[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Tomonor
EGOSOFT
EGOSOFT
Posts: 1932
Joined: Wed, 12. Sep 07, 19:01
x4

Post by Tomonor »

Magnabyte wrote: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
requires a Tjob file edit...
Image
RyuKazuha
Posts: 921
Joined: Tue, 22. Aug 06, 10:38
x3tc

Post by RyuKazuha »

Some Questions regarding the "Longsword"

Have you remodeled the SR2 1:1?

And where are the Turrets located. I see one left to the cockpit and one seems to be in the rear.

And btw: Looks very nice, I'll consider to use the mod in the next game.
Treelor
Posts: 315
Joined: Mon, 5. May 08, 01:25
x4

Post by Treelor »

A Job file edit that wouldn't be terribly hard - just copy some of the patrol scripts and have them use the new ships. I've already done it to my game.
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

liquidlight88 wrote:Ah thanks, ... Is this 'mission director' required for the mod or is it just extra?
Required, it adds the new ships to the shipyards.
User avatar
dreis
Posts: 45
Joined: Sat, 23. Jan 10, 00:56
x4

Post by dreis »

Hi.. just installed.. (I created myself a .spk file.. always do that with the addons I install in my game).

Have you changed the texture for some terran ships? I saw that Osaka and the Atmos are "gray" instead of white.. (sorry.. I read the post but not 100%)

'off-topic' why the hell those freaking terran/atf ships don't have a longe range weapon? EMPC = 2Km e MAML = 3.2~Km.. wtf?

EDIT: I'm not talking about the M2/M1 ships, I know about PSP, I'm talking about the smaller ones.. :P Only know with your Hiroshima they will have a chance.. IMHO.. that is..

I'm not talking about your shippack in specific.. but the whole "Vanilla" fleet ..

BTW: nice work.. I wish I had the skills to do something like that ;)
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

No, textures are absolutely untouched.

I know what you mean bout those weapons, in vanilla SSC = 1.9KM as a flak weapon is also silly, no fighters ever get that close to a capship due to collision avoidance. I use a tweaked Naval Shuffle stats for my game.
User avatar
dreis
Posts: 45
Joined: Sat, 23. Jan 10, 00:56
x4

Post by dreis »

I think it is just me..

I'm not used to fly in terran sectors..

I was about to try that navalshuffle.. but..

don't know.. are you talking about this one right?

is it anygood? ;)

I think I'll give it a try..[/url]
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

New update!
Text range is changed to 90000 - 91000 to increase compatibility.

Also changing the Mod Name to X-Tra Ship/Station Pack
User avatar
Dooms1988
Posts: 60
Joined: Fri, 9. Jan 09, 18:08
x3tc

Post by Dooms1988 »

Ya some of the ranges of the weapons are kind of useless, and how some ships (especially big ones) can only use 1-2 different type of weapons, or can use logical weapons in certain points.
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

Cadius, when are you releasing the TL? I have a open spot in my fleet that i am waiting to fill! :x
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

"Maybe" in a few hours, I need to release an update to change the text ID's. The new Mining Ship "might" make it in.
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

Oh, great!

Thought i would have to copy n past the pictures into my game. :roll:
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

Version 1.67 is ready, link on the first page.

Purpose of this early release (pre-1.7) is to change the Text ID Range to 90000 - 91000 so it doesn't interfere with cycrow's plugin. And adds the new TL
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

Cadius wrote:Version 1.67 is ready, link on the first page.

Purpose of this early release (pre-1.7) is to change the Text ID Range to 90000 - 91000 so it doesn't interfere with cycrow's plugin. And adds the new TL
Holy guacamole Bat-Cadius! My flagship, has arrived. 8)

Also, i never noticed the incompatibility with Cycrows Plugin. What was it?
dtrowle
Posts: 351
Joined: Wed, 24. Aug 05, 05:45
xr

Post by dtrowle »

I know what you mean bout those weapons, in vanilla SSC = 1.9KM as a flak weapon is also silly, no fighters ever get that close to a capship due to collision avoidance. I use a tweaked Naval Shuffle stats for my game.
Yep me too, I have naval shuffle merged with your mod and then I tweaked the Tmissles, Tships, Tlasers more to my liking. I felt liek everything was way too slow and the Xenon and Khaak were a bit nerfed in vanilla.

I just want to confirm for this version that I don't need to add a new Tships entry for the TL since it is a direct replacement of the existing Terran TL right?
User avatar
Cadius
Posts: 979
Joined: Fri, 5. Dec 08, 12:41
x3tc

Post by Cadius »

Thats right, however the model path/name is different and the turrets and camera positions have been changed. Make sure to bring those changes over.

EDIT:
Ok guys some change of plans for v1.7 station addons.
After playing around I noticed that EquipDock subtype stations (ODS/OPB) aren't as useful for the player as a HQ subtype (OFD) due to the caps on equipment storage. So, the Orbital Defence Station and Orbital Patrol Base will not be buyable for the player.

Here's an idea I've been tossing around though, make a separate version of the ODS for the player, but not as a station but an OWP. In otherwords, an Orbital Defence Station that can actually shoot its main gun, problem right now is that the station is getting the thing to fire at targets more than 10km away.
User avatar
Matterom
Posts: 424
Joined: Thu, 20. Aug 09, 08:17
x4

Post by Matterom »

ohhhhh i have the perfict gun for that ;D ill get you a riped version of my weapons mod to see if you want it as its main gun
My Mods:
Sector Administration: A Tax Mod
Gemini24
Posts: 203
Joined: Tue, 20. Oct 09, 07:55
x3tc

Post by Gemini24 »

Love the new TL...the terran mining base always drove me nuts, this is much better for that use :)
User avatar
cattafett
Posts: 886
Joined: Thu, 30. Aug 07, 00:40
x3tc

Post by cattafett »

Cadius wrote:Thats right, however the model path/name is different and the turrets and camera positions have been changed. Make sure to bring those changes over.

could you explaine that for someone who just about gets to grips with the
Xeditor.
just a guess but do i delete the existing terran TL and paste
the new one in it's place
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
Tomonor
EGOSOFT
EGOSOFT
Posts: 1932
Joined: Wed, 12. Sep 07, 19:01
x4

Post by Tomonor »

this mod could use more terran fighters (M3, M4, M5) though :P
Image

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”