X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
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When i tried to sell it I only got a little more then 600k. And thats after raising my standing one rank with argon., if that helps. Dont recall. been a while.
Anyone something occured to me. If i sell one of the PAC that will get me just enough cr to up speed and get maybe one o two important things. Ill toss the third on my turrent and see if that works out. I mean four PACs was doin me no good when I couldnt begin to keep up with anything to fire at it.
I won't be getting anymore shields out of it but that is fine. Seems the tradition of 5m shields being hard as hell to find early on is still alive and well in this new universe.
Anyone something occured to me. If i sell one of the PAC that will get me just enough cr to up speed and get maybe one o two important things. Ill toss the third on my turrent and see if that works out. I mean four PACs was doin me no good when I couldnt begin to keep up with anything to fire at it.
I won't be getting anymore shields out of it but that is fine. Seems the tradition of 5m shields being hard as hell to find early on is still alive and well in this new universe.
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That kind of bug usually shows up if you install the mod to the mods folder by accident. XTC should be installed to the main TC folder (the one where X3TC.exe is located) and not to the mods folder. Double check your install path in the mods installation program.Nathancros wrote:uhh but how do i do a GOOD install? i cant think of wat i did wrong..Requiemfang wrote:Probably a bad install.. There is no Argon Patriot start in XTC, that one does start in Omicron Lyrae - sector 13,6 - which is where Clash of Titans is in XTC.Nathancros wrote:hey guys, i recently downloaded the Xtended modd for TC, i installed a fresh game*as in X3TC * and then installed teh Xtended modd to it, it loads up, i start a new save,*argon patriot for instance*, it loads, and im in my ship, im in a sector called clash of titans.. each gate also says clash of titans.. i move round towards a gate. bout halfway to any gate. and my game freezes..
Clash of Titans isn't accessible from any start so you shouldn't be starting there.
Gates will return you to the same sector until the Universe has expanded.
also it came up with a nostalgic argon one, i started in a xenon sector.. and it did the asme thing, all gates are the xenon seci m in and it freezes after awhile
The only other thing I can think of that may cause a bug like that is if you have only installed the patch version and not the full version. Both are available from ModDB. http://www.moddb.com/mods/x-tended-terr ... /downloads
That start is set up with our main plot in mind, which of course is not available in 1.2a.Roh81 wrote:I really don't get what is up with the Normal difficulty Argon start...

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kk will try that, im not sure if i got the patch version or the full version, will redownload.. if not.. well i might have to ask for a step by step installation*from installing a fresh game*. c ause i honestly dunno where im cocking it up
Nullam et arcu vitae magna instabilitate omnia solvit
Am a recovering Addict of the CREATIVE FORUM.
Long live X3
Am a recovering Addict of the CREATIVE FORUM.
Long live X3
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Well that explains that. And selling the one PAC did help a lot. But I didnt get to do a thurough test as... lol one my second escort mission I found a crate of 5m shields. Well at first I thought it was one. ran from those stupid terran transporters real fast. And WEEEE turned out to be five. lol btw Is there any way you all could make the stupid transporters not abort docking so damn easily? I spent like an hour trying to complete that mission. damn zenon kept coming to fast for the r******* ts to dock. Never came close to killing it but it wouldnt freakin dock either... I eventually aborted when I realised the six xenon guns I had were going to pay out half a mil in sales.. where this frustrating mission was paying 3k.
And your response to the other guy? I don't think it's a bug. I think he tried to start custom. Wish I am fairly sure you all haven't set up yet?
And your response to the other guy? I don't think it's a bug. I think he tried to start custom. Wish I am fairly sure you all haven't set up yet?
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Try the manual, there's one in there.Nathancros wrote:well i might have to ask for a step by step installation*from installing a fresh game*

Roh81 wrote:Well that explains that.

No we haven't set up the custom start as that's mostly hardcoded iirc, plus why set that up when we already have custom starts on the main menu?Nathancros wrote:And your response to the other guy? I don't think it's a bug. I think he tried to start custom. Wish I am fairly sure you all haven't set up yet?
It is a bug because he is using a named start which does not exist in XTC. Also a custom start would place you where Argon Prime used to be and not where Omicron Lyrae used to be. ^^
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@Roh81, What you should try is gain rep and the missions will get more rewarding and you can get a better ship. my transport missions (radioactive waste, cartographic chips and such) give me over 100 million credits. And thats just flying from one station to another lol. Thats a capital ship every transport. Try getting that with trading food, minerals or tech stuff.
Yeah, that sounds really weird huh. and it's the exact same mission as the one giving you 500 credits at the start of the game. But yeah, persistance...
There are also alot of guides as how to jumpstart (m6's are great replicators once you can afford em)
Yeah, that sounds really weird huh. and it's the exact same mission as the one giving you 500 credits at the start of the game. But yeah, persistance...
There are also alot of guides as how to jumpstart (m6's are great replicators once you can afford em)
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Meh, now that I've got a way to actually make a profit I prefer to figure things out for myself. I just didnt get that ship. Wasnt aware they planned to do their own full storyline. I never much cared about storylines in x2 or 3. Too much else to do. Just seemed like a cheap way to get uber stuff. I would rather just earn it. Or luck into it like my five shields. 
Anyway an idea came to me. It may be a bit out there but it would be cool as an option. Real people. Well more detailed simulations of real people. It would be cool if all stations and super large ships had to attracted and pay crews. The worse things are, for example constant attacks or poor profits, the more you have to pay people so they don't leave. And the farther you are below your optimal number of crew the more it effects productivity or effectiveness. Depending on what we are talking about.
Now this may over complicate things, be impossible, or just not interesting to most. Just a random idea I had and wanted to share... Somewhere... So other folks could think it over. And the xtended team seems great for imagination of this sort.

Anyway an idea came to me. It may be a bit out there but it would be cool as an option. Real people. Well more detailed simulations of real people. It would be cool if all stations and super large ships had to attracted and pay crews. The worse things are, for example constant attacks or poor profits, the more you have to pay people so they don't leave. And the farther you are below your optimal number of crew the more it effects productivity or effectiveness. Depending on what we are talking about.
Now this may over complicate things, be impossible, or just not interesting to most. Just a random idea I had and wanted to share... Somewhere... So other folks could think it over. And the xtended team seems great for imagination of this sort.
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Why is it that I select an "easy" combat mission then proceed to be attacked by frigates/corvettes/bombers that launch an infinite stream of heavy missiles at me (which kill me in one hit, by the way) while a bunch of fighters rush me?
Does XTC not understand what the word "easy" means? I've resorted to non-combat missions because half the combat ones are completely impossible. A frigate vs my M3? Right. Very easy.
Does XTC not understand what the word "easy" means? I've resorted to non-combat missions because half the combat ones are completely impossible. A frigate vs my M3? Right. Very easy.
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LOL mod team has a sense of humor and made the missions more difficult. Rather the easy missions spawning bombers and M7's is due in part to your combat rank. Higher it is the "HARDER" easy missions will be. Also... if your M3 has a rear turret I suggest you set it to missile defense.
The ion disruptor by the way is especially deadly to a line of incoming missiles, it... tends to create a chain reaction that leads back to the M8 firing the missiles/torpedo's
The ion disruptor by the way is especially deadly to a line of incoming missiles, it... tends to create a chain reaction that leads back to the M8 firing the missiles/torpedo's

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A question about M6s. Specifically the new, and very sweet, Marauder Pirate M6. It (Along with a few other M6s) has 1 slot for a ship but nothing will dock at it. I've tried everything from a Teladi drone to an M5 to a freighter (Sorry the thought of a pirate ship coming in and scooping up a freighter was too amusing) so can anybody tell me what will dock at this or is the 1 ship slot an error? Also on a side note the TS+ ships (Besides the ones that look like fighters) Are all great in look and use. Any reason the TP+ Boarding vessels are all the same ship with different names? Thanks for any replys!
Dedicated Smuggler of unspeakables and small explosive animals.
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the TP+ vessels look the same because they are incomplete, a lot of stuff is still not done as of yet for this version of the mod. the current version being 1.2. The mod team plans to pretty much have everything in place for the mod in version 2.0 which they hope to release before the end of the year if all things go well.Ozias132 wrote:A question about M6s. Specifically the new, and very sweet, Marauder Pirate M6. It (Along with a few other M6s) has 1 slot for a ship but nothing will dock at it. I've tried everything from a Teladi drone to an M5 to a freighter (Sorry the thought of a pirate ship coming in and scooping up a freighter was too amusing) so can anybody tell me what will dock at this or is the 1 ship slot an error? Also on a side note the TS+ ships (Besides the ones that look like fighters) Are all great in look and use. Any reason the TP+ Boarding vessels are all the same ship with different names? Thanks for any replys!
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Any estimate on how many monthes are left? Having another early x-mas gift would be nice but having it as a holloween treat would be even nicer. Thanks again for the reply and the hard work. I have a feeling 2.0 will keep me away from friends and family for a long time. Oh as a quick suggestion. The Tern is a great freighter but upping its speed a little bit would be nice. at least a 75m/s max so the boost can get it going above 100. Just and idea from a fan of Teladi ships. 

Dedicated Smuggler of unspeakables and small explosive animals.
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Looks promising as hell just like the mod for x3r was. But I dont remember losing CAG and them with x3r mod. :.(... I didn't realize at first. I busted but getting up a nice solid station then.. It hits me... NUUUUU!
Yeah anyway going to have to drop it till later updates. Can't stand trying to manage all my station freighters.. and I honestly dont think I ever really did get the hang of it without scripts.
Yeah anyway going to have to drop it till later updates. Can't stand trying to manage all my station freighters.. and I honestly dont think I ever really did get the hang of it without scripts.
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I like the completeness of this mod, though the combat is, sorry to say, horrible. No offense to those responsible, i am sure they have their reasons and perhaps some people even prefer it this way.
- Weapon sounds are annoying, especially the ambient sounds of some projectiles, such as the Terran EMPC's. Capital ship weapons miss the satisfying "oomph" sounds you find in weapon mods like XRM or CMOD4 have.
- Lots of projectile weapons, especially the teladi ones, sound and look like normal energy weapons. Making them more projectile-ish visually, such as flak cannons, would make them stand out more.
- Furthermore the combat is still really short, the hull boost submod is imo essential to make combat any sort of fun. M2 vs M2 battles would be way more fun if they lasted ~5 minutes insted of ~10 seconds.
- Capital ship weapons (M7 and up) are extremely 'spammy', with agonizingly slow projectiles. Resulting in battles between ships in which the player just strafes around to dodge the huge blob of incoming shells while NPC ships just die within seconds. It lags stuff out, looks silly, and is unbalanced in sector. I have to admit i do not know if changing this will have major OOS combat consequences.
Just my 2 eurocents.
- Weapon sounds are annoying, especially the ambient sounds of some projectiles, such as the Terran EMPC's. Capital ship weapons miss the satisfying "oomph" sounds you find in weapon mods like XRM or CMOD4 have.
- Lots of projectile weapons, especially the teladi ones, sound and look like normal energy weapons. Making them more projectile-ish visually, such as flak cannons, would make them stand out more.
- Furthermore the combat is still really short, the hull boost submod is imo essential to make combat any sort of fun. M2 vs M2 battles would be way more fun if they lasted ~5 minutes insted of ~10 seconds.
- Capital ship weapons (M7 and up) are extremely 'spammy', with agonizingly slow projectiles. Resulting in battles between ships in which the player just strafes around to dodge the huge blob of incoming shells while NPC ships just die within seconds. It lags stuff out, looks silly, and is unbalanced in sector. I have to admit i do not know if changing this will have major OOS combat consequences.
Just my 2 eurocents.
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I'm glad someone likes the Hull mod. Reason why XRM/SRM and Combat mod 3/4 is good with battles is because it drastically reduces the weapon damage, rate of fire and speed of the projectile, which prolongs the fights from being seconds to minutes when it comes to capital ship battles M7 and up.
I am not sure if it would work but you could try the damage mitigation script Gazz made which reduces damage for certain ships, mainly combat ships.
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Yup, actually, i believe i was the one that made the first experimental hull boost mod early this year. You took over, brilliantly btw.Requiemfang wrote:Reason why I made the Hull mod with Scoobs help, I still need to throw up those Tbullet and Tlaser files for people to try out. Just haven't had the time to do much because of RL.
I'm glad someone likes the Hull mod. Reason why XRM/SRM and Combat mod 3/4 is good with battles is because it drastically reduces the weapon damage, rate of fire and speed of the projectile, which prolongs the fights from being seconds to minutes when it comes to capital ship battles M7 and up.
I am not sure if it would work but you could try the damage mitigation script Gazz made which reduces damage for certain ships, mainly combat ships.

I think i will try some personal tweaks and that ammo/damage mitigation mod of gazz.
Would you like to have them tested in combination with the latest hull mod?
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Yes, I would, though the mitigation script doesn't cover carriers. Players sometime use carriers even though they are less armed then destroyers as a flagship. So you might have to alter the dmg mitigation script to include M1's. But other then that... it's up to you what you wanna change in it.
Edit: another reason why carriers need mitigation is because the AI/NPC's are doorknob stupid and charge into battle regardless.
Edit: another reason why carriers need mitigation is because the AI/NPC's are doorknob stupid and charge into battle regardless.
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eh??? So what? download the official updated version of CAG from lucike... thats compatible.Roh81 wrote:Looks promising as hell just like the mod for x3r was. But I dont remember losing CAG and them with x3r mod. :.(... I didn't realize at first. I busted but getting up a nice solid station then.. It hits me... NUUUUU!
Yeah anyway going to have to drop it till later updates. Can't stand trying to manage all my station freighters.. and I honestly dont think I ever really did get the hang of it without scripts.
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
