[XTM - GAMEPLAY] Gameplay discussion for Xtended Mod

The place to discuss scripting and game modifications for X³: Reunion.

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Buck_Rogers
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Post by Buck_Rogers »

What NovaCatt said: :D

Honestly guys, there is tonnes of stuff at xuniverse.com for XTM users. Plus, plenty of peeps to help if you get stuck.
Buck Rogers

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xxx73
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Post by xxx73 »

Hi guys

What is the blast range for big ships when they get destroyed, and where can I adjust it if possible?



Edit: Made the question clearer
xxx73
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Post by xxx73 »

Hi again

I try with another question. Maybe I have more luck with this:)

I had planed to install MARS Fire Control with XTM, but when I load X3+XTM in exscriptor I see some references to AEGIS Waffensystem. Is AEGIS Weapon System included in XTM, and if so, is it this version of AGEIS?

Thanks for any help.
Buck_Rogers
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Post by Buck_Rogers »

There are no turret scripts included with XTM. So where that reference is coming from, I'm not sure. The only thing I can think of is, perhaps you have Lucike's Command Libraries installed for something? He did make a turret script for X3R called 'MEFOS Waffensystem'. Which was just like AEGIS.

If that's what it is, then I still would not worry about it. I have 3 turret scripts installed. :D MARS, MEFOS and XOne Turret Control. None of them interfere with each other.
Buck Rogers

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xxx73
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Post by xxx73 »

Buck_Rogers wrote:There are no turret scripts included with XTM. So where that reference is coming from, I'm not sure. The only thing I can think of is, perhaps you have Lucike's Command Libraries installed for something? He did make a turret script for X3R called 'MEFOS Waffensystem'. Which was just like AEGIS.
Thanks Buck_Rogers. I think your right. I have been testing a lot of scripts so it can be some leftovers.
Buck_Rogers wrote:If that's what it is, then I still would not worry about it. I have 3 turret scripts installed. :D MARS, MEFOS and XOne Turret Control. None of them interfere with each other.
Great. I think I try MARS first and then if I need something, I know that this will work together
xxx73
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Post by xxx73 »

I want to use [BBS Plugin] X3 BBS Project 2 together with XTM. When I asked the script maker if there was anything I needed to do to make it work with XTM he replied:
moot wrote:You'll need to disable XTM's BBS. Open up the XTM script in the cat file and disable/remove the BBS module--that's what I had to do to see my script. Get some help from the XTM forum if you need..
What file must I delete, I can't find anything related to BBS in the cat file? Anyone know what I must do?
Buck_Rogers
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Post by Buck_Rogers »

Hmmmmmm. I'm not sure disabling XTM's BBS module is such a good idea? I'm sure there are some items that appear, which start XTM missions?

Perhaps I'm wrong though?
Buck Rogers

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xxx73
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Post by xxx73 »

Buck_Rogers wrote:Hmmmmmm. I'm not sure disabling XTM's BBS module is such a good idea? I'm sure there are some items that appear, which start XTM missions?

Perhaps I'm wrong though?
The author of [BBS Plugin] X3 BBS Project 2 said this:
moot wrote:Oh and don't worry about missing anything though--my script actually contains the same messages from XTM, the same old stuff about new ships and weapons, but with the English cleaned up. You'll spot them in Pirate stations, reconfigured as mercenary network news.
I think the BBS module he is talking about is only for news and is not related to missions. With that understanding there must be a BBS module for news, and something else for the quests/missions. The question is then: How do I disable the XML BBS module related to non mission mews?
Asbostrusbo
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Joined: Thu, 8. May 08, 18:05
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sector Xenon 547 in XTM

Post by Asbostrusbo »

Hi I have xtended mod installed in X3R and one pandora BBS tell me to look in sector Xenon 547.

I cant find the sector, not sure if was a BBS typing error because already exists Xenon sectors 347 and 597.(a misplaced digit)

Any one have a link to a xtended map or can give me the sector coords please?

Thanks in advance.


{You were told to post in the appropriate thread, which you have not done. I have thus the right to lock this, but I'll merge instead. jlehtone}
dienadel
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Post by dienadel »

nobby375 wrote:ok the daruis is still broken but thats a small thing.

please can some1 help me with the following problem for the sake of my sanity.

ive just spent the better part of 2 hrs trying to set up a fleet of 16 wing men. all LX's, some capped and some made from my HQ

i have a pirate galleon in which they are stored but trying to equip them from the ship template thing and it keeps filling them up with e-cells and telling me i have no more room to equip them.

the template ship ($ prefix ) has 8 a hepts main guns, 2 b hepts in the turrets and 5 missiles.

the group of wing men has been made into a grp with the grp command.

ive even ejected all the jumpdrives on the 1s that had them installed and ejected all ecells from the ship to stop the galleon from using them
:evil:

also now i cant even manually equip the ships as there is no option for the wepons/shields in freight transfer even tho i have the shields/wepons onboard

atm i have 10/16 ships fully equipped but i keep getting the message not enough room to work with

i cant even tranfer spare equiupment to the scarab i have parked in the hold as again there is no option in f transfer to move equipment, its like theres none onboard but when i go into the carriers cargo bay its nearly full of lots of equipment :( :(

please can any1 tell me where im going wrong
I have a very similar problem with the latest XTM. My template ships don't have EC or JD, tho. And the ships I tried to equip were Pirate Novas, Kha'ak Fighters and Scouts.

I can empty the Galeon if I dock it to the PHQ, still it shows about 90% of the cargo hold full, even if there's nothing in it (both in its freight view, and in the 'adjust parameters' view).

It seems that everytime I try to equip ships and the script fails (with a there's no storage room in the galeon message) the carrier looses a bit of cargo hold permanently, as if some invisibile ware has been loaded.

I'm gone thru some scripts, unfortunately I'm not proficient enough in scripting to claim I've found a bug, will someone more knowledgeable than me please check lines 015 and 026 of plugin.XTM.Cmd.BuildFromTemplates.RemoveFreight.xml (below)? Doesn't it unconditionally add 1 unit of $shieldtype to the $Shipyard (which I assumed to be the carrier here) no matter what $Ship -> get shield type in bay returns (that is even if it's empty), while for $currlaser a few lines later there's a check (if $currlaser)? What happens if a ship has one or more shield bay empty? And shouldn't it actually remove the items from $Ship cargo hold after adding them to the $Shipyard? Or am I missing something?

Code: Select all

012   $currshieldbay = $Ship -> get number of shield bays
013   while $currshieldbay
014    dec $currshieldbay = 
015    $shieldtype = $Ship -> get shield type in bay $currshieldbay
016    $amount = 0 - $Quantity
017    = $Shipyard -> add $amount units of $shieldtype
018   end
019   
020   $currturret = $Ship -> get number of turrets
021   while $currturret
022    dec $currturret = 
023    $currwep = $Ship -> get max. number of lasers in turret $currturret
024    while $currwep
025     dec $currwep = 
026     $currlaser = $Ship -> get laser type in turret $currturret at slot $currwep
027     if $currlaser
028      $amount = 0 - $Quantity
029      = $Shipyard -> add $amount units of $currlaser
030     end
031    end
032   end
Promethium
Posts: 310
Joined: Mon, 4. Jan 10, 02:43
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Post by Promethium »

The link to the XTM manual isn't working for me.

WHERE CAN I FIND IT?
Aydan
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Post by Aydan »

jackmcbarn
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Point to Xtreme Tycoon?

Post by jackmcbarn »

Is there any real point to the Xtreme Tycoon custom start? There's no plot or Bala Gi missions, and you have so many credits and ships that there doesn't seem to be any challenges or goals to work toward, not even buying Avarice (if that's even possible in custom starts).
Catspaws
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Post by Catspaws »

You know how you see the bulletin board message about Xenon ships rebooting and turning back into their Xenon format? Well I managed to capture a Xenon J :D , took off the wepons and shields I didn't want to sell and installed a jumpdrive. Told it to jump to Argon Prime, so I could sell the rest at the equipment dock, and away it jumped. I'm then quite happily cruising away thinking "I'm in the money" when I get a "Kernel Panic" message from the J :? . Its telling me its system data is damaged and its rebooting its Xenon kernel! :o I jump asap into Argon Prime and their it is attacking the local M3 and M4 patrol! :( Luckily they manage to take it out before it shot them down and just before I could enter the fray! Managed to collect and then sell the loot from it though! :twisted:
Tainted Wanderer
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Meet you WHERE?!

Post by Tainted Wanderer »

Hi all,

I have no idea how to write in "Spoiler" mode, so I'm going to have to be inventive as I phrase this.

I'm doing a certain XTM mission - it's been discussed above, but no-one seems to have asked the following question.

I've got the pathetic but fast little ship I need. Now I fly back to the sector to get the coordinates I need. There's a well-connected Boron lady who needs my help, apparently...got it?

The coordinates for the rendezvous randomly change each time I fly in to collect them, but every time they are tens of thoudands of kilometers off the ecliptic plane. Is this usual? Even with maxed out engine upgrades and SETAx10 it takes a LONG time to get there. And when I do, although the rendezvous seems to take place, I can't see the ship I'm supposed to. I tried flying back towards the ecliptic plane, but "Drat, you lost them". Have I done something wrong? Is this a bug rather than a gameplay issue? Any help would be much appreciated!
"Hey, you're pretty good at kissing bastu; want to come over and kiss..."

"Lower your shields, Mira, and prepare to be boarded!" >D
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Pesanur
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Post by Pesanur »

The coordinates are in meters, not kilometers.
Eegxeta
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Post by Eegxeta »

Where do I buy the added ships? I checked all the ship yards but I'm not finding them.
Eegxeta
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Post by Eegxeta »

Is there any way I can use the cockpit mod with XTM because it is hard to keep track of your shields and hull in a dog fight without it. If not could cockpits be made into the mod.
QCormacJ
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Joined: Mon, 17. Dec 07, 19:23

X-Tended pirates destroy everything!

Post by QCormacJ »

So I recently rediscovered my copy of X3 and decided to add mods to it, most prominently the X-Tended mod (very awesome) but I've been having problems. At first I started noticing that after a few days the game just seems to stop by itself. All the trading ships have vanished, only ships I can find are military or customs, and I alone am left to keep the entire universe economy running. I systematically eliminated all the mods I'd installed and restarted my game several times, until only X-Tended was left.

These damned new Pirate M1 and M2's are destroying the entire universe! They appear out of nowhere and consume entire sectors, bombing every station until nothing is left, only the trading station respawns after a short while. Given enough time the game dynamic could restore itself except that these guys move much faster than that. And I'm far too young in the game to take them myself, I only just managed to suck up enough to the Argon to be allowed an M6 of my own. The race military ships only defend the core systems.

At this point it seems that if I want to continue playing X-Tended, I'll first have to play the game vanilla until I'm powerful enough to defend each and every border sector in the universe, and by then I won't care anymore anyway.

I get that the idea was to make the game a bit more challenging, to make you have to reconsider just waltzing into pirate sectors as if you own them, but these guys are a bigger problem than the Xenon and Khaak combined, and that's no exaggeration. Is there any way to either turn these capital ships off or at least confine them to pirate sectors without too much impairing the rest of X-Tended?
Deeparth
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Post by Deeparth »

Waltzing into pirate sectors :lol:

Is it possible that i install the X-Tended mod atfter i have so significant firepower and still have all ma ships and cash and stuff left so i can continue building with the mod installed?

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