[MOD] Roguey's X3AP Mod (v1.1 out NOW)

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

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birdtable
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Post by birdtable »

:D forgot :D
Pierre'70
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Post by Pierre'70 »

Sorry If I'm monopolising this thread, but I've tried reinstalling the mod (I also use a custom install with the no steam exe) and I still see no khaak start option. Underneath the greyed-out Suicidal Squid option is Custom Start and nothing else. Yet the mod appears to have installed properly - loading screens, new sectors, etc. Can I be sure that everything is working properly?

Again, sorry to hog the thread.
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Yacek
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Post by Yacek »

Pierre'70 wrote:Sorry If I'm monopolising this thread, but I've tried reinstalling the mod (I also use a custom install with the no steam exe) and I still see no khaak start option. Underneath the greyed-out Suicidal Squid option is Custom Start and nothing else. Yet the mod appears to have installed properly - loading screens, new sectors, etc. Can I be sure that everything is working properly?

Again, sorry to hog the thread.
http://forum.egosoft.com/viewtopic.php? ... 03#4355703
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Roguey
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Post by Roguey »

hi there,

well to be honest I didnt put much attention to the khaak start, I didnt think it was that poplar. However more/better start positions is something I will look at in future versions. Oh.. and why the Khaak are red at the start, is cause of the friend/foe setting on your ship (nothing else).

For me, its important to see how much interest there is, especially after recent events. So for me it is good to see people posting about it.

as for scripts which should work, well I reckon most will (if they dont use a particular station at a set location). Mods might be a different story, as this mod does change quite a lot (its nearly the size of X3AP dat/cats).

UPDATE #1 Stats for shields, lasers and missiles added now.

UPDATE #2 picture page updated to include 18+ pictures.

thanks,
- Roguey
Roguey's Site: X3TC, X3AP, X3FL, X4.
Pierre'70
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Post by Pierre'70 »

I've been enjoying the mod, I have a few observations:

I've tried a number of scripts (Galaxy Explorer, OK Traders, NPC Bailing, Salvage Commands & NPCs, Salvage Command Suite, Ship Killed Notifications, Ringless Gate Mod) and all seem to work fine without issues.

In Yaki space, I encountered a couple of Yaki stations named as "{(1000,119)} Station". They had nothing to sell. Also, in the Yaki sector 'Society' there was a Paranid shipyard instead of (presumably) a Yaki one. Also, the Yaki ships look a little odd uncapitalised (eg 'Yaki omega'). Hopefully the scripts I'm using haven't caused any of these issues.

I really like the concept of properly safe home sectors for each race with a large number of unknown and border sectors in the middle of the map. Traders have somewhere safe to operate while combat rages on the frontiers. Good stuff.
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Yacek
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Post by Yacek »

Pierre'70 wrote: In Yaki space, I encountered a couple of Yaki stations named as "{(1000,119)} Station". They had nothing to sell. Also, in the Yaki sector 'Society' there was a Paranid shipyard instead of (presumably) a Yaki one. Also, the Yaki ships look a little odd uncapitalised (eg 'Yaki omega'). Hopefully the scripts I'm using haven't caused any of these issues.
I play without a script, and is the same.

Also found in the sector Emperor Ridge Argon Shipyard.

I also diwne problems in moving around the map of the galaxy. The arrow keys on the keyboard act differently than they should. In another game (AP + XRM) everything is OK.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Roguey
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Post by Roguey »

hi there..
I play without a script, and is the same.
well "{(1000,119)} Station" should actually be Yaki Station. It was displaying correctly at one point, so wonder whats happen since to break it. Ill have to look into it. Oddly, it displays correctly in X3editor2.
Also found in the sector Emperor Ridge Argon Shipyard.
Unfortunately when creating a new universe, there is bound to be a few odd things. I will of-course fix things in a another release. There was a few of these before release - id hope I got them all.
Also, the Yaki ships look a little odd uncapitalised (eg 'Yaki omega').
True, although not a big issue. Its cos it uses part of the alphabet used for alpha, beta, gamma etc. So if I capitalize them, then stations could be Alpha, Beta etc.
I also diwne problems in moving around the map of the galaxy. The arrow keys on the keyboard act differently than they should. In another game (AP + XRM) everything is OK.
Another thing I wasnt 100% sure why it was doing that.

---

So far, not too many problems by the sounds of it. Glad to hear.

Has anyone looked at the rebalance of weapons? are the battles better or worse?
Roguey's Site: X3TC, X3AP, X3FL, X4.
Pierre'70
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Post by Pierre'70 »

I haven't tested combat yet (exploring and trading!) but something odd I've seen is that most sectors are completely free of civilians, but a few sectors are absolutely crawling with them. Feature or bug?
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Roguey
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Post by Roguey »

I haven't tested combat yet (exploring and trading!) but something odd I've seen is that most sectors are completely free of civilians, but a few sectors are absolutely crawling with them. Feature or bug?
Hopefully this should span-out, but its probably something about core sectors. But if the case, isnt that strange - civilian ships arent that important :)[/quote]
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Yacek
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Post by Yacek »

Roguey wrote:Has anyone looked at the rebalance of weapons? are the battles better or worse?
For now, I flew and fought only Arg. Buster.
It is wrong.
Buster can use: IRE, PAC, PRG. But only IRE is the meaning install.
Excessive power consumption by weapons, a weak generator.
With IRE can only fight with equal enemy attack on something larger, it is suicide.

PS. I am a very long time since I played in Vanilla, so I do not know how it is. And Buster not piloted 6-7 years :)
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Pierre'70
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Post by Pierre'70 »

A couple more things:

The 'Auto Repair' device is only available in a single (Split) location. Shouldn't every race have access to this? Likewise, Explorer Command Software is only available in one location.

There are no pirate shipyards.

The Military Base in Asteroid Belt 2 has no wares.

Hope this helps!
Snowtiger2.0
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Post by Snowtiger2.0 »

I've tried the Argon Patriot start, and the surroundings seem rather bleak and slow to explore at 110-ish speed and 10x Seta. The further i moved away, the bigger the near-empty sectors grew, to the point where it was hard to even spot the next gates.

Is there a recommended start with a bit more busy surroundings or a more suitable exploring ship?
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Yacek
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Post by Yacek »

Snowtiger2.0 wrote:Is there a recommended start with a bit more busy surroundings or a more suitable exploring ship?
Where's your hurry?

Custom start It will help you, you may have discovered at the start of all sectors, these warnings have a ship you want, etc. :)
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Snowtiger2.0
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Post by Snowtiger2.0 »

Yacek wrote:
Snowtiger2.0 wrote:Is there a recommended start with a bit more busy surroundings or a more suitable exploring ship?
Where's your hurry?

Custom start It will help you, you may have discovered at the start of all sectors, these warnings have a ship you want, etc. :)
I'm not in a hurry, i'm just looking for something to do.

Huge empty sectors may be flavourful and realistic, but when i see it takes 60+ seconds to arrive at the next station/gate/target i quickly turn to assess quality time vs quantity time.

There's nothing going on in New Lyrea and the surroundings are worse. Every time i arrive at a new sector and not a single interactable object is in sensor range from the gate, i just go "yep, waste of time".
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Roguey
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Post by Roguey »

Snowtiger2.0 wrote:I've tried the Argon Patriot start, and the surroundings seem rather bleak and slow to explore at 110-ish speed and 10x Seta.
Well 110m/s isnt that quick if youre exploring. So something like a M5 would be better, which goes at 500m/s.
Pierre'70 wrote:The 'Auto Repair' device is only available in a single (Split) location. Shouldn't every race have access to this? Likewise, Explorer Command Software is only available in one location.
Well the idea behind that is that split favour hull over shields, so naturally would have developed something to repair it. ie. its a cowards way to return to a shipyard.
Pierre'70 wrote:There are no pirate shipyards.
Not even in pirate utopia? the home-sector.
Pierre'70 wrote:The Military Base in Asteroid Belt 2 has no wares.
okies, ill fix that in another release.
Excessive power consumption by weapons, a weak generator.
Have you tried less guns, so you can keep them firing? rather than 8 guns eating all the ship wep.energy up very quickly? Although a Buster is just one ship. I wanted to make it less *bang - gone, etc.
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Pierre'70
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Post by Pierre'70 »

According to Scorp's map, the shipyard in Pirate Utopia has no wares. I'll wander down there in person to confirm this.
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Yacek
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Post by Yacek »

Several bugs found:
1. Argon Prime - two shipyards?
2. Home of Light - south gate - turned 180 degrees.
3. Yaki Station - no wares.
4. Ocean of fantasy - 3xShipyard (1x Boron, 2x Argon)
5. Phased Repair Gun - when shooting, there are artifacts (black squares).
6. It would be good to wherever the shipyard, was also Equipment Dock.
7. HQ - since there is no plot, it should be in the shipyard, for sale.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Roguey
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Post by Roguey »

thanks for posting, ill fix those problems with the next release.

as for the HQ, I was hoping for someone to help write a plot but if that doesnt happen, then Ill probably have to add the pHQ to a shipyard (which would be a bit of a shame, as there was quite a few ideas for a new plot).
Yacek wrote:1. Argon Prime - two shipyards?
Okay, there was a template for another shipyard. Which has been removed now.
Yacek wrote:2. Home of Light - south gate - turned 180 degrees.
fixed in v1.1.
Yacek wrote:3. Yaki Station - no wares.
Fixed in v1.1.
Yacek wrote:4. Ocean of fantasy - 3xShipyard (1x Boron, 2x Argon)
Same thing as #1. Fixed in v1.1.
Yacek wrote:5. Phased Repeater Gun - when shooting, there are artifacts (black squares).
Thats strange, as I never changed the graphics of the PRG. Is this happening in certain sectors?
Yacek wrote:6. It would be good to wherever the shipyard, was also Equipment Dock.
Okay, ill make sure :)
Roguey's Site: X3TC, X3AP, X3FL, X4.
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Roguey
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Post by Roguey »

Version 1.1 released

First second release featuring universe fixes and 12 new start positions. For more information see;

- Second release; X3AP-Mod - Version 1.1

ps. Still looking for any willing MD'ers to help write missions, plots etc.
Roguey's Site: X3TC, X3AP, X3FL, X4.
gastovski
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Post by gastovski »

Awesome job mate but i'm wondering couple things. Is there any way to make playable with XRM?. Also which mods will be compabitle with this and has anyone already tryed these?. After i read the description it seems you include many mini-mods such as auto-hull repair (like marine repairs).

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