SSG/PE - 33 custom ships w/MWM, TBM, and more - V0.3.7e

The place to discuss scripting and game modifications for X²: The Threat.

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LORDSATAN
Posts: 191
Joined: Tue, 11. Mar 03, 20:11
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Post by LORDSATAN »

I dont know if anyone else has had this problem but my universe keeps dissappearing.
What I mean is that systems I have visited are no longer in my universe map.
This is a big problem for me at the mo as I have been doing lots of donkey work to get a fully equipped osprey mk 2 and want to start doing some battling when I get the requests but cant.
Am I alone in this?
I will grow up one day....
One day
Ronin677
Posts: 534
Joined: Thu, 5. Aug 04, 12:23
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Post by Ronin677 »

deadly

the mod is fantastic, well done.

is there any plans to include a firespray class vessel? (the one Boba Fett pilots). you would truly be a god if you did 8)
I think therefore I am
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DeadlyDa
Posts: 1883
Joined: Mon, 5. Jan 04, 04:46
x4

Post by DeadlyDa »

I plan on coming back to X2 once X3 is gold. I have a couple of new ships and quite a few tweeks that I had previously completed, but never finished packaging for release.

I also started on several additional Star Wars ships, including a Firespray, and may yet finish them.

It really depends on what sort of life X2 has after X3 comes out.
Electric_Kola
Posts: 1882
Joined: Sun, 29. May 05, 21:10
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Post by Electric_Kola »

Installed the mod a couple of nights ago, and would like to say well done its rather good... but

I cant seem to find any of the shipyards that sell custom ships (omicron, argon prime, light of heart dont have any new ships), the mod is working correctly with the deadly hq and scout and other pirate vessels.

Or am i looking in completly the wrong place? :)
"There must be a finite number of inhabited worlds. Any finite number divided by infinity is as near to nothing as makes no odds, so the average population of all the planets in the universe can be said to be zero, From this it follows that the population of the universe is also zero, and that any people you may meet from time to time are merely the product of a deranged imagination" - Douglas Adams
DWS
Posts: 421
Joined: Sat, 19. Feb 05, 21:11
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Post by DWS »

marc5477 wrote: Im looking at the differences in tbullets and tlasers between 2.6d and 3.7e2 and I see no differences.

EDIT: I just loaded 1.7e2 to test out the weapons and surely enough the Alpha RPIC still does little to no damage at all to anything.
e2? Sounds like there was an update in progress.

Are there any updates of this great Mod floating around, hidden in other threads? Otherwise I assume it would be save using the starting post.
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DeadlyDa
Posts: 1883
Joined: Mon, 5. Jan 04, 04:46
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Post by DeadlyDa »

All,

I still plan on finishing the version that Mauzi! and I were working on before I got sucked into betatesting X3...and subsequently getting out the 1st version of a related ship mod for X3. This "final" version would also pick up any bug fixes (at least the ones I have logged).

It's a real shame the older X2 engine can't handle the graphics and polycount that X3 supports. I have put some pretty nice ships in over on "the other side", but they just won't work in X2 :cry:

As an example, here are some pix of the Omega destroyer from Babylon 5 that I am using as an M2...click on the image for a larger view.

[ external image ]
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DWS
Posts: 421
Joined: Sat, 19. Feb 05, 21:11
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Post by DWS »

Oh yes, at some point in space+time (X3 patch 2.0?) I will have to play it. I just started playing X2 a couple of days ago.

At the moment I am using 0.2.7e1 (german) just to avoid some problems I saw with 0.3.7 at the end of the according german thread. But I will start a 2nd setup with 0.3.7 soon.

Thank you very much for this marvelous series of modifications. Please mod ahead.
:x2:

EDIT: 0.3.7, IMHO there are way too many messages that spam my logs. And the starting "gifts" at the Deadly-HQ, well, I like it better to work/pay for every ship+station, otherwise I almost feel like a cheater.

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