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

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Lc4Hunter
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Post by Lc4Hunter »

I know about this special tings at the ships... but the problem is, if i only add the new ships the loadtime (new game, save) is higher and the memory usage is bigger too.
I wanted an optimized TShips.
Fighter drones, freighter drones are not needed for this mod as i know, but if we need it later it´s easy to add them again cause you can tell the game with an atribute that this ship is a fighter or freighter drone.
same with the astronaut suite... will replace it later when i have a new model for it ;).

I forgot to reactivate the docking bay for the Orion... add this text under the last scenefile entry and it will work:

Code: Select all

// docking bays //

P 40; B ships\props\docks\dockingbay_fighter_dummy; C 1; N ships\props\docks\dockingbay_fighter_dummy_01;  // idx 40
{ 0x2002;  107829; -63315; -109536;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 41; B ships\props\docks\dockingbay_fighter_dummy; C 2; N ships\props\docks\dockingbay_fighter_dummy_02;  // idx 41
{ 0x2002;  66756; -63315; -109536;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

// launch bays //

P 42; B ships\props\docks\launchbay_fighter_dummy; C 1; N ships\props\docks\launchbay_fighter_dummy_01;  // idx 42
{ 0x2002;  76756; -63315; -103099;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 43; B ships\props\docks\launchbay_fighter_dummy; C 2; N ships\props\docks\launchbay_fighter_dummy_02;  // idx 43
{ 0x2002;  117829; -63315; -103099;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 44; B ships\props\docks\launchbay_fighter_dummy; C 3; N ships\props\docks\launchbay_fighter_dummy_03;  // idx 44
{ 0x2002;  56756; -63315; -120762;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 45; B ships\props\docks\launchbay_fighter_dummy; C 4; N ships\props\docks\launchbay_fighter_dummy_04;  // idx 45
{ 0x2002;  97829; -63315; -120762;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
Ok, tried it, ships can dock and start. Best way is you test it with some Lokis. But most of starting ships collide with the Orion (you have to sit in the Orion, if not they pass the ship without collision).

Another problem is, the half of my Lokis fly against the ship they have to attack...
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Post by KaZTek »

:o :o :o

I think I just wet my pants. Thats like a dream come true.

Please release a partial mod for us who still want to play in the X3TC universe with your Freespace ships :)
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s9ilent
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Post by s9ilent »

I'm doing the fight starting the fight scripts now, at approximately what range does combat take place in the mod? The similar to X3? Close range like freespace? or...?

As for fighter/bomb AI, I'm going to make them prioritise big ships last.
For fighters, Prioritise
1. Fighters (and bombers) (within a few km's)
2. Non big ships (all ranges)
4. M6's, then 7's, then 2's then 1's and 0's

The key thing I'm going for is that Capitol ships won't directly attack fighters (IS/OOS) and strike craft don't go for capitol ships (unless there is literally nothing left to attack).

I'm considering not letting fighter shoot at large capitol ships period (as they will most likely just collide with them) and force them to use their missiles/bombs against them.
But against smaller capitol ships (e.g. cruisers) they still can (as the chance of collision is relatively small, and laser damage is actually threatening to them)







One last thing, and idea I had was if capitol ships (as they are "unshielded") had a special XL sized "armour" shield of sorts. Shields that had very low max protection (that are percentages of blasts, e.g. 75% of a single Prometheus), but extremely high recharge rates (e.g. will fully repair it self several times in a second)
This way, firing a few stray shots from small weapons will be martially mitigated by the armour-shields, but concentrated fire, or stronger weapons won't be affected as much.
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Post by KaZTek »

I know that Xaicorp used to do a "attack <size> ships only" script for turrets, and from my very limited (read: nearly 0%) knowledge of scripting, it works for ships as well, as I do remember reading up on that script being used as the basis for big/small ships target script.

I also know that Gazz had a "cheat" script attached to his AI-auto-ammo-filler script that reduces damage done to big ships, and is only active on the ships that go into combat to reduce CPU load.
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s9ilent
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Post by s9ilent »

The turret scripts should be easy enough to do, I had done some in X3R already. So I've put them as a relatively lower priority

Although I still can't think of a balanced way of doing the slashing beam turrets. (One where the player won't be able to hold down the trigger)
Lc4Hunter
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Post by Lc4Hunter »

For fighters: I think they should attack at first other fighters and bombers with the same priority. Maybe you can make different commands for it.
Attack fighters
Attack bombers
Attack fighters/bombers
...
Attack everything


For bomber i thing their should be commands like that:
attack cruisers
attack corvettes
attack capitals (destroyers and superlarges)
...
attack everything


of course their have to be the regular scripts (attack my target, guard me and so on).

For capitals i think their is no need of much fight scripts.
Maybe something that makes them fly better in formation...

another important thing: is it possible to make equipment (software addons, weapons and so on) indestructible?
Cause thats the mein problem with the no-shield system of the capitals...
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s9ilent
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Post by s9ilent »

w.r.t Equipment loss and shield-less ships
No it isn't, but what you can do is make ships not need equipment. It is possible to make a command check script that will allow commands on specific ships, and not others (with out the need of software).
Another alternative would be to add the software as ship hardware (which can not be destroyed)

As for the loss of ship wares (e.g. weapons), there is no good way of preventing it.



w.r.t Capitols, I'm hoping to implement a custom formation/attack way point planner sort of script.


w.r.t Fighters I can do those attack <type> commands, some of them already exists, but I'll do some tweak to them.
Right now I'm working on a bomber specific attack command, so they use bombs (missiles) in a more bomber-like fashion, with less emphasis on using lasers vs capitols.
I'm also going to be threading in a counter measure system whilst I do it (and then put it into the generic attack commands)




Also another idea I had
To make bomb's not over powered (i.e. instant fighter death within their 1km~ blast radius) whilst retaining their high explosive yields, you could "try" to make the bomb's fragmenting bombs. Where the initial warhead is the "main" warhead, high-payload low-radius; and the "fragmented" warheads are short life time (<1s) low-payload high-radius
Although, AFAIK, in X3R they never got the Frag missiles working (or at least I didn't), but in TC factories do sell Frag missiles, so I assume that they do work now (but I haven't really tried many missiles in TC)
*edit* by frag, I mean like on explosion, the missile becomes multiple smaller weapons (Synaptic bomb?) but I have a feel thats not what the frag flag is for...
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Post by Thrandisher »

After reading this the jump sound is stuck in my head right now. Every time i see a space game released i instantly compare it to elite and fs2.
Im really glad to see someone working on this.

The one thing with going back and playing fs2 was i wanted a open universe, much like the X games. Combine the 2 and i think you have a real winner.

I almsot want to go put back on fs2open again but since im just installing this again, ill have to wait on that ;)

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Post by someone else »

"Frag" flag is the one that makes the missile a swarm... when launched the game creates 8 missiles instead of 1 and makes them behave like a swarm missile.

to have a effect like you said imho you need to link the missile to a script... the missile goes BOOOM and deals his damage in a short radius, the script detects the BOOM and takes care of dealing less damage to the ships in a bigger radius from the Booom.
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Post by Keldor »

Oooo! OOO!!!!

:does happy dance::

FS2 is only my most favorite game *ever*. Following this closely... great job so far!
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s9ilent
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Post by s9ilent »

Hey Lc4Hunter,

w.r.t to the attack all <shipclasses> that you wanted, attack Cruisers and Corvettes

In the mod, are Corvettes M7's and Cruisers M6's? (as corvettes are > cruisers in FS)
Or are you going to stick to X3's naming convention (M6's = Corvettes)




Any way, after tinkering about with the scripts, doing class specific attacks scripts is actually very easy (using default scripts), but I'm going to be tinkering with them a bit more to remove x3 only stuff (e.g. Khaak Clusters) and hopefully more effective (Wing commands ~ wing commands mk2)
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Post by Lc4Hunter »

M2 = superlarge ships like sathanas
M1 = destroyers (they all have hangars)
M8 = bomber
M7 = frigates
M6 = cruisers
M3 = heavy fighters (erinyes, Ares,...)
M4 = Medium/Normal fighters (Mymidian, Perseus, ...)
M5 = scouts/light fighters (Ulysses, stealth ship [don´t know the name])

I think thats the best way cause every x-player knows this system ;)
I got the tip that the CODEA-software makes the AI a better pilot. Maybe this helps you a bit ;).

Meanwhile, I continue work with the fighters to get them as fast as possible ingame that you have enough for testing.
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Post by s9ilent »

Btw, there is only one frigate, the Iceni??
Also, what about corvettes, do they fall into the same class as cruisers or..? Your current cat/dat mod has the all the cruisers, corvettes and the frigate in the M7 class.



In my Opinion:

Transports = TP
Freighters = TS

M7 = Corvettes + frigates / M6 = Cruisers
(The M6 and M7 I'm not to sure about thou, as Crovettes > Cruisers in FS, and in X3 M6's are corvettes, but they are < m7's, so I think it should be kept in line with the size scale, rather then similar class names i.e. M7 > m6 always)

M2 = Old Destroyers (e.g. Orion)
M1 = New destroyer (e.g. Hecate)
M0 = Collussus / Savanas
I think that the Savanas and Collussus should lean more towards M0 then M2.



Although that means that several class are unused atm.
e.g.
TM's (pherhaps the "armed/armoured Freighters/Transports can be TM'ed)
TL = Civilian Ships? (The science ship with the spiny bits) link
or pherhaps generally "unarmed" misc ships (e.g. AWACS, medical ship etc.)
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Post by 5c0rch! »

Oh My! Yes! This is what I have been waiting for, for a long time!

If you ever get to the stage that you are ready to start implementing missions to the mod, and I am not otherwise occupied with XTC, I could try to help coding missions. :)

I seriously hope you succeed in what you are doing here, I am a huge freespace fan, and I can't wait to get my hands on this mod. :)
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Lc4Hunter
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Post by Lc4Hunter »

The line shiptypeline of Freespace2 is Cruiser => Corvettes => Destroyers. As i know there are no frigates. The Icine is only a crovette, like the Deimos.
So i think there is no really need to use frigates.
I know that the Icini is bigger than the Deimos so it could be that this ship is a frigate but it is the only one ;). But why not, i have another ship that is to big to be a corvette.
Splitting up the destryoyers into new and old? hm, don´t like the idea cause there are not much destroyers in the game.
Making Sathanas and Colossus M0 is ok cause if they are M2 there are some problems with docking at stations...

Of course freighters will be used but i thin there we can use the old system.
TP for each persona- and TS for cargorfreighter. For the TM i have an idea too, so we can use them too :D .

The scienceship has weapons. poor ones, ok, but it has ;). It could be a special ship that has more sensorrange or something like that...
At the moment i have no really idea for it...
Lc4Hunter
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Post by Lc4Hunter »

small update, the Mara.
The only thing that not work at the moment is an animated glow map.
Hope there is a way to make it work...

[ external image ]

[ external image ]

[ external image ]

i love this ship :D
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Killjaeden
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Post by Killjaeden »

WOW that is nice :o Reminds me a bit of Cybrans from Supreme Commander :D Really like them.
[ external image ]
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e0s888
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How about this project?

Post by e0s888 »

How about this project? Is it dead or you still working on it? Is it a possibility to play it (this what you done till this moment)
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s9ilent
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Post by s9ilent »

I'm waiting till after my exams till I continue scripting for this
e0s888
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Post by e0s888 »

Is there any posibility to download weapons and ships wich you have done for this moment?

I'm looking everywhere freespace 2 beam weapons, but can not find enything. Could you allow to download this Bgreen weapon wich orion fire in video clip?

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