[MOD] TC -> X3 Reunion performance callback

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

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Exoleet
Posts: 73
Joined: Sat, 16. Jun 07, 21:29

Post by Exoleet »

Does this mod disable the hub plot, bala gi plot, and other non terran plots?
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

As far as i know this mod hasnt been updated so the first post is still correct
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MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

In other wors, yes, this mod disables the hub, bala gi (AKA Player HQ), and all other non-terran plots.
shinyclef
Posts: 32
Joined: Sun, 2. Sep 07, 13:25

Post by shinyclef »

Is it possible to gain the benefits of cutting out the terran jobs while still being able to do the side plots like the hub and headquarters etc.? Also, how about buying and using terran ships? Is that now impossible. I really want to use this mod even though I don't have an old computer just cause I want the game to be smoother than it is... but I don't want to sacrifice too much like the new plots. I don't mind losing the main terran plot though... but I don't want to lose phq and the hub and other little perks of TC.

I still want to be able to purchase terran ships too...

Not possible?
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

MutantDwarf wrote:In other wors, yes, this mod disables the hub, bala gi (AKA Player HQ), and all other non-terran plots.

That's understandable, but a bit sad though. Even though the regular HUB is insane time consumer, the result after redirecting the gates are immensely fun! I connected some pirate sectors to the Hub, and at once the universe came alive as pirate M2/M1's entered commonwealth systems.

And the HQ, we really love the HQ. :) Even X3R had the HQ.

I wish, and pray, that the author of this great mod would edit the plots so that the non-terran ones would still be in game. It is doable, but it takes some time to delete references in the files.
Doktor Teufel
Posts: 244
Joined: Wed, 22. Mar 06, 22:32
x3tc

Post by Doktor Teufel »

Is it still possible to obtain Terran ships while using this mod?

And has anyone tested it lately? Does it still work?

EDIT: And how can I get it working along with CMOD3, if at all?

EDIT 2: CMOD3 problem solved, not entirely sure what I did, though. :lol:
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Observe
Posts: 5336
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

xiriod wrote:I wish, and pray, that the author of this great mod would edit the plots so that the non-terran ones would still be in game. It is doable, but it takes some time to delete references in the files.
Thanks xiriod! I've been absent from the X3 modding scene for some time due to various reasons.

I had hoped by now that this mod would no longer serve any purpose. However, given persisting TC performance problems, I may revisit development of this mod in foreseeable future with consideration to your feedback, and that of others as well.

However, my main priority will remain with completion of Transcend II mod - which has major focus on optimizing performance in the context of a completely different Galaxy map and story-line. :)

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