X-Tended - Terran Conflict (XTC)

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

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Aragon Speed
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Post by Aragon Speed »

dalin80 wrote:you lot have your work cut out for you ;-)
Why do you think it has taken us months already? lol
bvschipper
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Post by bvschipper »

Just a quick post of praise... the orginal XTM does not deserve the MOD moniker. It was almost a totally different (standalone) game. I genuinely look forward to the TC version. I do not consider TC to be complete without your fine work. Thank you!

Regards
Unserene
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Post by Unserene »

Nice to see you guys bounce back from a bad experience...like you usually do.

Good luck with the X3TC mod version :)

@all...if I know the XTM guys, one of the first things they'll do is replace the godawful Egosoft Valhalla with their far superior original model :D
Doktor Teufel
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Post by Doktor Teufel »

I loved XTM for X³:R. Variety is the spice of life, and XTM added plenty. It wasn't entirely free problems, but then that was true of X³:R as well.

Kudos to you guys for keeping up the good fight!
Aragon Speed wrote:For anyone who would like a performance boost and doesn't mind a very minor drop in their GFX looks (and I mean minor, you don't really notice it unless you look really hard), replace the shaders by dropping the old X3R ones in. ;)
I'm always looking for more performance boosts, how can I go about doing this? I'm not sure where the old shaders are stored or how to access them, etc.
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Aragon Speed
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Post by Aragon Speed »

Doktor Teufel wrote:I'm always looking for more performance boosts, how can I go about doing this? I'm not sure where the old shaders are stored or how to access them, etc.
SST first discovered this, for ease use his mod here: http://forum.egosoft.com/viewtopic.php?t=227738
Lyth
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Post by Lyth »

Just wanted to wish you the best of fortune with the new mod as the subject of XTM just cropped up and can't wait to see what you've done with XTC. Almost cried when I realised it wasn't released yet.

As always, utmost respect. 2 Quick questions though if I may;

1. Have you considered putting a lock out function in the mod(optional mod) to stop players being able to install any additional scripts or mods? I'd quite like this so am curious but am aware of the problems but figure if anyone can you guys can which would also allow for a leaderboard amongst other things.

2. Can we expect to see cruisers and battleships extending the duration of capital ship combat out and increasing the tactical value of all ships? You implied hostile sectors/enemies won't be as quantitive as X3R:XTM so I'm assuming you've gone for quality.

Kind Regards
Lyth
Take it easy, If you can't - Take it by force.
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X2-Eliah
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Post by X2-Eliah »

Uh.. I really do not see the point behind the 1. - if you don't want any other scripts, don't install them.. Simple.

Besides, in Cycrow's plugin manager you can disable other scripts/mods and leave the ones you like without deleting them.
Lyth
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Post by Lyth »

Your argument is sound but I have no desire to spam this very important thread with personal opinion and wishes so simply put;

If a clan/party plays X3TC:XTM and does so competitively how are we to know who has used what to cheat and take shortcuts?

No reply needed, I do not imagine it to be on the "list" but as always very curious as a vanilla player. If such an option had existed on the X3R:XTM version I would have played nothing else.
Take it easy, If you can't - Take it by force.
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Aragon Speed
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Post by Aragon Speed »

Well it may be possible to have a script check on game start-up or load that no other scripts apart from vanilla and the XTC ones are running, and we could add checks to various files to make sure the XTC ones are running and not modified versions.

But both sets of checks could be disabled if you have a minor bit of scripting knowledge, so it would be a lot of extra work for no real peace of mind.

Also as TC is not net based, then clans are a little hard to create, and it probably isn't that common to have clan compo's.

It is something we may think about in the future as an optional add-on if the demand is high enough, but atm we have more than enough work to think about just to get the initial mod up and running. ;)
Lyth
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Post by Lyth »

Of my clan I know of atleast 30 people with a copy of X3/R/TC and everyone at my LAN has played X. I've found it's alot like sleeping with a really fugly woman, everyone's tried but very few will admit to it. Usually requires some coaxing out.

We tried the "multiplayer" script last year which is on these forums somewhere rather disastrously with comical results.

I quote: "If you build it, they will come." :D
Pretty sure they are already here in this community but naturally you have more important works to do first. I shall bug you about this again in a years time.

Thanks for the reply, no comment on my 2nd question? I like it. 8)
Take it easy, If you can't - Take it by force.
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Aragon Speed
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Post by Aragon Speed »

Lyth wrote:Can we expect to see cruisers and battleships extending the duration of capital ship combat out and increasing the tactical value of all ships?
Not saying atm. :P
Lyth wrote:You implied hostile sectors/enemies won't be as quantitative as X3R:XTM so I'm assuming you've gone for quality.
I don't remember anyone saying that, or even hinting at it. All we have said is that creating new ships is not the main focus of XTC so we can concentrate on a more rounded and full mod this time around.
dalin80
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Post by dalin80 »

but new ships are shiny :-(


;-)


as long as the verse isnt as insanely deadly* as XTM was and there are plenty of new things to play with i will be happy.

*UT's had a life expectancy of about 3 seconds.

On another point, is there any chance of the mod increasing the aggressiveness of sector forces? they all seem far to content to sit back and let pirates wander through there sectors.
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Aragon Speed
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Post by Aragon Speed »

dalin80 wrote:but new ships are shiny :-(


;-)
So are some beetles, doesn't mean you want a ton of them around though.

There will be some new ships, but not as many as there were in XTM.

dalin80 wrote:as long as the verse isnt as insanely deadly* as XTM was and there are plenty of new things to play with i will be happy.

*UT's had a life expectancy of about 3 seconds.
Where's the fun in that?

Use the heavy duty TS from OTAS.
dalin80 wrote:On another point, is there any chance of the mod increasing the aggressiveness of sector forces? they all seem far to content to sit back and let pirates wander through there sectors.
Aragon Speed wrote:That concludes what we're willing to release in terms of information just now. ;)
Lyth
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Post by Lyth »

Aragon, my apologies. Read this thread then read a few of the links. Unsure if I was reading between the lines and misinterpreting or it was the spaceweed talking.

Did look to quote the phrase that made me think that that but can't find it. It was something along the lines of no it won't be quite as harsh as the X3 version until you activate certain things. If I read a blog and thought it was official - my bad.

- Dalin, surely that had to be one of the best things about it. Was insane to begin with but once you got going it made everything useful and I never used fleets the same way after XTM.

I did read something about a new start(s) so could be there are multiple starts with varying levels of insanity?

Either way butting out now, just owed an apology. Smooth & happy modding. :)
Take it easy, If you can't - Take it by force.
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Aragon Speed
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Post by Aragon Speed »

Lyth wrote:Aragon, my apologies. Read this thread then read a few of the links. Unsure if I was reading between the lines and misinterpreting or it was the spaceweed talking.

Did look to quote the phrase that made me think that that but can't find it. It was something along the lines of no it won't be quite as harsh as the X3 version until you activate certain things. If I read a blog and thought it was official - my bad.
NP. ;)
Lyth wrote:I did read something about a new start(s) so could be there are multiple starts with varying levels of insanity?
There will be multiple starts, but they may not appear in the first release as we already have a huge amount of work to do for the base mod before we even think about adding all the nice little extras that we would all like. :)
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Sartorie
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Post by Sartorie »

Lyth wrote:I did read something about a new start(s) so could be there are multiple starts with varying levels of insanity?
Insanity is going to be well covered :twisted:
Doktor Teufel
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Post by Doktor Teufel »

Aragon Speed wrote:SST first discovered this, for ease use his mod here: http://forum.egosoft.com/viewtopic.php?t=227738
Ah, thanks muchly.
MutantDwarf
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Post by MutantDwarf »

Where's the fun in that?

Use the heavy duty TS from OTAS.
Where's the fun in having to use a single type of ship as a UT for it to survive? For that matter, where's the fun in having a ship so overpowered that it's able to survive as a UT when no other ship is?
Langy the Mutant Dwarf
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enenra
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Post by enenra »

MutantDwarf wrote:
Where's the fun in that?

Use the heavy duty TS from OTAS.
Where's the fun in having to use a single type of ship as a UT for it to survive? For that matter, where's the fun in having a ship so overpowered that it's able to survive as a UT when no other ship is?
We will do our best in that manner. After all we intend to make the mod more challenging and not more frustrating. :)
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mr.WHO
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Post by mr.WHO »

I know that you propably have enough models already, but if you would consider the possibility of more new ships then could you take a look at my Idea of ATF light Carrier ?

http://forum.egosoft.com/viewtopic.php? ... 00#2879300

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