SSG Mod w/Mauzi, now w/33 ships (incl/Star Wars) - V 0.2.7e1

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DeadlyDa
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Post by DeadlyDa »

johntarmac,

I think I see the problem, and am working on a solution. Since Mauzi! and I are doing a pretty complete re-think on the SSG balancing across all ships, weapons, missiles, and shields, I will be re-writing a number of scripts...which will hopefully include the ability to upgrade between versions.

The short answer is I probably won't have anything to enable older save games quickly. I'm not saying a solution is months away, but neither is it a day or two :roll:

kane_wright,

Based on the proportions of the ship, it's size is pretty much limited by the practical limitations on ship length imposed by X2. Having said that...it is quite big at the moment.

When you say "M0"...what exactly are you referring to? The game doesn't really do anything with an M0 (even with the OBJ hack)...do you have some scripted logic that requires a ship type of M0? If so, I have created a very large "alien" ship for E.R.Hyland to use in his upcoming mod (very large, very dark, very "spiky" with counter rotating parts), perhaps that would do better.
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Red Spot
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Post by Red Spot »

DeadlyDa wrote: If so, I have created a very large "alien" ship for E.R.Hyland to use in his upcoming mod (very large, very dark, very "spiky" with counter rotating parts), perhaps that would do better.

bet you aint gona show us any pictures off it yet .. :roll:



G
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DeadlyDa
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Post by DeadlyDa »

...bet you aint gona show us any pictures...
Weeellll...let me ask E.R.Hyland. While I have put in many hours on this puppy, it is really his concept, and I don't want to "steal his thunder".
Donziboy2
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Post by Donziboy2 »

Im having the same freeze problem but it seemed like it affected new games also, i left my system for almost 15 minutes and no game had started after i selected new game, just had a loading screen and i was unable to bring up task manager and close the game. Ive done it with a fresh install and an old install and both times it froze on loading. I managed to remove all files related to your mod and reinstall a working verson 2.6c . But i wana see da new stufffz :(
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DeadlyDa
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Post by DeadlyDa »

Donziboy2,

OK...let me do a fresh install, and test some more. I have some time today, so hopefully I can nail the bug.
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DeadlyDa
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Post by DeadlyDa »

johntarmac & Donziboy,

There was a small bug in the setup script, that had a big impact (e.g. the system lockup you found).

I have uploaded a replacement startup script for SSG 0.1.7e and 0.2.7e (works for both Wares & NonWares versions).

Simply extract it to your X2 /scripts folder.

I'm fairly confident it will fix your problem. To be sure, when testing I downloaded a fresh copy of D-Ships&Stns-CustMap-WithWares-V0.2.7e.rar, completely cleaned out the /t and /scripts folder, and loaded only the base X2 1.4 scriptset plus the AI update. I then install D-Ships&Stns-CustMap-WithWares-V0.2.7e.rar.

It works for me. Please give it a test, and let me know if you have any problems.

You can get it at: http://www.flatrock.org.nz/wolf/images/ ... Ds_xml.rar
johntarmac
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Post by johntarmac »

well done Deadly,, i am back in the cockpit of my Dralthi again :D

i've only had a quick look since its 5 in the morning (yawn) but the Roger Young doesnt seem to be where its supposed to be :?

thanks for the effort in getting us going again
much appreciated

:)
Koranis
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Post by Koranis »

What if I wanted to take out the Star Wars ships? No offence, they're great, but I can't stand those and mixing two different universes is just not cool for me. I'd also would like to take out Sulaco model, which is beautiful but, again, it doesn't feel right to have something copied from other franchise to this game. All the other custom models, expecially the Mule fit greatly! How to do it? Is it possibile?

Thank you
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DeadlyDa
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Post by DeadlyDa »

Koranis,

I realize that there is a "hodge podge" of ships. The original intent was to use only custom ships...but a number of people asked for Star Wars ships, so I helped out.

This is what lead to my putting in two custom shipyards to act as warehouses for the ships.

So, one easy answer is that you simply let the ships you don't like sit in the shipyards.

The alternative is to use the tutorial contained in the mod package to edit TShips, changing the "Body ID" from 940 to -1 for any ship you don't want.
Koranis
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Post by Koranis »

In the mod package, you mean in your mod?

thank you.
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DeadlyDa
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Post by DeadlyDa »

Koranis,

In my various mod packages, there is a tutorial I wrote (in PDF format, with lots of screen shots), that illustrates how to use Doubleshadow's X2E and X2MM to alter the mod.
Koranis
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Post by Koranis »

All's clear. Thank you.
Can't wait to put my hands on that Darkship :)

A question: the new ships will be only flyable by the player, or will I encounter other new NPC ships?
grumman
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Post by grumman »

Koranis wrote:A question: the new ships will be only flyable by the player, or will I encounter other new NPC ships?
The Xenon fighters have been replaced with the new ships. I haven't checked if the J and K have been replaced yet. Apart from those, only you will have the new ships.

I think Deadly's tutorial does explain how to swap ships so that the AI would use one of the new types instead.
Grumman - killjoy extraordinaire
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DeadlyDa
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Post by DeadlyDa »

There are three "flavors" of the mod...the original non-Muazi! balancing (V0.1.x), the one with Mauzi! balancing (V0.2.x), and the recently released SSG/PE (V0.3.x).

The SSG/PE mod uses the Mauzi! balancing logic, but pre-allocates a number of ships to the various races, and includes a ton of scripts (additional missions from MWM, StarTrekMarc's Race Attack, LV's Fleet Response, Ticaki's Piraten, etc). In SSG/PE, you will often encounter NPCs flying the new ships. The fist time you encounter a pack of Marauders flying around in Trident M6's, and Banshee M3's will be an...er..."memorable" expierence :roll:
Donziboy2
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Post by Donziboy2 »

Wooot it loads now :)

DOH!!!!! I have a deadly disco.... think you deleted something else :evil:

Morphed the Deady scout into a disco, and the camera is even in the wrong place so i cant fly it :(

Problem with bugs is soon as you think your safe and turn off the lights, more show up.
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DeadlyDa
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Post by DeadlyDa »

Sigh...That's the problem with 1 person trying to maintain 3 mods :oops:

In the SSG/PE mod, a number of ships are "pre-allocated" to the races...and you start out in an Argon "Scout" (I swapped the Scout for the Disco).

I my hurry to get the fix posted, I didn't test the M5...but clearly I grabbed the scene file from the SSG/PE mod for the M5.

I'm repacking now, and will have it uploaded shortly.

I'll give a post here when it's available.
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DeadlyDa
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Post by DeadlyDa »

Update 0.2.7e1 - The ship scene file for the Scout accidently was overlaid by the Discoverer. No restart required. If you have already have a Scout that is messed up, tell it (remotely) to fly to another sector...that should take care of it.

Download links on the first post have been updated.
Koranis
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Post by Koranis »

I didn't start yet, so I wonder what should I use now.

I'd like to see those new ships around, not only at the Great Reef shipyard. Does this SSG/PE mod provide it? Also, the only mods I use are all the bonus add-ons and Attack of Races.

Thank you, guys.
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DeadlyDa
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Post by DeadlyDa »

Koranis,

If you are considering using SSG/PE, the first thing you should be aware of is that it only runs with the extended universe. The reason for this is that the mod includes the mission scripts from MWM (by AalaarDB and Storm Front), and they require the additional sectors (I have neither the time nor inclination to alter them to work on the standard X2 map).

Further, SSG/PE includes a bunch of combat related scripts, like STM Race Attacks (which you already run), Xai Advanced AI, LV's Fleet Response, Ticaki'a Piraten...and more (check the thread for additional info).

SSG/PE also runs best with 4-5 of the scripts from the official Bonus Material...but you will have to install them yourself, as they cannot be mirrored by 3rd parties. Please note that Aegis does not currently work correctly with Mauzi!'s balancing logic. I will be creating an "overlay" to Aegis that will alter it to work with Mauzi!, and in the interim have provided AS Turret Guard as an alternative.

The following list shows which of the standard X2 ships that I have swapped for one of my custom models. All the ships that have been replaced, as well as those custom ships that were not allocated to a race, are available in one of the two custom shipyards.
  • Colossus => Charon
    Titan => Erebus
    Centaur => Trident
    Discoverer => Scout
    Raptor => ISD
    Python => Sulaco
    Dragon => Harpy
    Mamba => Tie Defender
    Scorpion => Tie Interceptor
    Jaguar => X_Wing
    Iguana => Basilisk
    Zeus => Acheron
    Odysseus => Styx
    Condor => Garuda
    Phoenix => Grendel
    Osprey => Osprey MKII
    Mandalay => A-Wing
    Xenon M1 => Alecto
    Xenon M2 => Nyx
    Xenon M3 => Rebel
    Xenon M4 => Hunter
    Xenon M5 => Recon
The SSG/PE mod is not for everybody...combat is much more difficult, and there are many more hostile ships flying around, who often behave in a very aggressive fashion. Sector patrols and convoy escorts have real meaning in SSG/PE. Further, the economy has been "stimulated" a bit by the inclusion of portions of old TBM (by Mark Laverty and Burianek).

If you are still interested, the link the the SSG/PE thread is http://www.egosoft.com/x2/forum/viewtopic.php?t=87181
Koranis
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Post by Koranis »

Thank you for your answers. I will give it a try sooner or later, but I'm still to new to the X-universe (1 month) to change it THAT way. :)

The problem is that the original models are the only thing I don't like of the game (some rare exceptions... Titan, Osprey, Centaur and Dragon are the only ones). The other are sad remakes of the same structure. What I saw in your custom models was a chance for the game, but along with the nice-but-terribly-out-of-place SW models.... well, it's not the same thing anymore :) I'm really sad not having the time to learn how to mod it in order to have only those and also I'm really sad that I'm the only one who thinks that way (and that makes me a pain in the ***). However I thank you for those models.

K.

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