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

The place to discuss scripting and game modifications for X²: The Threat.

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DeadlyDa
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Post by DeadlyDa »

just noticed that the deadly shipyard has 2 beta missile factories but no gamma factory
Thanks...now sorted in the current "dev" level of the map, and will be fixed in the next update.
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tensin
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Post by tensin »

Firstly: Great work. This is something of a must-have mod (it's one of only two true mods installed in my game, though I'm running a few scripts). Thank you so much for making it for the community.

If I may ask: Why did you choose to make the X-Wing a M5? It seems to me that an M4 might be more appropriate (heck, seems and *awful* lot like the Pirate Baymon).

Similarly, though less signifigantly, I'm used to thinking of the Y-Wing as a slow, powerful craft (M3)... much as you've created the Tie-Bomber.

Odd as this sounds, I've always seen the Sulaco as a TL. Even though it looks like a big gun, it's illustrated purpose was carring people and equipment from point A to point B. I think it would be really neat as a realtively low-capacity, well armed, high-speed freighter.

Also: Is there any chance that you might include the Enterprise? It's the other mod I have on, and I've not yet attempted to merge them.

Like everyone else everywhere... I'd love to see the Galactica.

Again, thanks from all of us for all of your work :)

Jerry
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tensin
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Post by tensin »

Deadly:

I'm thinking about making a site that would contain my favorite mods in an easy to access format (specifically, I'm after any mod with decent quality ships).

I'd really like to include yours, and basically your entire first post on this thread (will still be linking to files rather than hosting). Is that OK with you?

Jerry
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DeadlyDa
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Post by DeadlyDa »

tensin,

No problem copying/linking.

I have also taken on-board a couple of your suggestions for the rebalanced version of the Mod that I am putting out with Mauzi!'s help.
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tensin
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Post by tensin »

Your's is copied (http://winitzer-family.net/Jerry/Comput ... X2/Deadly/). Now to try to put in some others and make an actual reasource :).

Jerry
JediSuPhu
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Post by JediSuPhu »

This absolutely the coolest mod I've ever come across. Thanks for making and providing all of us with it. Although after playing with it for a few hours, I noticed that making money is somewhat less efficient with SPP's because the sectors are so much larger and the TS and TP ships are no faster.
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DeadlyDa
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Post by DeadlyDa »

The economy tweaks were intentional. The X2 universe was way too easy when it came to making money (IMHO).
JediSuPhu
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Post by JediSuPhu »

Hi DeadlyDa, I was wondering what I would have to do if I wanted to add a turret to the rear end of one of your ships? Say like the X-Wing?
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Matt Armada
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Post by Matt Armada »

X-wings dont have a rear turret, adding one would be outa context...

And about x-wings...M5?..they are NOT fragile....and A wings as an M3?....the heck?!?!.....A wings discintirate if you slap em wrong...id make X wings M3s and A wings M5s....Tie fighrewrs M3s, Intercepters M5s......

just makes more sence since the A wing and intercepter are fast, used as scout ships, and easy to kill while tie fighters can take a little more, and X wings can take quite a bit more.......just ignore me tho :P....
Deleted User

Post by Deleted User »

DeadlyDa, you know you have made ships from Star Wars, well you could try Doctor Who! I know it may sound silly, but imagine the tardis flying by! You could put a new enemy as the Daleks, with their ships. Just an idea! :D



Thanks!
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DeadlyDa
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Post by DeadlyDa »

Hmmm...don't know the ship, I'll take a look.
Harlock776
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Post by Harlock776 »

Hmm... the ol doc didn't have a ship it was a tardis which looked like a european telephone booth. There was an evil incarnation of the doctor that ran around in some sort of stealth plane that was his own tardis though. Lol the curly haired goofy doctor was more entertaining that the celery guy. When I was a kid this older kid down the street had some fan book on doctor who and it contained info on all the diffferent incarnations of the doctor and all his vessels. The tardis doesn't just float through space it traverses time mostly. I think it stays outside of time while the doctor is deciding on where to go and instead of landing somewhere it simply suddenly exists in a time and place.
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Post by Deleted User »

You could kinda mimic the materialization with the jumpdrive...


There could also be new sectors that are unacessable to all other ships exept the Tardis, and have it so that one of those sectors is Argon Prime 100 years ago or something...

{image removed by burianek - too big} (Tardis and Daleks)
bigJroxmyjox
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Post by bigJroxmyjox »

Here's something you might want to consider.

In my game, I've made the Xenon I into what is basically a warehouse:

It costs an absolute bomb.

It travels at a rather stately pace of 15 m/s, and has the lowest possible turn ratio.

It is completely unarmed, but ridiculously well shielded. (I think I had 50 125MW shields in it, but I reckon 20 might have been more appropriate.)

It has 500 internal docking bays, just to pick a large number to simulate a station's unlimited capacity.

The upshot of this is that you can move it where you want it (eventually), but for combat etc. it is effectively stationary.

The cargo bay starts at a puny 500, but is upgradeable to a cool 10 million (maybe a bit excessive, but again, it is just a large number which is effectively unlimited). This means you've got to buy your space on top of the price of the ship itself.

I can't decide whether to allow it to carry stations or not, I keep changing my mind. It seems a bit pointless considering that it's so slow, and by the time you can afford one of these, a regular TL is just petty cash anyway.

I have to say I'm a bit of a sucker for ships which are outside the convention of 9 classes, like the Exp-M7 mini-carrier in the mod. I like a bit of variety.

Another idea which just struck me this very moment: This could be 2 completely different ships, one just a big warehouse with a small docking bay, and the other just a big hangar for your fighters.

Hope I've inspired you in some way,

Jonny
Dick_0012
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Post by Dick_0012 »

Any chance of getting some Rebel M2's?
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DeadlyDa
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Post by DeadlyDa »

Hi all,

I just got back from a week-long business trip in Europe, and need to do a bit of X3 testing this weekend.

However, I do plan to get back to some ship modding in the future, and had planned on doing a Rebel Cap ship.

...no promises, but what would you suggest?
Dick_0012
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Post by Dick_0012 »

I dont really know what ship :? .... i'm not a real big star wars fan. I just think u need a rebel ship since u have a the star destroyer.
DCZX
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Post by DCZX »

Hey DeadlyDa,
I'm depressed X3 is out and I have no money and I bet my computer would choke on it. Heh. Anyway, do you think you'll have a "Firefly" ship release anytime soon? This would cheer me up! :)

Thanks! DCZX
DeadlyDa wrote:DCZX,

Well...there are quite a few interesting ships on the "to do" list. I'll add the Firefly...but no promises. There is also a backlog of Star Wars ships.

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DeadlyDa
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Post by DeadlyDa »

OK...let me take a few minutes and bring you up to date.

First, don't count X3 out of the picture. With the performance improvements through patch 1.2.01, and with more to come in 1.3, I think you can heavily discount all the bad press you have read from some of the more disgruntled fans. I am running X3 with 1.2.01 in 1600x1200, with most everything cranked up to the max, and it runs as good as (or better than) X2.

Once patch 1.3 is out (later this month?), I plan to get back to modding.

Just before I started beta testing on X3, I was very close to releasing the next version of my X2 mod set. Working with Mauzi!, I had re-balanced many of the ships and weapons, and added in new classes of M3 fighters. First I cloned most of the M3 fighters (already had the Tie Bomber), and made a set of "missile boats" for each race. Imagine a stretched Nova main hull, with less speed and lighter weapons, but more shielding, and a huge cargo hold (for a fighter) with the ability to fire the new "killer" missiles I had added to the mod. The only ships that can fire the new missiles in the new mod are Cap ships and the M3 Missile Boats.

I then made sure that each race had an "advanced" fighter...with better shielding and more firepower.

What this means is that each race has at least three M3-class ships, the original, the Advanced Fighter (all with more fire power and better shielding...either a rear turret and/or more front lasers), and a slow heavily-shielded Missile Boat.

Where I didn't already have a decent custom model for the new M3(s), I modified the original X2 mesh.

I also upgraded the turret/laser capacity of the M6's (other than my custom M6 ships...which were already pretty "robust"). Now the spread between the (hopeless) Hydra and the Osprey is much closer.

Finally, I added in another M2 for the Split, and gave the Sulaco to the Pirates.

I did everything I could to keep the ships consistent with the character of the various races.

There are new scripts to ensure that the Pirates use the new ships...just to make things "interesting" (no more boring "sitting duck" Pirate Ships).

I had put quite a bit of work into it...but just never finished it off. However, since the basic 3ds mesh can be used for both X2 and X3, there is a very good chance that I will come back and release a completed version for X2.

If I do that, I would at least include an M2 for the Rebels.

On the topic of the Firefly...didn't someone already release that ship for X2? If so, I will ask for permission to include it (if I do, in fact, produce a "wrap up" release). If not, I will look into to doing one.

Also, the version of the mod you are running doesn't have all the scripts I use to get the Pirates to use the ships, and manage the AI enemies (some of which are already in the PE mod). If I do release something, it will have to include a script pack, and will require a restart.

So...no promises...but I can possibly give you a definite maybe :D
DCZX
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Post by DCZX »

Hey DeadlyDan,

I think your finished mod sounded like a great idea. I would not mind restarting a new game at all with all of the cool changes you've mentioned. It would seem like a good closure to finish it. Don't forget that X2 is out for Linux and Mac users who will be playing it for a while yet until X3 is available for either of those OS's.

I searched the forums and couldn't find a Firefly mod anywhere. If, at the very least, you could add this ship, that would be very cool. I'll be looking forward to your new mods for X3 too if I get it!

thanks

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