X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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

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Arghy
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Post by Arghy »

Eh thats not what i ment--i ment in terms of the story line behind each char as i often rename my chars and for some reason i just dont like playing as an older person and i refuse to play any of those other filthy xenos(argon are just as bad they accept them!). I dont usually give an age to my char but i def like renaming them and creating my own idea of who they are and how they act.

I would assume the 'custom' selection on the selection is there for exactly this reason hence my wanting to use that without gimping my game.

I was pulling a freighter convoy duty when i saw 3 friggin khak clusters just 20km strutting around just daring me to play with them so their xenon friends could kill the freighters. I took the bait and did some gleeful barrel rolls of death in my M7 watching as my rank jumped up and my turrets blazed away. I was debating whether to pick up the wares or ensure the freighters got to the station when 3 xenon M5's spawned and made my decision for me.

The chaff launchers are acting very weird, i need to do more testing but when i tried to deploy them in my M5 nothing seemed to happen yet when i was idle it was working. I also noticed something weird with the special command software but i also need to do some more testing to see if i lacked some software to make it not work.
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Killjaeden
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Post by Killjaeden »

1.2 works great, but MARS definitely doesn't work with it at the moment.

Restored a 3.1 backup, installed 1.2 over it and no problems whatsoever.
Loaded up, played a few minutes, then saved at a station.

Quit, installed MARS, activated it and tried to load the savegame, game crashed.
You don't activate mars. You just move in the files from script and t folder. The rest is "optional" stuff that will break XTC. Read the Mars topic for more info.
And you also need an adjusted laser-data-file. The original won't work properly with modded lasers.
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mangar
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Post by mangar »

1.2a works great, did clean install and performed 1.2a full.

What's that I here, is that music? Great!!! loaded a 1.1 save game and all seems ok. I omly had one lag for about 20 secs 2 minutes into the game and that was it. Now to start poking around at everything!!!

Boy I missed those colorful sectors, brings a smile back to my face!!!
Oh the fun of restarting x3tc all over again!

"Never confuse education with intelligence." - unknown
dougeye
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Post by dougeye »

i have to say that returning to xtc has got me thinking about design principles. it is more than apparent that the xtc time have put alot of effort into the atmosphere of xtc. mainly the sound and sector lighting in my opinion, factors which are often overlooked by profesional developers who instead concentrate souly on gameplay mechanics and as bioware would now put it awesome things that happen every time you press a button. now obviously certain things are hardcoded so the team couldnt spend time messing with them but i do feel they have spent there time and resources well and have produced a mod that feels like a polished game. if i had never plyed an x game before and i was able to play this standalone i wouldnt of realised its a mod! a few little things to sort out still but ill let you off ;) roll on v2.0 and the rest of the content!
I used to list PC parts here, but "the best" will suffice!
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joelR
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Post by joelR »

dougeye wrote:i have to say that returning to xtc has got me thinking about design principles. it is more than apparent that the xtc time have put alot of effort into the atmosphere of xtc. mainly the sound and sector lighting in my opinion, factors which are often overlooked by profesional developers who instead concentrate souly on gameplay mechanics and as bioware would now put it awesome things that happen every time you press a button. now obviously certain things are hardcoded so the team couldnt spend time messing with them but i do feel they have spent there time and resources well and have produced a mod that feels like a polished game. if i had never plyed an x game before and i was able to play this standalone i wouldnt of realised its a mod! a few little things to sort out still but ill let you off ;) roll on v2.0 and the rest of the content!
Agreed. When I first purchased x3:R I played it with extended from the start. In fact I have never played a vanilla X game! That says a lot about the quality of this team and the work produced.
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[FFCW]Urizen
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Post by [FFCW]Urizen »

TXU´s undergoing maintenance, has anybody a direct link to 1.2a patch download.

thx in advance
Uri
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mangar
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Post by mangar »

joelR wrote:
dougeye wrote:i have to say that returning to xtc has got me thinking about design principles. it is more than apparent that the xtc time have put alot of effort into the atmosphere of xtc. mainly the sound and sector lighting in my opinion, factors which are often overlooked by profesional developers who instead concentrate souly on gameplay mechanics and as bioware would now put it awesome things that happen every time you press a button. now obviously certain things are hardcoded so the team couldnt spend time messing with them but i do feel they have spent there time and resources well and have produced a mod that feels like a polished game. if i had never plyed an x game before and i was able to play this standalone i wouldnt of realised its a mod! a few little things to sort out still but ill let you off ;) roll on v2.0 and the rest of the content!
Agreed. When I first purchased x3:R I played it with extended from the start. In fact I have never played a vanilla X game! That says a lot about the quality of this team and the work produced.
I too agree, I have played x3r vanilla followed by xtended and never went back. X3TC vanilla was like a new toy but became very narrow and limited commands making everyday a "gound hog" movie moment. Even all the missions were great with time and effort, but you are limited to what commands and choices you make going through the missions.
I have been playing xtc 1.1 for the last 6 months, went back to X3TC for a week and realized how much I miss the basic xtended game commands.
With that said I will most likely be a 2.0 die hard when it comes out.
Oh the fun of restarting x3tc all over again!

"Never confuse education with intelligence." - unknown
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X2-Eliah
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Post by X2-Eliah »

Maintenance is over for more than a day now.. ight be your dns server is not fast on updating the new ip address though.

For now, you can get the stuff from modDB: http://www.moddb.com/mods/x-tended-terr ... /downloads
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[FFCW]Urizen
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Post by [FFCW]Urizen »

Thx Eliah, UriCor is up and running again :D
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mangar
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Post by mangar »

Edit: removed, dupicate answer to above.
Oh the fun of restarting x3tc all over again!

"Never confuse education with intelligence." - unknown
darkelfsin
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Post by darkelfsin »

god ,waiting for more~~~ :roll: :lol:
malanthor
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Post by malanthor »

Just wanted to say that the manual was very nice and professional, looks far better than what most game companies publish to go along with their games. :)
TheWasrad
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Post by TheWasrad »

i just installed 1.1 a few days ago...can i patch or do i have to uninstall/reinstall X3:tc?
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X2-Eliah
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Post by X2-Eliah »

You can use the 1.2a patch version. It, well, patches 1.1 to 1.2a. Just make sure to read the instructions.
TheWasrad
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Post by TheWasrad »

oh, ok. i thought that was just 1.2 - 1.2a

thanks.
TheWasrad
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Post by TheWasrad »

I dont understand the patch instructions.

I renamed the files

I already have 3.1 installed (bought using steam)

do i just use patch 1.2a now
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X2-Eliah
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Post by X2-Eliah »

.. Do a full install, then. 1.1 and egosoft's 3.1 patch both used the same 13.cat/dat file, and frankly I have no idea which one you actually have, since steam installations tend to overwrite stuff on their own will and I doubt you renamed the files when installing 1.1.
TheWasrad
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Post by TheWasrad »

seems like im better of just reinstalling everything in full :\
Arghy
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Post by Arghy »

I did steam install of X3:TC(updates to 3.1) then installed 1.2 full and ran the 1.2a patch and everythings working fine.

So theres a mini khak attack in entry point and theres like a constant 12 khak m6's raping everything insystem and not going away. I'm spending thousands on missiles in my M7 to destroy them as i engage because their goddamn beams destroy my shields but every time i wipe out a group i come back and theres more.

I mean i'm enjoying the mass of abandoned ships and components but its rather annoying as its a primary route for my small explorer ships. When does the race military get involved? i mean i watched the only ship capable of even stopping them(centaur m6) flee system to aldrin and so far only the occasional M3-4 to suicide into them.

The terran M7 needs some better friggin turrets as its main guns are absolutely useless against anything smaller then another M7 and if its angular good luck getting a single shot to land! Combat consists of me trying to keep the M6's in my side turret arcs for my flak to hit them and even then its firing field is so pitiful that wont last.
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Aragon Speed
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Post by Aragon Speed »

UPDATE
There is an error in one MD mission which causes it to have blank mission text box displaying. This hotfix will correct the error: http://downloads.thexuniverse.us/XTC_Re ... TC_1.2.zip

This can only be installed after 1.2a is already installed. To install the fix just extract the folder in the zip file to your main TC folder.

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