Is there a 72 gun ship in the game ? (Vanilla or other)

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

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

I know that you know half of this stuff, Apricot. But I am writing for *everyone*. So, yeah, just ignore the parts that you already know. :)

I will add that to my list of Australian terms:
  • Crikey
    mate
    g'day
    sheila
    Fosters
    shrimp on the barbie
    Grandmother and eggs
As you can see, pretty much everything I know about Australia comes from Television. :)
apricotslice wrote:So dont need a new scene, just need to change that reference in the scene within dummies.
Maybe.

If your ship already has docks, but you want them to dock larger ships, then yes. Just change the dock in dummies (the dock that is referenced in the scene).

If your ship does not already have docks, then you will have to add them. The generic code block that I posted uses 19026 and 19027 docks. So, in case of adding M6 docks to, say, a destroyer, you would change both the scene and the dummies.

Does that make sense?
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

http://www.travelwireasia.com/5015/top- ... ereotypes/

I think this sums about all of hollywood's stereotypes, lol :P .. Althow i have to admit my dad said sheila in just about every sentence referencing any woman... it got confusing :D
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
User avatar
TrixX
Posts: 2035
Joined: Wed, 18. Aug 10, 14:28
x4

Post by TrixX »

Point 5 is technically wrong. As while they have become fashionable in Sydney and Melbourne, the rest of rural Australia tends to cause a problem hanging about in singlets, thongs and generally looking smelly...

Point 10 is also technically wrong. While I may be a hermit living near the beach and not using it enough (it's just water and low grade silicon folks...) most people outside of the 'urbanised sprawl' do tend to live on the beach (and on the dole...).
Last edited by TrixX on Fri, 27. Apr 12, 10:38, edited 1 time in total.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Jack08 wrote:I think this sums about all of hollywood's stereotypes, lol :P
That's a pretty good list, although I am not so convinced that they are "incorrect". Especially Number 9. ;)

However, one apparently correct stereotype is that Australians are fun. That has certainly been my personal experience, both on this forum and in real life. :)
User avatar
TrixX
Posts: 2035
Joined: Wed, 18. Aug 10, 14:28
x4

Post by TrixX »

Good point I forgot 9 as it was irrelevant ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

TrixX wrote:Good point I forgot 9 as it was irrelevant ;)
:rofl:
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

First attempt : Dismal failure. :(

Didnt want to dock anything at all, let alone an M6.

Wouldnt any Colossus in the game get the dock change when spawned ?

Shouldnt this get a unique dock ?

Buggered up the guns too. :(

Head isnt in it, giving up for today.

Pretty please with a cherry on top can you take my BigMother out of my tships and copy it to a Moose and convert it for me ? Whipped cream under the cherry as well. Please please please !
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

apricotslice wrote:Head isn't in it... for today
I can see that. I don't mean to be pesky, but your message was nearly incoherent. As you know, make ONE change, then test. If you need help, then ask. Get each change working before moving on to the next.

If you pile up a bunch of changes at the same time, then you get a mess that *nobody* can debug. :)
can you take my BigMother out of my tships and ... convert it for me?
How about this: We can use your BigMother as an example for the tutorial. That way, we will be making exactly the changes that you want to see. You still get to learn how to do it, and I still get to show anyone who is interested how it works. Win-win. Good?

So: What do you want to do with BigMutha?

- 72 guns; got it.

- Dock M6; qualified "maybe", as long as you understand that the game does not really support that well. Not without the help of a 3D modeler who knows how to make an external dock for your ship. But we can do a Pet-Conversion-quality hack job. You should be able to dock an M6, although it will not be completely seamless.

- Anything else?

- Which TShips are we using? The one from your AMS mod?

- Also, please send me the TShips that you used today; the one with the "failed" ship. I want to try to understand where you went wrong -- because I need to improve my tutorial so that others will not run into the same problem.

- I will need your failed dummies file and scene file, as well.
Makita
Posts: 123
Joined: Sat, 14. Jan 06, 01:32
x4

Post by Makita »

Well i built my Titan prototype, but i stopped at 64 guns, 72 seemed a little OP :twisted: Thanks for the help, now it all seems less complicated to add and modify ships :)
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

AP version of AMS, yes.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Makita wrote:Well i built my Titan prototype, but i stopped at 64 guns, 72 seemed a little OP :twisted: Thanks for the help, now it all seems less complicated to add and modify ships :)
Nice!

I am glad that it worked out for you, and glad that your "pay grade" increased a bit in the process!

I am tempted to call that a "win" in the Great Mega-Destroyer-of-Doom Race, but I may have to disqualify you because, technically, it is a "DNF" (Did Not Finish). No matter, though, because the important thing is that you succeeded in doing something new and decidedly geeky! And now you have a Titan that can take on any enemy in the game, as well.

Congrats!
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

apricotslice wrote:AP version of AMS, yes.
OK, I cannot work with your BigMother, as is. The record in your TShips (1.06 for AP) appears to be invalid. The game does not even get as far as the main menu before it CTDs. One error that I noticed is that the subtype is wrong. It should be a string (SG_SH_M1), but X3 Editor shows a "3". However, fixing that was not sufficient to make the ship work in-game. I suspect that you may have a semicolon (column) out of place.

But I got a chuckle out of your ship. It is a badass uber-destroyer that docks 250 fighters and handles like a Jaguar. :o

I posted a couple of pictures for you in the previous step-by-step post.

Also I added a tip for faster copy-and-paste. See item (3a).

Since I already had two turrets working, I also posted the TShips entry for them. That will save you the six minutes that it takes to do two turrets.

I hope that helps.
Last edited by DrBullwinkle on Sat, 28. Apr 12, 02:42, edited 1 time in total.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Current mod is v1.1.

The Big Mother goes back to X3R, and has never been tweaked to the new feilds. That sub type was a TC addition around the time boarding was introduced from memory. Only my recent ships have them. All the orignals still have the original values, and work just fine.

Works fine in my game, I use it as a player ship at the moment. The only reason I can think of for a CTD is a conflict with something else you have installed. You cant just put tships in, have to use the whole mod, it uses custom cockpits, guns and bullets as well. If you have a plugin manager tships file in there, remember to remove it or convert it.

Big Mother is a stock standard Colossus except very super tuned. So nothing about it that should cause a CTD.

At the moment, its a bad-ass Carrier, but I want it to be a bad-ass M1/M2 hybrid.

I'll try to look over your guide changes later today. Got time for emails now, but little else.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

apricotslice wrote:Current mod is v1.1.
Yep, my bad. I missed that on my first scan.

However, v1.1 has the same problem; BigMother is somehow invalid. It is not scene nor cockpit, and there are no guns or bullets in TShips. Something is wrong with that TShips entry. There is nothing for it to conflict with.

In any case, I am just reporting that, because it may be related to why you are having trouble.

The more important thing is the tutorial, because you are trying to upgrade BigMother anyway, right?

I look forward to hearing your results with the improved instructions.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

I made a Video Tutorial for you: Tutorial Post (this thread) updated.

Also, I posted the resulting TShips entry, which now has 3 turrets fully populated.

I also posted:
Video Tutorial: Add Main Guns to Any Ship

Video Tutorial: Embiggen Docking Bays for M6/M8/TS/TP Ships (YouTube)

If the video style works better for people, then I will consider making more video tutorials in the future.

Comments on the video tutorials are welcome.
Last edited by DrBullwinkle on Fri, 4. May 12, 19:22, edited 4 times in total.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Sorry, I've been off the planet for the last 2 days.

I did think of what might be a faster way. If we reduce a ship down to only 1 12 gun turret, then it might be possible to isolate that code and copy and past 5 times, then just change the little bits that signify each turret. Theory anyway. Wont get a chance to test it for a bit though.

Seriously though, if we can isolate the code for 1 turret and post that, then give instructions for duplicating it, it would make gun insertion much easier.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

You are a piece of work, Apricot. *Chuckle*

You insist on doing it the hard way, when I have given you a 3-minute method. No wonder you have trouble!

You only have three turrets left. That's ten minutes of actual work -- OK, maybe half an hour; tops, including watching the video.

Do it the "reliable way" and you will soon be done.

-- B

If you insist on trying to decode the TShips format, then remember that there will be "record counts" or delimiters that define which is a turret record and which is a gun record. I am certain that it can be done with WinMerge, but you will have to create a couple of turrets the manual way in order to have test cases to compare.

Then, when you do your copy and paste, you will have to carefully count columns to be sure that you insert into the correct spot. A spreadsheet would be helpful for that part of the job.


Any way you do it, the job is *much* easier if you follow the Video Tutorial: Tutorial Post (this thread)

(I update the Tutorial Post whenever new information comes up.)
Last edited by DrBullwinkle on Wed, 2. May 12, 06:19, edited 2 times in total.
The X-Plorer
Posts: 389
Joined: Fri, 4. Nov 11, 02:03

Post by The X-Plorer »

I noticed that one of the mod ships on the BPG website, specifically the newer cylon basestar, has 28 guns on the left and right turrets. After reading this BEFORE I looked at it, i didn't even bother checking it out...
Happy accidents are just another form of discovery, except they are way more fun.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

The X-Plorer wrote:I noticed that one of the mod ships on the BPG website, specifically the newer cylon basestar, has 28 guns on the left and right turrets. After reading this BEFORE I looked at it, i didn't even bother checking it out...
Thats one of the problems importing ships. When they are a non-standard design (as in not based around a rectangle), people try to do what what the in series design had.

But they forget to check if the game they are importing into has limitations.

Its like Galactica - true to the later series, Galactica has about 24 guns down each side, no front or back, and top heavy guns. Getting this to work in the game has so far eluded everyone who has tried. No one seems to be able to get all the guns to fire for the player.

In your mentioned basestar's case, this might work as an AI only ship, but as a player ship, it would be a disaster as only 24 guns would fire, 12 each turret.
The X-Plorer
Posts: 389
Joined: Fri, 4. Nov 11, 02:03

Post by The X-Plorer »

My thoughts exactly Apricotslice.

You sure do have a "Fruitful" Intellect when it comes to the X-Series and it's inner workings. :rofl:
Happy accidents are just another form of discovery, except they are way more fun.

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