[MOD] SSBM V2.7 & Cmod3-SSBM

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

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X2-Eliah
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Post by X2-Eliah »

Just for clarification - Anyone who has to re-d/l it should just un-install the previous version and install this one?
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spacefueladdict
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Post by spacefueladdict »

X2-Eliah wrote:Just for clarification - Anyone who has to re-d/l it should just un-install the previous version and install this one?
Absolutely! Glad I thought of that!!! :roll: :oops: :D
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X2-Eliah
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Post by X2-Eliah »

Allrighty, I can confirm that the fix works - now the mission spawns the correct ship and all.

Thanks!
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spacefueladdict
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Post by spacefueladdict »

X2-Eliah wrote:Allrighty, I can confirm that the fix works - now the mission spawns the correct ship and all.

Thanks!
Yeah! Another Bug-Bashed! :twisted:
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joelR
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Post by joelR »

Hi,

Would installing one of Ulfius's difficulty mods after this one alter this mod to have less enemies?
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spacefueladdict
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Post by spacefueladdict »

joelR wrote:Hi,

Would installing one of Ulfius's difficulty mods after this one alter this mod to have less enemies?
Hmm, Which of his difficulty mod are you planning on using there?
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joelR
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Post by joelR »

spacefueladdict wrote:
joelR wrote:Hi,

Would installing one of Ulfius's difficulty mods after this one alter this mod to have less enemies?
Hmm, Which of his difficulty mod are you planning on using there?

Any besides the Xtreme version since your mods has it "included".

For the record I absolutely love this mod I just wanted to tone it down a bit in terms of enemies.
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X2-Eliah
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Post by X2-Eliah »

The latest version of this mod has the enemy numbers reduced - see the changelog in the OP..
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spacefueladdict
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Post by spacefueladdict »

joelR wrote:
spacefueladdict wrote:
joelR wrote:Hi,

Would installing one of Ulfius's difficulty mods after this one alter this mod to have less enemies?
Hmm, Which of his difficulty mod are you planning on using there?

Any besides the Xtreme version since your mods has it "included".

For the record I absolutely love this mod I just wanted to tone it down a bit in terms of enemies.
As X2-eliah mentioned, this loosely based on extreme version, but is has since been toned down, however some of the new pirate core sectors will be heavily defended.

If you choose to use the other versions, while it will reduce the number of enimies overall, the number of tradwers will be reduced by quite a noticible amount, and may affect the ecomomy, and the new A.T.F sectors will be completely unpopulated.
Dopp
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Post by Dopp »

I'm thinking of trying this mod, but I have a few questions.

1) Is there a shipyard in the new ATF sector?

2) Are there ice mining facilities available to the Commonwealth?

3) Is the Terran economy still broken?

4) Should I wait for patch v2.1 first?
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X2-Eliah
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Post by X2-Eliah »

1) Yes, and it uses the ATF rep for determining what you can purchase.

2) The ATF shipyard does not add factories, only ships, so.. whatever you get from aldrin expansion plot is what you get.
There are a lot more Ice asteroids in the commonwealth though.

3) Unfortunately, yes, the high-end wares are still in low numbers.. Fixing that would be quite impossible.

4) Depends on how you view re-starting (though it may be possible we won't even have to re-start). The other option is to wait until the 2.1 patch + about a week if the mod needs to be made compatible. But, so far there are chances that no restart will be required. Hopefully.
Dopp
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Post by Dopp »

Thanks for the help!
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spacefueladdict
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Post by spacefueladdict »

X2-Eliah wrote: 4) Depends on how you view re-starting (though it may be possible we won't even have to re-start). The other option is to wait until the 2.1 patch + about a week if the mod needs to be made compatible. But, so far there are chances that no restart will be required. Hopefully.
I'm D/loading the beta 2.1 patch today to get an idea of the changes and what amount of work is required to bring this mod 'in-line' with that. will report on what i find. :)
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joelR
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Post by joelR »

X2-Eliah wrote:The latest version of this mod has the enemy numbers reduced - see the changelog in the OP..
Sooo...Can someone answer my question?
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spacefueladdict
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Post by spacefueladdict »

joelR wrote:
X2-Eliah wrote:The latest version of this mod has the enemy numbers reduced - see the changelog in the OP..
Sooo...Can someone answer my question?
I did! :wink:
spacefueladdict wrote:
As X2-eliah mentioned, this loosely based on extreme version, but is has since been toned down, however some of the new pirate core sectors will be heavily defended.

If you choose to use the other versions, while it will reduce the number of enimies overall, the number of tradwers will be reduced by quite a noticible amount, and may affect the ecomomy, and the new A.T.F sectors will be completely unpopulated.
Overall the enenies are quite reasonable but, as I mentioned above, Pirate sectors will be well defended, also Xenon sectors will be quite well defended too, Multiple Q’s and PX’s. :)

Overall it there are more enemies than ‘vanilla’, bit less than ‘Extreme CMOD’.
:)
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joelR
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Post by joelR »

spacefueladdict wrote:
joelR wrote:
X2-Eliah wrote:The latest version of this mod has the enemy numbers reduced - see the changelog in the OP..
Sooo...Can someone answer my question?
I did! :wink:
spacefueladdict wrote:
As X2-eliah mentioned, this loosely based on extreme version, but is has since been toned down, however some of the new pirate core sectors will be heavily defended.

If you choose to use the other versions, while it will reduce the number of enimies overall, the number of tradwers will be reduced by quite a noticible amount, and may affect the ecomomy, and the new A.T.F sectors will be completely unpopulated.
Overall the enenies are quite reasonable but, as I mentioned above, Pirate sectors will be well defended, also Xenon sectors will be quite well defended too, Multiple Q’s and PX’s. :)

Overall it there are more enemies than ‘vanilla’, bit less than ‘Extreme CMOD’.
:)

Thats good to know thank you. My original question is, will using a different mod that alters the amount of enemies overwrite yours if loaded after? Without conflict?
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Malakie
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Post by Malakie »

Is there a version that contains all ships, i.e. civilians, mil, traders etc? I notice in the main post that civ ships have been removed.

I have a new power system and want to try it out fully. I also like having the diversity in my universe thus would like a version that does not have any ships or items removed from it if possible. Is there one?
Take it light.....

Malakie

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spacefueladdict
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Post by spacefueladdict »

Malakie wrote:Is there a version that contains all ships, i.e. civilians, mil, traders etc? I notice in the main post that civ ships have been removed.

I have a new power system and want to try it out fully. I also like having the diversity in my universe thus would like a version that does not have any ships or items removed from it if possible. Is there one?
At the moment there isn't a version, It is possible to do but not until we get to a stage where there are no further patches to be added to Tc. Once we get there i'll do a 'civs' version.

Update:

Begun work on the 2.1 version, there will not be much added to this version, except that i'm hoping to get 'Axefaces' Ships, the Paranid Thanatos & Boron Lusca Added as Npc ships, which will be Rare, Well protected. Happy Capping! :wink: and some alterations to the job files.
Eightbit
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Post by Eightbit »

slight issue, not sure if its related to this mod or if a patch broke it.
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The last part of the terran campaign where you jump into aldrin. last time I did it pre 2.0 the jumpe beacon acted as gate and I jumped beside it. For some reason it doesn't work like that anymore. It always just plops me down randomly and sorta messes the mission up.
Dopp
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Post by Dopp »

Minor Bug: Terran flight school instructor right at the beginning of a new game will repeatedly ram the stations. I think he doesn't like the new sector layout.

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