
[Mod] X-tended X-pantion [v. 1.4, OHEMGEE][RELEASED 2/16/2017]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
OK cant show you how I did it here, wont copy and paste a copy of the shipbuilder setup I used. But..put your file name at the top, at the bottom a checked the 'replace original' check mark and then added the original file name beside that. When you open the file, your file, it puts your name down there, I move that to the top line and put the original file name at the bottom, that means, take this new file and replace this original file..at least that got the Mu,Xi in game, and haven't found any others yet. But please...if it possible make the game use more than just the one frigate for the pirates, it sucks seeing the same one every time. Use some of the M7 carriers too..not sure you can but it would be nice.
new ships of any kind are nice but dont bother with freighters myself, so thats just me. Corvettes and frigates yes...bombers maybe if they get some help, like better shields and some medium missiles for their own defense. we have some nice looking bombers but I routinely kill them with mosquito missile..lol[/code]

-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
heres a link you might be able to use though, just for new ideas.
https://www.google.com/search?q=science ... 5&dpr=1.25
https://www.google.com/search?q=science ... 5&dpr=1.25
-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
AHA!
I WAS RIGHT!
XTC generates its spawn tables at startup, calling on what's available from the shipyards and wharfs, but the Pirates, Yaki, Ka'aak and Terran are specifically excluded from this process!
now, certain ships still aren't spawning for some odd reason (mostly Argon Carrier and Flack frigates) so I'm not sure what's going on with that, but the issues with Pirate and Xenon craft are now explainable, even if we have no clue how to fix it as yet.
edit:
I WAS RIGHT!
XTC generates its spawn tables at startup, calling on what's available from the shipyards and wharfs, but the Pirates, Yaki, Ka'aak and Terran are specifically excluded from this process!
now, certain ships still aren't spawning for some odd reason (mostly Argon Carrier and Flack frigates) so I'm not sure what's going on with that, but the issues with Pirate and Xenon craft are now explainable, even if we have no clue how to fix it as yet.

edit:
thanks, but...KRM398 wrote:heres a link you might be able to use though, just for new ideas.
https://www.google.com/search?q=science ... 5&dpr=1.25
A tinker
And maker of models
And maker of models
-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
umm,I've been meaning to ask...what problem do you have with the Argo? Its in my game and working properly, has been since the beginning, along with the argon corvettes.Been getting real tired seeing nothing but marauders, ospreys and older argon corvettes, might try replacing one with one of yours on a one to one swap, but don't no which is which by the file names and I'm in a marauder, so if I hit it wrong it might crash my game save...I guess that'll tell me then huh? 

-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
ok here's a question..what file name is the Tepuki? Because I'm really,really tired of seeing nothing but them in hard missions, not just one..up to 6 at once and never anything else. Nio caracks no new ships nothing. I did a replace ships with, for the pirate M7, and M7M but nothing changed, never saw a pirate M7M outside of the rebalanced mod though, they did manage to get a better mixture of ships. But after trying ti add new ships to the pirate M6/M6M and not seeing any difference went to trying to eliminate the Tepuki, and failed so far. I want to find that file take it out and strangle it, then disembowel the corpse and burn it and shoot it into the sun...I'm (eyebrow come up) upset...with it...and the rest of the pirate corvettes too. They have their own files BUT pirates dont use anything they personally made as corvettes except the Marauder,so...what the heck are these files anyways? They don't change anything even after giving them new ships files to work with. Find out what that is and we got it made, I think. 

-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
from what I can tell, XTC generates spawn tables for the 'main races'- that being Argon, Boron, Teladi, Split and Paranid- and then uses pre-defined lists for everything else. I'm not sure why Pirate sector patrols are using the main-race spawn tables, but If me and UB can decipher enough of the scripts that are responsible, we might be able to fix that.KRM398 wrote:ok here's a question..what file name is the Tepuki? Because I'm really,really tired of seeing nothing but them in hard missions, not just one..up to 6 at once and never anything else. Nio caracks no new ships nothing. I did a replace ships with, for the pirate M7, and M7M but nothing changed, never saw a pirate M7M outside of the rebalanced mod though, they did manage to get a better mixture of ships. But after trying ti add new ships to the pirate M6/M6M and not seeing any difference went to trying to eliminate the Tepuki, and failed so far. I want to find that file take it out and strangle it, then disembowel the corpse and burn it and shoot it into the sun...I'm (eyebrow come up) upset...with it...and the rest of the pirate corvettes too. They have their own files BUT pirates dont use anything they personally made as corvettes except the Marauder,so...what the heck are these files anyways? They don't change anything even after giving them new ships files to work with. Find out what that is and we got it made, I think.
as for the Argo, for some reason the Argon only ever seem to spawn Cerberus, Griffon and Minotaur frigates, neglecting the Argo and Starburst.
(I also haven't seen any Crayfish, but I'll grant that I never get very deep into Boron space since they tend to have shoot-on-sight orders in reagrds to me, because their traders insist of flying unarmed transports with holds full of PPCs through Pirate sectors.)
A tinker
And maker of models
And maker of models
-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
I see then heres some info for you the following ships are in your mod and working on my game : Argo, Nymph,Satyr,Manta,Mu,Xi,some freighters I forgot the name of, but definitely different from vanilla...just did a mission and saw a Zeta??? (xenon corvette) it didn't have any shields even when it spawned but it was there.no pirate ships have changed as I said and I've been working on that and havent won yet either.
The Whale is in, haven't flown it yet but bought one to see, will use it as a mobile base for salvaging, using my Marauder as a wing man.Its should cost more...15mil for a TL with 15 gig in shields and 6 turrets? Every TL is about 20mil + I think, so its cheap.
The only thing I did or gained on was getting the xenon fighters into game thats all I did so far even though I have 11 ships in the manager, I haven't seen any of them yet but these few, and seeing things like a M7 carrier is next to impossible the way the mission system is now.
The Whale is in, haven't flown it yet but bought one to see, will use it as a mobile base for salvaging, using my Marauder as a wing man.Its should cost more...15mil for a TL with 15 gig in shields and 6 turrets? Every TL is about 20mil + I think, so its cheap.

The only thing I did or gained on was getting the xenon fighters into game thats all I did so far even though I have 11 ships in the manager, I haven't seen any of them yet but these few, and seeing things like a M7 carrier is next to impossible the way the mission system is now.
-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
after adding another ship to make it an even 12 in the manager, I killed my character and restarted the game. I remembered having to do that before, not all ships can be added without a restart, will see how that goes. so far seen a lot of advanced ships and all the argon corvrtes and the boron manta and some Xi's are in now but some of them don't have shields, not sure why.
But added the pirate carrier and a yaki mm6 I think and replaced generic ships that were in game before (pirates) might never see them because I for one never knew the pirates had an M6M...which I replaced, so it might never be seen anyways. All the xenon fighters are on my list, their carrier, and several pirate vessels, will see how this works.
But added the pirate carrier and a yaki mm6 I think and replaced generic ships that were in game before (pirates) might never see them because I for one never knew the pirates had an M6M...which I replaced, so it might never be seen anyways. All the xenon fighters are on my list, their carrier, and several pirate vessels, will see how this works.

-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
wow thew loot drops are silly hard. in the rebalance mod they dropped so many missiles you could save up and buy a corvette from them. here its like pulling teeth. you cant get enough missiles to keep yourself going not even mosquitoes. The shields drop pretty well though but thats all. The mods we make and use need to get together and find a nice average for thing like this, not too many one thing and none of another, just the equal drop rate with just enough to help out, not enough to retire on. 

-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
I'm pretty sure you can adjust drop rates in XTC's difficulty menu.
that said, I never have, because, well, I've never been one to scavage the scraps of the space-lanes...
not when I can go from fighter to Frigate in three days selling... erm.... secondhand.... transports.
that said, I never have, because, well, I've never been one to scavage the scraps of the space-lanes...
not when I can go from fighter to Frigate in three days selling... erm.... secondhand.... transports.

A tinker
And maker of models
And maker of models
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
@Sork: yes and no. XTC generates spawn tables for Argon, Boron, Split, Teladi and Paranid ships by calling on the lists in their respective shipyards and wharfs in Waretemplate, which is modified. so ANY job that calls on XTC's spawn tables will use the new ships without any meddling on our end.
HOWEVER!
Xenon, Pirates, Ka'aak and Terrans use their own, pre-defined spawn lists, which we have yet to even locate, much less modify. so in the current build, Pirates and Xenon will not use any of the ships added. we think.
the Xenon may still use them, we haven't had a look at the guts of the AL plugin that controls them in XTC yet, so we can't say one way or the other.
however, aside the Xenon*, all the new ships are available at their respective shipyards for you to buy.
other ships, such as the Yaki fighters or the Freighter modifications are straight-up replacements of existent ships, and thus spawn normally.
keep in mind, also, that this is very much a work-in-progress mod.
on that note, I want to sound out an idea I've been kicking around: since one of the core principles of this mod is creating greater ship diversity, I've been considering phasing out the modular freighters entirely in favor of unique vessels for each role.
I may actually just move the whole freighters part into sub-modules and let people pick.
really, we're aiming to have a vast range of ships flying around, removing some of the homogenous cookie-cutter streams of the same six ships that plagues the base X3 game and XTC. the same goes for stations: the next major version release will, assuming I can figure out how to get those damnable docking clamps working (or get fed up enough to redo all the scenes with internal docks,) have a complete set of Pirate stations, intended to let a Pure Pirate do things like building their own ships. we'll be doing the same for the Yaki, Xenon and Ka'aak, though at present nither of us is nearly good enough at coding to set up proper spawns and economic presence for them. the Ka'aak and Xenon stations will be going up as a community resource, by the way, since lots of people seem to want to do Ka'aak and Xenon spawns but get hamstrung by their lack of functional economies.
really, the main thrust of this mod is to get rid of the cookie-cutter sameiness that having only two fighters and some minor variants causes. you can justify it for the Terrans, at least, because they are all supposed to be military, and the idea of 'Standard issue' is a thing. also they've been isolated for a long time, so haven't had to adapt to a fluid, ever-changing array of opponents the way the Commonwealth races have.
that's part of my head-canon as to why base X3 EMPC's are such crappy little worse-than-IREs popguns, by the way. prior to the linkup in Reunion, and for a good while after it, the USC (and, to a somewhat lesser extent, the ATF,) were essentially white-elephant paper tigers intended more to make the higher-ups feel safe than provide any real striking power. sense why their ships tend to be big, shiny and intimidating, but suffer from issues like crap weapons and poor turret placement.
of course, TC and XTC makes them wise up to that little factiod, which is why the EMPC in XTC performs like the unholy lovechild of a PAC and a HEPT, as an example.
*well, the Deathclaw Prototype isn't available, but it's intended to be a one-of-a-kind ship anyway.
HOWEVER!
Xenon, Pirates, Ka'aak and Terrans use their own, pre-defined spawn lists, which we have yet to even locate, much less modify. so in the current build, Pirates and Xenon will not use any of the ships added. we think.
the Xenon may still use them, we haven't had a look at the guts of the AL plugin that controls them in XTC yet, so we can't say one way or the other.
however, aside the Xenon*, all the new ships are available at their respective shipyards for you to buy.
other ships, such as the Yaki fighters or the Freighter modifications are straight-up replacements of existent ships, and thus spawn normally.
keep in mind, also, that this is very much a work-in-progress mod.
on that note, I want to sound out an idea I've been kicking around: since one of the core principles of this mod is creating greater ship diversity, I've been considering phasing out the modular freighters entirely in favor of unique vessels for each role.
I may actually just move the whole freighters part into sub-modules and let people pick.
really, we're aiming to have a vast range of ships flying around, removing some of the homogenous cookie-cutter streams of the same six ships that plagues the base X3 game and XTC. the same goes for stations: the next major version release will, assuming I can figure out how to get those damnable docking clamps working (or get fed up enough to redo all the scenes with internal docks,) have a complete set of Pirate stations, intended to let a Pure Pirate do things like building their own ships. we'll be doing the same for the Yaki, Xenon and Ka'aak, though at present nither of us is nearly good enough at coding to set up proper spawns and economic presence for them. the Ka'aak and Xenon stations will be going up as a community resource, by the way, since lots of people seem to want to do Ka'aak and Xenon spawns but get hamstrung by their lack of functional economies.
really, the main thrust of this mod is to get rid of the cookie-cutter sameiness that having only two fighters and some minor variants causes. you can justify it for the Terrans, at least, because they are all supposed to be military, and the idea of 'Standard issue' is a thing. also they've been isolated for a long time, so haven't had to adapt to a fluid, ever-changing array of opponents the way the Commonwealth races have.
that's part of my head-canon as to why base X3 EMPC's are such crappy little worse-than-IREs popguns, by the way. prior to the linkup in Reunion, and for a good while after it, the USC (and, to a somewhat lesser extent, the ATF,) were essentially white-elephant paper tigers intended more to make the higher-ups feel safe than provide any real striking power. sense why their ships tend to be big, shiny and intimidating, but suffer from issues like crap weapons and poor turret placement.
of course, TC and XTC makes them wise up to that little factiod, which is why the EMPC in XTC performs like the unholy lovechild of a PAC and a HEPT, as an example.
*well, the Deathclaw Prototype isn't available, but it's intended to be a one-of-a-kind ship anyway.
A tinker
And maker of models
And maker of models
-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
Hi guys, I like the idea of special ships for specific roles.I found in the old files things like M6M ship files...but I have never seen a missile corvette, so there's one new one to use. M7 carriers are nice and TM's are simply a corvette carrier...my idea of an M3B (M3 bomber) was never done. It would be a heavy M3+ with good speed and a wide variety of missiles it could use, from say wasps as the smallest to bombers missiles. But they have a smaller cargo hold so the bigger missiles they use the less they can carry.
How about an Assault Corvette...heavy shields, maybe 1.2 gig, good speed and maneuverability and all guns forward like 8-10 guns, maybe a single gun in the rear for missiles defense.
Battle Carrier...full sized carrier with massive shields, slow speed mostly uses jump drive to move, but carries maybe 50 fighters and 2 freighters for supply runs. 8 turrets with 4 guns each and missile launcher mainly for ship to ship missiles.Having a big battle? This is your baby, put up the Batsignal..lol
Ultra Heavy fighter.. no forward guns that are solidly mounted. One front turret with 4 guns in it, and a rear turret with 4 guns in it and a bottom turret with 2 guns in it. 150 meg in shields good speed and maneuverability, as big as any M3+ in game.
M6 drone carrier...its not like a corvette cant carry a lot of drones right? Light guns and good shields, fast speed and maneuverability. made to carry 24 drones ...any size...sort of a low income version of the Griffon only smaller something like a heavily modded Maruader for pirates.to keep it from being over powered, drop the front guns to 2 and only 2 in each turret..to make room for drones in special 'drone storage'
TL+ ships, similar to the Whale for each civilization, can dock fighters and freighters and can be used as the 'poor mans carrier' like many people used TL's for anyways. small fighter compliment, maybe 15... 2 freighters and 10 gig in shields top speed 60, slow maneuvering, jump drive comes standard.6 turrets with 2 guns each and 1 missile launcher using medium missiles.
Theres a few ideas, hope at least one makes sense to you.
How about an Assault Corvette...heavy shields, maybe 1.2 gig, good speed and maneuverability and all guns forward like 8-10 guns, maybe a single gun in the rear for missiles defense.
Battle Carrier...full sized carrier with massive shields, slow speed mostly uses jump drive to move, but carries maybe 50 fighters and 2 freighters for supply runs. 8 turrets with 4 guns each and missile launcher mainly for ship to ship missiles.Having a big battle? This is your baby, put up the Batsignal..lol
Ultra Heavy fighter.. no forward guns that are solidly mounted. One front turret with 4 guns in it, and a rear turret with 4 guns in it and a bottom turret with 2 guns in it. 150 meg in shields good speed and maneuverability, as big as any M3+ in game.
M6 drone carrier...its not like a corvette cant carry a lot of drones right? Light guns and good shields, fast speed and maneuverability. made to carry 24 drones ...any size...sort of a low income version of the Griffon only smaller something like a heavily modded Maruader for pirates.to keep it from being over powered, drop the front guns to 2 and only 2 in each turret..to make room for drones in special 'drone storage'
TL+ ships, similar to the Whale for each civilization, can dock fighters and freighters and can be used as the 'poor mans carrier' like many people used TL's for anyways. small fighter compliment, maybe 15... 2 freighters and 10 gig in shields top speed 60, slow maneuvering, jump drive comes standard.6 turrets with 2 guns each and 1 missile launcher using medium missiles.
Theres a few ideas, hope at least one makes sense to you.

-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
the carriers and TLs sound like most of the Nextgen capitals present in this mod
there's a Teladi Super-TL too, the Ptranodon.
one of the things that always bugged me about X was how freakin' tiny the carrier and TL ships are. seriously, look at a modern aircraft carrier or Container Ship/Supertanker compared to, well, anything else.
the modernized carriers are practically mobile stations in their own right, and the more modern TLs are HUGE ships that dominate the nearby space.
while having more standardized sizes is convenient from a programming standpoint, my intention is to have a much more diverse assortment of shapes, sizes and capabilities available in the ships. as an example, right now, I'm focusing on the Pirate faction (since it's the biggest task) and one of the things I'm doing is creating a full loadout of ships up to M7s for each of the major Pirate factions.
here's a quick-and-dirty render of the Boneheads-built Corvette:
[ external image ]
and an M4 Interceptor built by the Skulls:
[ external image ]

there's a Teladi Super-TL too, the Ptranodon.
one of the things that always bugged me about X was how freakin' tiny the carrier and TL ships are. seriously, look at a modern aircraft carrier or Container Ship/Supertanker compared to, well, anything else.
the modernized carriers are practically mobile stations in their own right, and the more modern TLs are HUGE ships that dominate the nearby space.
while having more standardized sizes is convenient from a programming standpoint, my intention is to have a much more diverse assortment of shapes, sizes and capabilities available in the ships. as an example, right now, I'm focusing on the Pirate faction (since it's the biggest task) and one of the things I'm doing is creating a full loadout of ships up to M7s for each of the major Pirate factions.
here's a quick-and-dirty render of the Boneheads-built Corvette:
[ external image ]
and an M4 Interceptor built by the Skulls:
[ external image ]
A tinker
And maker of models
And maker of models
-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
*1.3 Hype Intensifies*
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
A tinker
And maker of models
And maker of models
-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
they ask us in game what pattern we want our wing to follow, x delta for example. But they never do, they speed up fly around us dropping us out of seta drive and collide with us for no known reason. It would be a huge thing to see a wing of ships flying in formation, matching the 'main' ship, usually ours and not running wild around it, it would only need the pattern and a file ordering them to 'match speed' both those files are present in the game too. 

-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
sadly, that's been something people with far more scripting experience have been trying and failing to do essentially since the issue first cropped up in Reunion.
last I heard, there was some limited success using very hacky workarounds, but as it's an engine problem I don't think it's ever going to be fixed.
on the plus side:
[ external image ]
[ external image ]
[ external image ]
also, THIS AIN'T UR DADDY'S 'PLEX HUB
[ external image ]
yes, those are two Whale-class Station Haulers docked to it.
and a rare work-in-progress shot:
[ external image ]
last I heard, there was some limited success using very hacky workarounds, but as it's an engine problem I don't think it's ever going to be fixed.
on the plus side:
[ external image ]
[ external image ]
[ external image ]
also, THIS AIN'T UR DADDY'S 'PLEX HUB
[ external image ]
yes, those are two Whale-class Station Haulers docked to it.
and a rare work-in-progress shot:
[ external image ]
A tinker
And maker of models
And maker of models
-
- Posts: 5366
- Joined: Sun, 3. Sep 06, 18:19
Will those be part of the Coloring Book for Kids of X Fans?
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

-
- Posts: 1556
- Joined: Wed, 6. Nov 02, 20:31
-
- Posts: 284
- Joined: Sat, 20. Feb 10, 00:07
heh.
those are, in order: an M3, an 80% done Warehouse dock, and an M6.
also, I like to use the hidden-line contour renders as preview images of things not yet released, since it can make it more difficult to guess what race each is for.
also, that WIP shot?
[ external image ]
after much deliberation*, I've dubbed it the 'Moa.'
*read: four straight hours of Warframe,
those are, in order: an M3, an 80% done Warehouse dock, and an M6.
also, I like to use the hidden-line contour renders as preview images of things not yet released, since it can make it more difficult to guess what race each is for.
also, that WIP shot?
[ external image ]
after much deliberation*, I've dubbed it the 'Moa.'
*read: four straight hours of Warframe,
A tinker
And maker of models
And maker of models