Roguey's TC mod (-- Version 1.0 released --)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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before installing your mod i had complex cleaner (which now runs as a fake patch) and a couple of scripts:Do you have another mod installed? because there are wares on your picture which are not there for me, such as the turbo boosters. The ware 'ZA_EMP_BLANK_...." is a EMP ware which should of helped with compatibility. I did think about removing EMP.
otas shipyard v2
improved boarding
and the following script libraries:
community plug in configuration
hot key manager
ware manager
this is what is reported by x-universe plug in manager lite v1.20
otas shipyard is working and haven't tested improved boarding yet
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easy mars sweet
with the info in your "ROGUEY's TC MOD v1.00, Laser/bullet damages"
should be easy to fix up a mars txt file
Thanx's starting that now i'll send it to you when its done
Did you remove the fallowing?
Starburst Shockwave Cannon
Ion Cannon
Prototype Starburst Shockwave Cannon
Never mind found them in the tlasers just not the Laser/bullet damages list
Edit: testing now
should be easy to fix up a mars txt file
Thanx's starting that now i'll send it to you when its done
Did you remove the fallowing?
Starburst Shockwave Cannon
Ion Cannon
Prototype Starburst Shockwave Cannon
Never mind found them in the tlasers just not the Laser/bullet damages list
Edit: testing now
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here's another screenshot... i now see it in split military outposts as readtext17_13443
http://img408.imageshack.us/img408/4760 ... n00004.jpg
http://img408.imageshack.us/img408/4760 ... n00004.jpg
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hi there,
by the looks of it, one of those things you have installed is causing that. Have you tried TC with just my mod installed to see if those wares disappear?
I have created a new post on my forum, so you can report any bad things to fix in v1.0, which can be found here.
I am slowly adding the ship stats to my site. Each time I add a ship, I am checking the stats closely. I have found 3 issues already with 'bad' stats, which will be fixed in v1.2
many thanks,
by the looks of it, one of those things you have installed is causing that. Have you tried TC with just my mod installed to see if those wares disappear?
I have created a new post on my forum, so you can report any bad things to fix in v1.0, which can be found here.
I am slowly adding the ship stats to my site. Each time I add a ship, I am checking the stats closely. I have found 3 issues already with 'bad' stats, which will be fixed in v1.2
many thanks,
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hi there,
The old forum did get removed, the first one was phpbb2 which had the arcade, I later upgraded to phpbb3 (which I found slow and bulky) at the time there was no arcade support. So later that got removed too.
Since then I have written my own system, which is a lot faster and smaller. So you will need to re-register but your account will work for every section of the site (some sites need to you register for the forum and the main site too). It should only take around 30 seconds to register.
The other good news is that I have written my own arcade too, which you will gain access when reaching level 1. This arcade is bigger than before and again written by me.
I guess your not The White tiger? I guess you both like snowy tigers?
The old forum did get removed, the first one was phpbb2 which had the arcade, I later upgraded to phpbb3 (which I found slow and bulky) at the time there was no arcade support. So later that got removed too.
Since then I have written my own system, which is a lot faster and smaller. So you will need to re-register but your account will work for every section of the site (some sites need to you register for the forum and the main site too). It should only take around 30 seconds to register.
The other good news is that I have written my own arcade too, which you will gain access when reaching level 1. This arcade is bigger than before and again written by me.
I guess your not The White tiger? I guess you both like snowy tigers?
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Ah, just someone had the same ideaSnowtiger2.0 wrote:oh, tbh i have no idea which nick i used when i reg'ed with you for X3R.

hi there, it depends how you 'installed' them. How did you 'add' the 2 extra ships?DarthVain wrote:I don't actually see the Argon Goliath, Xenon V nor the Kha'ak M0 in the mod at all
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Well i am unsure how Cycrow's Plugin Manager adds ships, if it adds to my tship file (inside the mod) then all the other ships would be fine (are you seeing any of the new ships in the mod?).... however it its simply added to the end of vanilla list, then all the ships from the mod have been disabled.
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Yes, I think the latter is the case which is unfortunate. Perhaps there's a way to install them without affecting the mod?Roguey wrote:Well i am unsure how Cycrow's Plugin Manager adds ships, if it adds to my tship file (inside the mod) then all the other ships would be fine (are you seeing any of the new ships in the mod?).... however it its simply added to the end of vanilla list, then all the ships from the mod have been disabled.
Another one bites the dust!!
DarthVain
DarthVain
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hey there, got a few Q's again.
1.
will there be any new Terran and Boron ships, (haven't seen any new ones) and what class may they be?
I would personally like to see a new Terran M6+ , something like a heavy Katana maybe or a new rare Prototype kind of ship.
2.
What's the idea of the TerraCorp M2? I look at this ship's stats and scratch my head in confusion. the shielding probably being the biggest issue, any other M2 or even M7 could probably kill it.
3.
I noticed most of the new M6 class ships can't mount CiG's or can only fit a pair of them in turrets. The only new ship that could mount them in main guns is the Omega but I don't have access to it yet.
4.
this is about weapons, typed in the form of a Pokemon battle.
* A sleeping Deimos appeared.
* Shrike used Ion Pulse Generator, it's not very effective.
* Deimos is fast asleep.
* Shrike used Gauss Cannon, it's not very effective.
* Deimos is fast asleep.
* Shrike used Ion Pulse Generator, it's not very effective.
* Deimos woke up, Deimos used Phased Shockwave Generator, it's super effective.
* Shrike feinted.
think it took about 5 seconds for me to die to that thing after he opened fire.
still a fun mod, and I still got lots of things to test and blow up.
1.
will there be any new Terran and Boron ships, (haven't seen any new ones) and what class may they be?
I would personally like to see a new Terran M6+ , something like a heavy Katana maybe or a new rare Prototype kind of ship.
2.
What's the idea of the TerraCorp M2? I look at this ship's stats and scratch my head in confusion. the shielding probably being the biggest issue, any other M2 or even M7 could probably kill it.
3.
I noticed most of the new M6 class ships can't mount CiG's or can only fit a pair of them in turrets. The only new ship that could mount them in main guns is the Omega but I don't have access to it yet.
4.
this is about weapons, typed in the form of a Pokemon battle.
* A sleeping Deimos appeared.
* Shrike used Ion Pulse Generator, it's not very effective.
* Deimos is fast asleep.
* Shrike used Gauss Cannon, it's not very effective.
* Deimos is fast asleep.
* Shrike used Ion Pulse Generator, it's not very effective.
* Deimos woke up, Deimos used Phased Shockwave Generator, it's super effective.
* Shrike feinted.
think it took about 5 seconds for me to die to that thing after he opened fire.
still a fun mod, and I still got lots of things to test and blow up.
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hi 

When I was doing the TC mod I had no new modellers help me, so I only had access to those in my X3 mod. There was a Terran M2 ship that crip did but I didnt included it as there is a Terran M2 in TC - which was missing in X3.spectre900 wrote:will there be any new Terran and Boron ships, (haven't seen any new ones) and what class may they be?
I would personally like to see a new Terran M6+ , something like a heavy Katana maybe or a new rare Prototype kind of ship.
Most of them are for sector defence than attack. Not every ship in the X world be be balanced, but I could boost it if you think its worth it.spectre900 wrote:What's the idea of the TerraCorp M2? I look at this ship's stats and scratch my head in confusion. the shielding probably being the biggest issue, any other M2 or even M7 could probably kill it.
Just the way they got setup. I could add some more cig support if you wanted me too.spectre900 wrote:I noticed most of the new M6 class ships can't mount CiG's or can only fit a pair of them in turrets. The only new ship that could mount them in main guns is the Omega but I don't have access to it yet.
A while back there was some posts about ships that seemed too powerful or weak, so they got tweaked some what. I guess some ships got tweaked too much and too little. I never got much help with the stats of the ships, so I did what I could. That's where you can help by suggesting stat adjustments.spectre900 wrote:this is about weapons, typed in the form of a Pokemon battle.
* A sleeping Deimos appeared.
* Shrike used Ion Pulse Generator, it's not very effective.
* Deimos is fast asleep.
* Shrike used Gauss Cannon, it's not very effective.
* Deimos is fast asleep.
* Shrike used Ion Pulse Generator, it's not very effective.
* Deimos woke up, Deimos used Phased Shockwave Generator, it's super effective.
* Shrike feinted.
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- Joined: Mon, 31. Aug 09, 20:23
well, the ship is darn cool looking, would be nice to be able to use it some time. one (or two) extra 2Gj shield could do the trick. or how about mounting more gauss rifles (on side turrets at least)? would make sense if it's build for defense and patrols then it should be close to supply lines where restocking ammo would be less of an issue. so in a design perspective it would make sense to use ammo based weaponry.Roguey wrote: Most of them are for sector defence than attack. Not every ship in the X world be be balanced, but I could boost it if you think its worth it.
the option to fit CiG's would be nice. HePT's just don't quite cut it on ships with stronger laser bays.Roguey wrote: Just the way they got setup. I could add some more cig support if you wanted me too.
to be honest, I have no idea how the Phased Shockwave Generator works, but I guess is like the space Flame Thrower (which was balanced in this mod iirc).Roguey wrote: A while back there was some posts about ships that seemed too powerful or weak, so they got tweaked some what. I guess some ships got tweaked too much and too little. I never got much help with the stats of the ships, so I did what I could. That's where you can help by suggesting stat adjustments.
someone who knows how it works would have to help you balance it. all I know is the ship I shot at had 5 of them in cargo and I melted like ice in an active volcano.
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6Gj should be ok (it IS an M2 after all) and the gauss cannons. wont be super strong or anything but as a player ship it may be fun to fly.
as for M6's, most of them should have their racial weapons in main bays.
here are some proposed changes..
---Wulfen---
* CiG and Ion Shard Railgun added to main and/or front turrets.
---Themis---
* CiG and Ion Pulse Generator added to main.
* Ion Pulse Generator added to front turrets.
---Pinta---
* CiG added to main.
these are the only changes I could think of for now.
as for M6's, most of them should have their racial weapons in main bays.
here are some proposed changes..
---Wulfen---
* CiG and Ion Shard Railgun added to main and/or front turrets.
---Themis---
* CiG and Ion Pulse Generator added to main.
* Ion Pulse Generator added to front turrets.
---Pinta---
* CiG added to main.
these are the only changes I could think of for now.
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thanks for your suggestions, I will include them into the next version of the mod (v1.1). I dont know when this will be released, although the website is being updated with all the stats from v1.1.
[update] All the updated stats can be found here. Please let me know what you think, this way is easier than releasing an 100mb+ file
[update] All the updated stats can be found here. Please let me know what you think, this way is easier than releasing an 100mb+ file

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