[Mod]X2 Ship Callback Mod V2 MK2 [v0.01b] [14/04]

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

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mcjomar
Posts: 131
Joined: Thu, 3. Feb 05, 17:14
x3tc

Post by mcjomar »

Thanks again.
I'll probably keep close track of this one I think - I've always preferred the X2 hulls (though the X3 series hulls are pretty cool).
Thanks for the work you put into it.
SHA Vice Admiral
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

For the time being use the other version. Nothing wrong with it, this was just the next step above it (redoing all of X2 ships almost completely) and will take time/may never be done.
Image
mcjomar
Posts: 131
Joined: Thu, 3. Feb 05, 17:14
x3tc

Post by mcjomar »

Cheers.
I've tested out the other one on an older save (I don't want to mod my main game until I finish all the plots "properly") and the mod works great.

Small texture issue with the nova, but the rest look great (I'm an argon fan above all others for now). Still loving the work.
Thanks! :thumb_up:
SHA Vice Admiral
cheetahhawk
Posts: 28
Joined: Sun, 8. Feb 09, 06:36
xrvr

Post by cheetahhawk »

atx711 wrote:Are the ships properly scaled? The only part i hated in X2 was improper scaling. For example, colossus was able to have 120 ships docked, while in reality, anymore than 5 ships would be impossible to fit in...
well in truth, would that necessarily be true?, just think of the cargo compression, could not someone use the same compression technology for cargo space compression be used also in fighter bay compression?

This kind of reminds me of Dr Who's tardis. Outside it looks like a police phone booth. But inside its a massive complex with many rooms, because of the time space deferential.

what do you think?
Cheetahhawk

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