamp_trooper nochmal fragen, ob hier an der 0001-L044 gebastelt wurde...
best,
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Gazz
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Post by Gazz »

Numeric details like speed and hangars are usually not part of the description blurb of a ship.
At least I've never seen that.
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Kortako
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Post by Kortako »

Hey, this is an awesome mod. Thanks, ulfius and SS_T!

Um, I'm not sure if this is only happening to me, but I can't get the Improved Ships to work. At all. I install the package, it gets installed as a false patch, I load up the game...and nothing. No new speeds, no docking slots, no engine trails, nothing has changed. I tried it in my save game, I tried it in a new game, I tried v2.2, I tried v2.1, and nothing changes. Any ideas?
Walterses
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Post by Walterses »

err budy, are you running the latest patch (i meant the beat 2.0 ....?) cause if you are that would explain why its not working XD otherwise you have another mod file conflicting with the improved ships. try unistaling any mods that edit ships at all, then it shld work
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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SS_T
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Post by SS_T »

Kortako wrote:Hey, this is an awesome mod. Thanks, ulfius and SS_T!

Um, I'm not sure if this is only happening to me, but I can't get the Improved Ships to work. At all. I install the package, it gets installed as a false patch, I load up the game...and nothing. No new speeds, no docking slots, no engine trails, nothing has changed. I tried it in my save game, I tried it in a new game, I tried v2.2, I tried v2.1, and nothing changes. Any ideas?
Walterses wrote:err budy, are you running the latest patch (i meant the beat 2.0 ....?) cause if you are that would explain why its not working XD otherwise you have another mod file conflicting with the improved ships. try unistaling any mods that edit ships at all, then it shld work
Make sure that the improved ships is the last thing you install into you game so that it *should* be the last cat number in the TC directory so that TC reads its tships, I suggest you uninstall it then reinstall it and it might work. If not then try Walterses idea. :)
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DJSfinx
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Post by DJSfinx »

I guess we shouldn't be hoping for a v2.0 compatible version of this mod anytime soon? I've grown fond of this mod so if there's a chance of seeing one released in a not too distant future, I might stick with 1.4 for the time being...

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