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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OOZ662
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Post by OOZ662 »

Is the Typhon Missile System really a 5mil credit pocket calculator? By the price and description I thought it would be a method of bringing back the salvo commands...or at least letting me fire more than a missile every few seconds when I have 16 tubes...

Does anyone know what the Salvage Insurance AL option actually does?

EDIT: I just somehow managed to launch a barrage...I guess if you push the button again while the subtitle's still up?
Just noticed playing with the Salvage Insurance setting has apparently removed my stack of 1,000 while I'm in a fight with a Pirate Panther...guess it's a good thing I stumbled across how to make the Typhon work. :P Now I just have to remember whether "Yes" or "No" lets me save...
hazard3474
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Post by hazard3474 »

Been playing this mod for maybe four hours or so now and ran into a brick wall. I don't know much about Terran Conflict, I usually play Albion Prelude, but they seem the same.

I've managed to get my ships hull damaged pretty badly and can't figure out how the hell I'm supposed to repair it. In AP you could just eject and use a repair laser or something and it would repair the hull. I tried that in XTC and either I don't start with one, or that isn't how it works here.

So my question is, where do I go to repair my ship? I've looked around for shipyards and equipment docks and I'm beginning to get worried because I've gone 15 jumps from home now and haven't found a single one...

halp :(

EDIT: Hah! I finally found one! I guess I just I wasn't being patient enough. And also while I was waiting for my slow ship to travel, I've found out that the suit repair laser has indeed been removed due to balancing, which I'm fine with.

And just in-case anyone else is as noob as me, I found a shipyard in CHIN'S DEMISE which I believe is Split sovereignty.

EDIT 2: :( This is getting really frustrating. Apparently the Split don't like me and I've been denied docking permission from their shipyard and equipment dock... If anyone could help me out, I've been mainly trading with the Teladi so if someone knows a shipyard in their space please let me know.
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OOZ662
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Post by OOZ662 »

hazard3474 wrote:EDIT 2: :( This is getting really frustrating. Apparently the Split don't like me and I've been denied docking permission from their shipyard and equipment dock... If anyone could help me out, I've been mainly trading with the Teladi so if someone knows a shipyard in their space please let me know.
The Atropos cluster in the southwestern corner of Teladi space has just about everything anyone will ever need. Their equipment dock doesn't seem to have any notoriety requirements...which can be handy. If you're limping in Splitland without a jumpdrive, it's gonna be one looong flight to get there.
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Killjaeden
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Post by Killjaeden »

OOZ662 wrote:Is the Typhon Missile System really a 5mil credit pocket calculator? By the price and description I thought it would be a method of bringing back the salvo commands...or at least letting me fire more than a missile every few seconds when I have 16 tubes...

Does anyone know what the Salvage Insurance AL option actually does?

EDIT: I just somehow managed to launch a barrage...I guess if you push the button again while the subtitle's still up?
Just noticed playing with the Salvage Insurance setting has apparently removed my stack of 1,000 while I'm in a fight with a Pirate Panther...guess it's a good thing I stumbled across how to make the Typhon work. :P Now I just have to remember whether "Yes" or "No" lets me save...
It does more then a pocket calculator ;) It calculates the point of impact and the flight-time required, depending on the targets travel vector. Not the time it would take for the missile to reach the distance the target currently has, because that would be useless for a moving target.

And it does indeed bring back the barrage option, if you press the key again when the subtitle is displayed. You can also remote-controll the missile fire of one of your AI ships IS. Both ships need to have typhon installed. Target the ship, press hotkey and the rest shouldn't be too hard to figure out.

Just noticed playing with the Salvage Insurance setting
It automatically buys a salvage insurance everytime you use one. But you can only save in friendly territory. (if the option is set to Yes) Otherwise it works like in vanilla.
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drowningfly
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Post by drowningfly »

Apologies if it has already mentioned, I've not read all the pages, but I've noticed 2 minor problems.

1. There is a ship in each shipyard for sale called "www UNDEFINED www Hauler" for sale.

2. I purchased a Discoverer Raider. The information says it can travel 131.8m/s upgradable to 439.6m/s, but with all the engine tuning upgrades purchased, it only moves at 131.8 m/s.

Otherwise really enjoying this mod so far.
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Post by Alan Phipps »

@ drowningfly: It really sounds as though something is sadly wrong with your game/mod installation then. Look for mod clashes or vanilla update/mod clashes (eg both using the same number cat/dat files etc).
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drowningfly
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Post by drowningfly »

Thanks for the reply Alan. I did a fresh install and update of TC before installing this mod. The .cat files ended in 13.cat. The .exe installer for this mod installs 14.cat and 15.cat so I'm unsure how that could be the problem. I have installed a few other minor scripts since but the faults occurred before that point.

Those are the only 2 errors I've noticed so far. Everything else from the mod seems to be working fine, but I've only been playing for a few hours.
GeneraH
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Post by GeneraH »

This mod is fantastic. After around 25 game days of fooling around I've managed to get enough reputation to buy the Kyoto. That ship looks amazing, totally awesome.

I have a few questions though.
Is it impossible for the player to produce Military shields and Missile Generators?

Also, the Khaak and Xenon are proving to be more than just a sideshow. I didn't pay attention to Teladi space for a while, and found out Khaak had eaten about half of it lol. I brought them back to some pirate sectors, and by the looks of it the Xenon are starting to move on the other side of the universe. Looking forward to fighting everyone and claiming the entire universe for myself :)
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Nagymadar
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Post by Nagymadar »

I have 2 basic questions:

1. Is there a main plot or storyline in version 1.2a of this mod?
2. Is it still under development? I hope it is. This seems a wonderful mod.

(Sorry for the too basic question, but I could not read through all 350 pages of this forum.)
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Nick 031287
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Post by Nick 031287 »

ok sooooo whens the Feature list being added for 2.0?

i wanna play Xtended but i wont till i know whats actually changed from 1.2a to 2.0. cause i havent seen anything changed at first glance

its been a while so can anyone tell me whats actually new?
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Killjaeden
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Post by Killjaeden »

  • Active pirates - Pirates became alive in XTC 2.0, seeking out weak targets, attacking stations and generally being more like pirates than before. Pirates will now build bases in hidden locations and create defences to fend off attacks. Rumor has it that they established a large base somewhere...
  • Active Kha'ak - Kha'ak can now invade sectors that neighbour their own territory. They will overtake them once they eliminated all resistance. Be prepared...
  • Active Xenon - The Xenon hate organic life and will try to destroy it whenever and wherever they can. Xenon will now mount sector attacks, building up their forces and then pouring in through the gates or jumping directly into the sector for surprise attacks. They can also call for heavier ships if things start going bad.
  • Active race military - The military are fed up with being called 'Big girls blouses' and told they are about as effective 'As a chocolate fire-guard', so they now run fast patrol ships in their races territory. These patrols actively watch for enemy forces and once they are spotted radio their position back to HQ. Then HQ sends out ships to deal with the threat....
  • Active sector threat assessment system - The military now monitors sectors for threat assessment. We're all used to sectors having military ships floating about to protect them (usually core sectors), but how often is there a sector that has ships being destroyed all the time and it seems like no-one cares? This is no longer the case, the more ships and/or stations destroyed in a sector, the larger and stronger the military ships patrolling that sector will become. Conversely if a sector becomes quiet again, the amount of ships on constant patrol in it will slowly drop. This assessment is also weighted, an M2 or a station going boom will draw a lot more attention than a couple of M5's - People tend to get annoyed when big, noticeable and, most importantly, expensive stuff gets shredded.
  • Complete set of ship models - In 1.2 there were a lot of ships sharing models due to them not being finished yet. Each ship now has its own unique model.
  • New ships - New ships added to complete the started sets in 1.2 (M2+'s and TS+'s for example). Additionally there is now a complete set of TP+ ships (luxury yachts) for your enjoyment and a set of Orbital Missile Platforms to defend your valuable complexes.
  • Shield system reworked - Added new types of shields. Hardened shield types for extra strength but slower to charge, faster charging shields that are weaker and finally a set of shields that charge faster than normal and are stronger than normal but not as fast or as strong as the specialized shield sets. Add in military versions of these shields as well and you have a total of 48 different shields to choose from now.
  • New generic missions.
  • Bug fixes and rebalances for current generic missions.
  • More new music.
  • New extended mission sets (plots) that allow you access to certain large and flyable assets....
  • New balance that stays true to the vanilla (X3TC) feeling but is improved in various ways, such as: Increased combat performance, longer fights and alot more. If you want to know more details you can check out the changes we made and the philosophy behind it here.
  • Completely overhauled laser graphic and sound effects. No toy guns anymore that you where used from XTC 1.2
  • Betty now says the name of new softwares, shields, missiles and lasers as good as the available soundfiles permitted.
  • Many smaller changes and additions. For example improved docking capability on complex hubs and more performant complex tube models, ship selfrepair options, missile ballistic computer, ship descriptions list docking options for the ship-in-question and many more.
  • And finally the one thing that has taken more time to do than almost anything else in the mod - Full and complete sets of race specific stations. No longer will Boron, Split, Paranid and Teladi share models with the Argon for the stations in their sectors, each race now has it's own set of stations. From the massive shipyards down to the lowly snail farms they all have their own models - each race sector now looks like it belongs to that race rather than having to make do with Argon cast-offs. Don't believe us? Check out the pictures below.
may not be complete.
If you played 2.0 and didn't notice any change... then i think you did something wrong =P The last point on the list should be fairly obvious i would say...
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Nagymadar
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Post by Nagymadar »

One thing is still not clear... Is there a storyline over the whole game as in the original game?
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Killjaeden
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Post by Killjaeden »

no, there is no mainstory plot. We where not able to finish it.
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drowningfly
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Post by drowningfly »

Just to check with the universe expansion option, the description says "delay between expansions". This means that setting it to 200% will make it twice as long before new sectors open up, and not that expansion is twice as fast, correct?

How fast is the default rate of expansion?

If I have explored a sector but do not have a satellite there, how do I know if a new gate has connected? Can I see this on the universe map without revisiting the sector?

This mod is awesome.
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OOZ662
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Post by OOZ662 »

drowningfly wrote:If I have explored a sector but do not have a satellite there, how do I know if a new gate has connected? Can I see this on the universe map without revisiting the sector?
If you have discovered the gate itself, yes to both counts.
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Post by Nagymadar »

:( The mod is awesome, but really would need a mainstory. Do you finish it? I hope yes! :)
Killjaeden wrote:no, there is no mainstory plot. We where not able to finish it.
mystermask
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Post by mystermask »

Hello everyone, I just lost all my data so I launch a new game and decide to quit vanilla gameplay.

Just want to say you've made an amazing job and that's a great community.

Greetings from Switzerland!
Skorne Tet'Zu
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How to I check my version

Post by Skorne Tet'Zu »

I haven't played in a while, and getting back into X3. How do I check to see which version of X-Tended I'm currently running.. and what version of X-Tended is the lastest?

Advanced Thanx...
Skorne Tet'Zu
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Vector_Gorgoth
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Post by Vector_Gorgoth »

Installed; first impressions are not positive:

-Several white balloon missions are all blank/question marks; accepting them does nothing.
-Several mission types seem to be disabled ("defend station" and direct "kill target" missions -- the "talk to contact, kill target" missions are present) -- was this done to remove "easy money" missions? To hell with that.
-Voice acting is REALLY inconsistent now. I don't mind the different voices, but the fact that half the ships/stations are voiced and the other half aren't . . . that's not very good. Gates not being voiced is a major PITA.
-Mouse movement is mysteriously half-sensitivity. Why?
-Map icons are really cartoony.
-Combat seems a little TOO sudden-death.

So this really feels like a beta rather than a 2.0 of anything. Not unfixable, but not worth playing yet, except to test.
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OOZ662
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Post by OOZ662 »

Vector_Gorgoth wrote:-Several white balloon missions are all blank/question marks; accepting them does nothing.
*Not intended; you've broken something
-Several mission types seem to be disabled ("defend station" and direct "kill target" missions -- the "talk to contact, kill target" missions are present) -- was this done to remove "easy money" missions? To hell with that.
*Pretty much, yes.
-Voice acting is REALLY inconsistent now. I don't mind the different voices, but the fact that half the ships/stations are voiced and the other half aren't . . . that's not very good. Gates not being voiced is a major PITA.
*You expect a free mod to completely cover voice acting? None of the others do; XRM simply recycles unused vanilla pieces, which while nice, doesn't convey the creativity involved here. I was amazed they bothered to get someone to say the sector names.
-Mouse movement is mysteriously half-sensitivity. Why?
*Probably not related to the mod; controls are handled by the engine.
-Map icons are really cartoony.
*What map icons?
-Combat seems a little TOO sudden-death.
*I've found combat to be extremely drawn out compared to vanilla, especially with capitals trying to deal with fighters. Even Corvettes struggle to kill them; different classes have strengths and counters. Again makes me wonder if your install isn't working properly.

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