[MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]

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

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Tenlar Scarflame
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Post by Tenlar Scarflame »

Hey Cadius,

VERY nice ships you've set us up with. :D I'm using a Hakata and an Aomori at the moment, and they're quite pleasant. Somewhat on the powerful side, but not game-breakingly so (you've made them expensive enough to compensate.)

A question, though - I cannot find the Lofn, Macana, or Falchion for sale anywhere. I have a suspicion that they're normally supposed to be available at Saturn shipyard... which in my game is an ATF shipyard, due to another script I've downloaded. :P I'm not too shabby at trudging around in the X editor, so... anything I can do to make them available?
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X1000
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Post by X1000 »

Cyrcows cheat package will let you spawn them..

But let me see if i can whip a mod up real quick. :wink:
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Never ye all mind - I tracked down the problem. :)

I'm using another mod that modifies Tships and I improperly merged the missing vessels. Trying them out now.
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Gemini24
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Post by Gemini24 »

Cadius wrote:Ok so there was a grey hull texture hiding in the DDS folder.
http://img98.imageshack.us/img98/2797/x3screen00134.png
http://img237.imageshack.us/img237/7536 ... n00135.png

Don't mind the bloom, just mining precious rocks on the surface of the sun.
Much better and that definitely gives the Container Ship feel, as always, great work!
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MadMan983
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Post by MadMan983 »

i just tryed updating my X3TC withe the hotfix and longsword MK1 but the MK1 dont show up at any shipyard. oh and the name in the tships file looks odd, it says "SS_SH_USC_M6_LONGSWORD" where as say the MK2 says "Longsword Mk2" as the file name in the ships list. and theres also a bit that says "String [17:400014] not found"
When ever people agree with me i always feel i must be wrong.
Igor.tverd
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Post by Igor.tverd »

MadMan983 wrote:i just tryed updating my X3TC withe the hotfix and longsword MK1 but the MK1 dont show up at any shipyard. oh and the name in the tships file looks odd, it says "SS_SH_USC_M6_LONGSWORD" where as say the MK2 says "Longsword Mk2" as the file name in the ships list. and theres also a bit that says "String [17:400014] not found"
Did you just replace the .cat file with the newer version or did you updated Tships and models in the .cat file? Try starting a new game and see if you can spawn one with the cheat pack.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
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Cadius
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Post by Cadius »

v1.65 also comes with an updated MD script and text file. Did you put those in as well? Because if it appears as an ID name in your Tship, means that it's missing an updated text file. Reason only the Mk1 doesn't appear in your shipyard would because you haven't updated the MD script

EDIT:
Small update, better than nothing I guess.
http://img191.imageshack.us/img191/9161 ... n00136.png
http://img25.imageshack.us/img25/5822/x3screen00137.png
http://img638.imageshack.us/img638/3179 ... n00139.png

I've figured out how station wrecks work, so version 1.7 later will come out in 2 versions:
[a] Basic Ship Pack - Same as previous version with new ships.
With station pack addon - Adds a couple of new buyable docks and replaces some stations with new models.
New Buyable Stations include:
- Orbital Freight Dock (HQ subtype with a limited 8mil storage space, intended to act as a resupply point and ore storage)
- Orbital Shipyard (HQ subtype with a limited 1mil storage, just enough for shipbuilding materials. Can build/repair/reverse-engineer/recycle ships 40% faster than the headquarters. Model also replaces the Stock USC Shipyards)
- Orbital Defence Station (Equipdock subtype - can dock 2 capital ships, and 10 smaller crafts. Model also replaces the Stock USC Defence Stations)
- Orbital Patrol Base (Equipdock subtype - can dock 1 capital ship, and internal docking bays for smaller crafts including M6/M8/TS/TP. Model also replaces the Stock USC Orbital Patrol Base)

The station addon will be compatible with Logain Abler's FDN/PM/SSDN.

Reason for the split is that.. well some people like the huge USC mega stations. I will NOT be replacing all huge stations types with smaller models. Some will be left alone since they add character to Terran space.
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MadMan983
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Post by MadMan983 »

looks like the old scripts where interfiring with the updated ones.
all fixed now. ty for your help and keep making more awsome ships. maybe a few fighters?
When ever people agree with me i always feel i must be wrong.
Igor.tverd
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Post by Igor.tverd »

:D :D :D Can't wait until v 1.7 is released, this is going to be awesome. Thank you Cadius.
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dtrowle
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Post by dtrowle »

Cadius: Have you considered making a "Military Outpost" of some sort that sells Terran marines? For some reason the game wants to add marines for every other race except Terrans to the existing Terran stations.
Igor.tverd
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Post by Igor.tverd »

dtrowle wrote:Cadius: Have you considered making a "Military Outpost" of some sort that sells Terran marines? For some reason the game wants to add marines for every other race except Terrans to the existing Terran stations.
That would be very cool, but I think that issue is hard coded. I been looking around for a while now trying to allow station to sell Terran marines, but no luck so far :(
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
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X1000
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Post by X1000 »

Igor.tverd wrote:
dtrowle wrote:Cadius: Have you considered making a "Military Outpost" of some sort that sells Terran marines? For some reason the game wants to add marines for every other race except Terrans to the existing Terran stations.
That would be very cool, but I think that issue is hard coded. I been looking around for a while now trying to allow station to sell Terran marines, but no luck so far :(
Yes... I belicve it is. Mostly do to the fact..

(Small Spoiler)

SPOILER

When they give you the TP, and tell you to board the Vidar, you have ARGON marines, not terran. :P

END SPOILER
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Cadius
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Post by Cadius »

I've managed to add marines to Terran bases BUT..
http://img30.imageshack.us/img30/1571/x3screen00140.png
[a] requires a new game
none of the marines are Terran race.. As X1000 said I don't think Terrans were given marines.
Igor.tverd
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Post by Igor.tverd »

X1000 wrote: Yes... I belicve it is. Mostly do to the fact..

(Small Spoiler)

SPOILER

When they give you the TP, and tell you to board the Vidar, you have ARGON marines, not terran. :P

END SPOILER
Wait, really?
Cadius wrote:I've managed to add marines to Terran bases BUT..
http://img30.imageshack.us/img30/1571/x3screen00140.png
[a] requires a new game
none of the marines are Terran race.. As X1000 said I don't think Terrans were given marines.


a. I have converted a script which adds marines to Terran base & and doesn't require a new game, I can upload it somewhere if anybody needs it.
b. True, none of them are Terran (even though the owner race of the station is Terran)
c. The only trick of getting Terran marines is mentioned in this topic http://forum.egosoft.com/viewtopic.php?t=272148 thanks to argon_emperor

EDIT: Cadius, is v 1.7 Hq going to use Terran wares (hull plating, etc) to build ships, or regular commonwealth wares like the PHQ? The reason I'm asking is I'm working on creating a HQ for every race (starting with ATF since I play as YTF - Yorgsington Task Force) and if you're already working on Terran HQ then I will move on to creating a Argon hq.
Last edited by Igor.tverd on Mon, 1. Mar 10, 19:16, edited 1 time in total.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
dtrowle
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Post by dtrowle »

Yes... I belicve it is. Mostly do to the fact..

(Small Spoiler)
Spoiler
Show
When they give you the TP, and tell you to board the Vidar, you have ARGON marines, not terran. Razz
I actually got Terran marines - which is why I have been on this quest for being able to buy them at one of the terran military bases every since.

Anyway, I wasn't trying to steer this thread off-topic. I guess my main question was to ask whether the race of marines that a station produces depends on something in the Tfiles and could be modded in or if it is hard coded like Igor suggested. I have done my share modding ships but not stations. I might have to try and dig deeper for this. In the mean time, I'll use the workaround.
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X1000
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Post by X1000 »

I will guess its hard coded. If it were not, someone would have made Terrran marines by now. :wink:
liquidlight88
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Post by liquidlight88 »

Hey i'm downloading your ships and factorys to check out. So i'd like to check before i install my usual scripts ... you mentioned an included 'MD' script? Is this a missile defence script? (like mosquito missile defence?) or a missile barrage script (like medusa ect?). - Or am i just a fool and it's got nothing to do with missiles?.

So i'm looking forward to it but i notice they are mainly capital class ships. Are you planning on doing some more fighter/bomber type ships?

It would be nice too if you would tinker with the vanilla/commonwealth ship weapon/shield loadouts and give us some nice unique variations (you seem to have some talent in this too) in ships to use. Personally i like the idea of small corvettes/heavy fighters .... similar in weapon and shielding to an M6 but just smaller in size physically. Tough, slow, chunky fighters which pack a real punch.

I guess while i'm requesting things i may as well push the boat out .... i wonder if you might make an M3 or M3+ variant of the Elite (this ship used to be an M3 in X2 right?). I love the looks of the elite but never use it cause' it's a bit rubbish. And i think there are many great looking ships that probably don't get used mutch because there's always a more practical and uglier alternative. (eg, i fly a falcon ... not the best looking ship but it's the only thing with enough shielding to keep me happy).

So i'd love it if you would tinker with some of the other ships, after all we can only use one ship mod at a time. I don't agree with uber ships (i can't use merge mod anymore cause' it's too unbalanced) but i don't think anyone is going to complain if some ships are indeed 'improved' somewhat, especially if improvements remain inside the parameters of what the game already offers and the improvements are interesting and give variety.

I wonder if you might do the repair droid thing and make this compatible with the MARS Turret script also?

... Ah, TC has finished installing (takes ages eh?!), time to check it out :)
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X1000
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Post by X1000 »

No, MD Script means "Mission Director" script. it should be in the 'director' folder. Coppy and past in to the /director folder in the TC Directory, like you would a mod, but in /director, not /mods. :)
liquidlight88
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Post by liquidlight88 »

Ah thanks, ... Is this 'mission director' required for the mod or is it just extra?
Magnabyte
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Post by Magnabyte »

I think my only wish now when it comes to this mod is if we cuold somehow convince the terrans to fly thier new ships... :P

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