Deadly Ship&Station Mod w/Scripts by RS (RC4 Available) - [Image Warning]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: woohoo
TiggerBandit wrote:RS: I have found the argon and the teladi wharfs, but they only sell the asteroid base ?
than you have only unlocked the roid-base ....

G
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its like 50 questions here
anyway my one is, the new RC4, before running into any difficulty (and perhaps to inform others besides me), do I need to completely remove RC3 or will this overwrite the files?
And, im also assuming that a new game will be needed, yes?
Go raibh maith agat
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EDIT1> Did the ship names change purposefully in RC4? For example, the new DDRS ships all begin with the race who sells them (Paranid Tie Interceptor Raider / Argon Gunboat). Its just a bit weird when/if the race uses the ship in question it would be like: Argon Argon Gunboat and Argon Paranid Tie Interceptor Raider.....
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EDIT2> Doing the main mission (to get the HQ), something funny happened (whether its an error or pure unluckiness, im not sure
).

anyway my one is, the new RC4, before running into any difficulty (and perhaps to inform others besides me), do I need to completely remove RC3 or will this overwrite the files?
And, im also assuming that a new game will be needed, yes?
Go raibh maith agat
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EDIT1> Did the ship names change purposefully in RC4? For example, the new DDRS ships all begin with the race who sells them (Paranid Tie Interceptor Raider / Argon Gunboat). Its just a bit weird when/if the race uses the ship in question it would be like: Argon Argon Gunboat and Argon Paranid Tie Interceptor Raider.....
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EDIT2> Doing the main mission (to get the HQ), something funny happened (whether its an error or pure unluckiness, im not sure

Spoiler
Show
The target I recieved after turning off LV's JTP scripts was a Split Dragon, I thought grand. So i jumped to the sector it was in and started hammering away. Just before his shield cut out, the bugger jumpdrived! I said cool, interesting. I looked at the Uni map and found him a sector away. I jumped again to him and again started hammering away. But (and heres where its funny) just before he blew up from laser fire, i crashed into him. He blew up and i suffered negligible shield damage. I then got a message saying "Haha, you failed, someone got the kill before you". Funny...


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Puruco I'm not trying to be difficult, but if you want to merge mods, you're on your own.
I modify quite a few type files; TShips, TDocks, TFactories, Dummies, Components, TWareT, TBullets...and maybe one other (I'm going from memory, as I am at work ATM).
Any mod that alters one of these files will conflict with DDRS.
NovaFlyer I do not anticipate any need to restart once V1.0 come out...as we are at the final "bug squashing" stage. (That's not a "hard" guarantee, just an "informed" prediction.)
Dioltas As Dia: No need to remove RC3...or restart. Any ship that has been altered by a bug fix (changed weapon loadout or paths) may need to go through a jump before the change takes affect (ships are "re-created" as a result of jumping, and will pick up any TShips changes at that time).
I temporarily changed the ship names so that those people who are using scripts to spawn ships can pick the one they want...otherwise, in the script editor you will see multiple ships with the same name (e.g. three "Gunboats"). This way, you will see Boron Gunboat, Split Gunboat, etc. When I package things for the release of V1.0, I will remove the "race" qualifier in the name.
Under God: The ISD just missed the cut-off for V1.0 of the mod. I have it flying in my test game...but it's not yet ready for "prime time".
TiggerBandit: The Battlestar hasn't been started yet. I have made some progress on the Cylon Raider and Base Star...as they will also be showing up in a couple of other mods, and I really need to get them finished.
The last two turrets of the Hulk (top & bottom) do actually fire. I had (like you) thought they were broken. However, during testing, I was moving the aim point of the turret around, and found the they will fire as long as they are aimed somewhere within their firing radius. The turret viewpoint currently starts in a "dead zone"...I will try and fix that prior to release. However, when using RS's Turret Scripts in combat, You can see all 6 turrets blasting away.
ALL: I am not getting any "read text" messages at all. if anyone is still seeing these, please let me know.
Under God There are additional commands added in by the PHQ ship building scripts. I'll check into that "Readtext 1229 1### or something of the sort" issue when I get home...which will be in about 4 hours.
I modify quite a few type files; TShips, TDocks, TFactories, Dummies, Components, TWareT, TBullets...and maybe one other (I'm going from memory, as I am at work ATM).
Any mod that alters one of these files will conflict with DDRS.
NovaFlyer I do not anticipate any need to restart once V1.0 come out...as we are at the final "bug squashing" stage. (That's not a "hard" guarantee, just an "informed" prediction.)
Dioltas As Dia: No need to remove RC3...or restart. Any ship that has been altered by a bug fix (changed weapon loadout or paths) may need to go through a jump before the change takes affect (ships are "re-created" as a result of jumping, and will pick up any TShips changes at that time).
I temporarily changed the ship names so that those people who are using scripts to spawn ships can pick the one they want...otherwise, in the script editor you will see multiple ships with the same name (e.g. three "Gunboats"). This way, you will see Boron Gunboat, Split Gunboat, etc. When I package things for the release of V1.0, I will remove the "race" qualifier in the name.
Under God: The ISD just missed the cut-off for V1.0 of the mod. I have it flying in my test game...but it's not yet ready for "prime time".
TiggerBandit: The Battlestar hasn't been started yet. I have made some progress on the Cylon Raider and Base Star...as they will also be showing up in a couple of other mods, and I really need to get them finished.
The last two turrets of the Hulk (top & bottom) do actually fire. I had (like you) thought they were broken. However, during testing, I was moving the aim point of the turret around, and found the they will fire as long as they are aimed somewhere within their firing radius. The turret viewpoint currently starts in a "dead zone"...I will try and fix that prior to release. However, when using RS's Turret Scripts in combat, You can see all 6 turrets blasting away.
ALL: I am not getting any "read text" messages at all. if anyone is still seeing these, please let me know.
Under God There are additional commands added in by the PHQ ship building scripts. I'll check into that "Readtext 1229 1### or something of the sort" issue when I get home...which will be in about 4 hours.
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YAY super dupper happy that the ISD is *cough* possibly *cough* on the way!!!!
I wonder if nagging will get a SISD?
Well until then I will be bouncing off the walls for my new Flag Ship.
btw: you really are an awesome modder. I am very much enjoying these new ships.
I wonder if nagging will get a SISD?

Well until then I will be bouncing off the walls for my new Flag Ship.
btw: you really are an awesome modder. I am very much enjoying these new ships.
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SISD = Super Imperial Star Destroyer (the big one in that Return of the Jedi film that crashed at that end into the Death Star, i think)
If the ISD is as big as i reckon it will be (bigger than an m1/m2), you cant "practically" fit it a SISD. I mean it would be so big it would be crashing into stations in the smaller sectors and not fit through gates. Though im not saying its impossible, just id find it hard to imagine a ship that big being "user-friendly"
If the ISD is as big as i reckon it will be (bigger than an m1/m2), you cant "practically" fit it a SISD. I mean it would be so big it would be crashing into stations in the smaller sectors and not fit through gates. Though im not saying its impossible, just id find it hard to imagine a ship that big being "user-friendly"

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Hi all, just downloaded this mod and it's the first one I have used in the whole X-series, just a couple of quick questions -
1. Will this mod work with existing save games from before installing the mod?
2. Where do the missions appear? Are they on the BBS at stations?
Sorry if these questions have already been asked but I have read through this topic a couple of times and not found the answers.
P.S. @DeadlyDa - This mod lookes absolutely awsome, good work.
Napalm
1. Will this mod work with existing save games from before installing the mod?
2. Where do the missions appear? Are they on the BBS at stations?
Sorry if these questions have already been asked but I have read through this topic a couple of times and not found the answers.
P.S. @DeadlyDa - This mod lookes absolutely awsome, good work.
Napalm
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1. Very Doubtful, your best off starting a new gamenapalm_nabd wrote:Hi all, just downloaded this mod and it's the first one I have used in the whole X-series, just a couple of quick questions -
1. Will this mod work with existing save games from before installing the mod?
2. Where do the missions appear? Are they on the BBS at stations?
Sorry if these questions have already been asked but I have read through this topic a couple of times and not found the answers.
P.S. @DeadlyDa - This mod lookes absolutely awsome, good work.
Napalm
2. Missions appear at the Asteroid base in the unknown sector between Montalaar and the other sector (i think its new income).
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Yes, the super imperial star destroyer is too large for this game I am affraid.
It would be a true M0 class ship (virtually) and would not be able to fly through jump gates even, nor the lightest asteroid field (although vader does it!)
Its the length of.... around 4-5 star destroyers.
Looks really awesome. But totally understandable that you can't have a ship that is over 5 Km long lol.
It would be a true M0 class ship (virtually) and would not be able to fly through jump gates even, nor the lightest asteroid field (although vader does it!)
Its the length of.... around 4-5 star destroyers.
Looks really awesome. But totally understandable that you can't have a ship that is over 5 Km long lol.
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Okay, im having trouble with the... Now i know you dont agree with me Red, but i still think you should be given a free satellite to lock onto when deploying the station. I tried it there myself (and using ordinary "select position with the cursor" into empty space) it ended up spawning right on/inside my ship! Kablooie my Dragon went.
The Advantages with a satellite is that you deploy it where you want (co-ords x,y,z) and then lock on with the command when it goes to the sector map. Sure its destroyed but thats why its given free!
Give it some thought buddy!
Spoiler
Show
Setup HQ position command
The Advantages with a satellite is that you deploy it where you want (co-ords x,y,z) and then lock on with the command when it goes to the sector map. Sure its destroyed but thats why its given free!
Give it some thought buddy!
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