X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hey nice work guys, i have been playing with it for a few hours using cheat scripts to give everything a test. Seems fairly solid so far.
1. Shields suddenly being reduced to 0 even though you're way out of range when the target goes boom. Known error so ill leave it at that.
2. Capital ship battles are lackluster imo. This is a personal preference i suppose but the capital ship weapons fire amazingly fast, do huge damage, and have slow bullet speed. This causes cap vs cap ship battles to boil down to the age-old "dodge-the-PPC-stream" type of gameplay the player is very good at, but AI pilots are not.
Some mods for TC (ie: SRM + CMOD) even the odds by reducing fire rate, increasing hull/shield strength and increasing bullet speed. Resulting in minute long slugging matches between capital ships in which the player does not have a massive advantage over the AI. I can imagine you folks want to leave out this kind of tweaking and lets sub-mods take care of it.
3. The Yaki M7 had an invisible model in my game. I do not have a xuniverse forum account so i figure ill post the screenshot of it right here if that's ok.
Damn those stealthy Yaki!
http://i196.photobucket.com/albums/aa23 ... 2-Copy.jpg
1. Shields suddenly being reduced to 0 even though you're way out of range when the target goes boom. Known error so ill leave it at that.
2. Capital ship battles are lackluster imo. This is a personal preference i suppose but the capital ship weapons fire amazingly fast, do huge damage, and have slow bullet speed. This causes cap vs cap ship battles to boil down to the age-old "dodge-the-PPC-stream" type of gameplay the player is very good at, but AI pilots are not.
Some mods for TC (ie: SRM + CMOD) even the odds by reducing fire rate, increasing hull/shield strength and increasing bullet speed. Resulting in minute long slugging matches between capital ships in which the player does not have a massive advantage over the AI. I can imagine you folks want to leave out this kind of tweaking and lets sub-mods take care of it.
3. The Yaki M7 had an invisible model in my game. I do not have a xuniverse forum account so i figure ill post the screenshot of it right here if that's ok.
Damn those stealthy Yaki!
http://i196.photobucket.com/albums/aa23 ... 2-Copy.jpg
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[ external image ]chobit-389 wrote:LORD VADER FINDS YOU LACK OF FAITH DISTURBINGLV wrote:That's good to know, I'm already considering banning your account from the egosoft forums, newtons 3rd law of motion and all thatTharaphita wrote:
Im allready considering getting a torrent pirate version of the game. So i could play XTM properly
Feel free to carry on considering piracy on the developers forums, I always get a warm fuzzy feeling when wiping out user accounts
As it's christmas i'll give you a tip, the next time any reference of this kind comes up from you there is only one Outcome
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Too bad about the last couple posts.
On to my question.
I have just begun to get microchips for my hub plot. I really want to continue because I have never had the PHQ in X3:R or X3:TC. I also want to keep that save game un-modified. But I also want to play the beautiful new XTC mod. I absolutley loved the X3:R one and I bet this one is even better!
Is it possible to use only one installation (steam) and play both a modified and unmodified version of the game? Perhaps using mr. badgers savegame manager? But then the files for XTC would still be there. I would have two installations on the same computer but I don't know if I can do that with steam. If it was retail, no problem.
I read all the features of this mod... total conversion (almost!) and I shuddered a little bit in my chair.
Thanks, and Merry Christmas.
On to my question.
I have just begun to get microchips for my hub plot. I really want to continue because I have never had the PHQ in X3:R or X3:TC. I also want to keep that save game un-modified. But I also want to play the beautiful new XTC mod. I absolutley loved the X3:R one and I bet this one is even better!
Is it possible to use only one installation (steam) and play both a modified and unmodified version of the game? Perhaps using mr. badgers savegame manager? But then the files for XTC would still be there. I would have two installations on the same computer but I don't know if I can do that with steam. If it was retail, no problem.
I read all the features of this mod... total conversion (almost!) and I shuddered a little bit in my chair.
Thanks, and Merry Christmas.
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You can't do it on the same install, but you can copy the main game folder to a new location, install the DVD patch from the patch section of this site (To replace the Steam exe with the DVD exe), and then install XTC to that version.
You will still need to manage your save files as both versions of the game will try and use the same save slots, but you already know about that little util. ^^
You will still need to manage your save files as both versions of the game will try and use the same save slots, but you already know about that little util. ^^
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That sounds like an excellent plan. Thanks for all your hard work.Aragon Speed wrote:You can't do it on the same install, but you can copy the main game folder to a new location, install the DVD patch from the patch section of this site (To replace the Steam exe with the DVD exe), and then install XTC to that version.
You will still need to manage your save files as both versions of the game will try and use the same save slots, but you already know about that little util. ^^
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I believe it was asked before in this thread, but I don't seem to see the answer. Are parite bases the only places to train them? I shudder to think that I have to fly myself in my fragile TP to dock at the pirate base to train the marines. Getting them out and onto the M7M will also be a problem with all the red pirate ships shooting at me.
The manual talks about having already trained marines, but i don't seem to see that option available any where.
[EDIT] Found the option in the AL Life Option, somehow, it was turned off. But that still leaves the question of training the marines, and the only place to train them are pirate bases?
The manual talks about having already trained marines, but i don't seem to see that option available any where.
[EDIT] Found the option in the AL Life Option, somehow, it was turned off. But that still leaves the question of training the marines, and the only place to train them are pirate bases?
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VincentTH wrote: [EDIT] Found the option in the AL Life Option, somehow, it was turned off. But that still leaves the question of training the marines, and the only place to train them are pirate bases?
I had it turns on, and the rate and quantity of the automatically training is reeaaallllyyyyy slow, not viable if you're going into the capturing business. It's a nice "back up" option when one of your marine dies, but I don't think it's good enough to form a core.
And yeah, I hope pirate bases is not the only place to train them, plus I haven't even found one anyway

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i love the fighter comabt (M3 M4 and M5), its acctualy chalanging now.
my thoughts on capital ship combat
cap ship combat should be MUCH slower, fighters for the adrenallin junky. capital ships for the more taciacaly inclined players.
a fight between 2 equil M2s should take around 15 mins.
with both ships cercling eachother (new combat script needed methinks).
with cap ship caombat so much slower it would make fighter support essenchal,
an M2 should be able to take on an M2 and a wing of fighters and still survive a good 10 mins.
just my thoughts and bad spelling.
madman out
my thoughts on capital ship combat
cap ship combat should be MUCH slower, fighters for the adrenallin junky. capital ships for the more taciacaly inclined players.
a fight between 2 equil M2s should take around 15 mins.
with both ships cercling eachother (new combat script needed methinks).
with cap ship caombat so much slower it would make fighter support essenchal,
an M2 should be able to take on an M2 and a wing of fighters and still survive a good 10 mins.
just my thoughts and bad spelling.
madman out
When ever people agree with me i always feel i must be wrong.
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Just to echo some other posters:
I agree that Xtended did an excellent job in creating a more fun combat environment for fighters, the capital ship combat seems to be left untouched though. It poses 2 problems IMO
-problem 1: the positive aspect won't last very long. Combat rank goes up pretty fast, I reached the point where doing mission in an M3 is impossible in 2 days. Either facing a fleet of M8 that spam a missiles trail long enough to cover a sector gate to gate (well, maybe not impossible, but I finished it in 3 hours and it does not contain anything I would call a dodge fight). Or being sent to kill a guy flying a Carrack. And from that point on ward, fighter combat is obsoleted since all the random pirate I ran into so far always have a capital ship parked nearby. Note that I do know the mission scale with the ship you have, but the game indeed sent my Eclipse against those enemy when I was Master Chief.
- problem 2: capital combat feel just like vanilla, meaning the same thing as fighters dodge fighting ... just in a slower motion. A fight between 2 M4 last for about 30 second, a fight between 2 M3s last for about 30 seconds, a fight between 2 M6s last for about 30 seconds, a fight between 2 M7s last for about 30 seconds and so on ... (except for a fight between 2 M5s, it lasts forever
). And the mechanism of the fight is basically 90% identical of a fighter match in which the player will try to do the samething (just like a previous poster say, it's all about dodging the slow motion laser, which in turn give the player a tremendous advantage).
Again, to echo another poster earlier. It would be nice to see capital ship combat is based on a different approach and combat doctrine, the problem of the vanilla is, IMO, that both the defense and offense capacity both scale "uniformly". I'm not saying it should be like CMOD, but CMOD is a good example at how capital ship combat can be made more distinct from fighter combat.
I agree that Xtended did an excellent job in creating a more fun combat environment for fighters, the capital ship combat seems to be left untouched though. It poses 2 problems IMO
-problem 1: the positive aspect won't last very long. Combat rank goes up pretty fast, I reached the point where doing mission in an M3 is impossible in 2 days. Either facing a fleet of M8 that spam a missiles trail long enough to cover a sector gate to gate (well, maybe not impossible, but I finished it in 3 hours and it does not contain anything I would call a dodge fight). Or being sent to kill a guy flying a Carrack. And from that point on ward, fighter combat is obsoleted since all the random pirate I ran into so far always have a capital ship parked nearby. Note that I do know the mission scale with the ship you have, but the game indeed sent my Eclipse against those enemy when I was Master Chief.
- problem 2: capital combat feel just like vanilla, meaning the same thing as fighters dodge fighting ... just in a slower motion. A fight between 2 M4 last for about 30 second, a fight between 2 M3s last for about 30 seconds, a fight between 2 M6s last for about 30 seconds, a fight between 2 M7s last for about 30 seconds and so on ... (except for a fight between 2 M5s, it lasts forever

Again, to echo another poster earlier. It would be nice to see capital ship combat is based on a different approach and combat doctrine, the problem of the vanilla is, IMO, that both the defense and offense capacity both scale "uniformly". I'm not saying it should be like CMOD, but CMOD is a good example at how capital ship combat can be made more distinct from fighter combat.

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And so, we see the problem...some people want to get into heavy ships quickly, and then own the universe. Others like fighter combat and stay with it longer, and still others want cap ships and long drawn out battles like the old sailing ships of old days. It just can't be done to please everyone, so that's why we all add things to our games to make it more 'personal' for us. I like small to medium ships myself, and I'm surprised how fast the combat is jumping from fighters (M 4-5) to corvettes and bombers...I'm still in my Elite with good solid shields and maxed out pacs, and my fighter rank is getting up there, so it really is a challenge to stay alive, and I've dove behind more than one asteroid to avoid a mass of missiles..lol.
I'm still hoping when I get my first small cap ship the person who made the marine repairs script will see it works with XTC...for cap ships, that would be a huge help...ty in advance..lol.
I'm still hoping when I get my first small cap ship the person who made the marine repairs script will see it works with XTC...for cap ships, that would be a huge help...ty in advance..lol.

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After missing out on a crate of 66 naga missiles in my last game, after a mad scramble to get a full etune+special command mercury only to watch the crate pop with less than 500m to go, i'm taking a different direction this time. Got myself up to trusted ally then sold the elite and replaced it with a disco raider, tuned armed and shielded with taxi & scanning gear, a mercury with special command, tuned engine and a 125mj shield, and just enough left for a police license.