Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

You are indeed correct. That is the most popular use of the phrase. Growing up with military brats in the 80's, they tended to use that version I do, so its stuck.
User avatar
TrixX
Posts: 2035
Joined: Wed, 18. Aug 10, 14:28
x4

Post by TrixX »

Cadius's stations can be used as direct model replacements. There is no need to alter anything, just add his TDocks and TDockwrecks, along with the respective object files.

Would like it if the marines were available like the other races :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

TrixX wrote:Would like it if the marines were available like the other races :)
They are available through the new military barracks, like Commonwealth races. The Military Bases don't act like Military Outposts. Try adding marines to them, and they dont 'stick'. This was the best, most natural way I could get them in.

The other way involves spawning them in player owned TP's using a pop up window. Very game immersion breaking.

But if you wanted to use the script as a guide, and replace the instance of 'Argon Marine Barracks M' with 'Military Outpost' I wont stop you :P
User avatar
Topcross
Posts: 180
Joined: Sat, 15. Aug 09, 03:30
x3tc

Post by Topcross »

Can't you just add your marrines as a ware to the bases? Not sure if they would actually be available for recruiting then but I think you could at least train marines then.

Anyway nice work, keep it up mate. :)

And good luck with the GoD-engine, if you'll be able to fix this you would really make playing a Terran based game a joy. :D

Also if you ever need a moddel for some kind of specific Terran ship, let me know and I'd love to help. :)
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

When you go to try adding them as a product to a MB, you are able to train them there, as stated. If you try adding then as x units of ware to a MB, nothing happens.

The GoD issue doesnt have a T-editor, so making heads or tails of it will take time.

Still no plans to step into full modding yet :wink: I have to spend time with the MD first.
User avatar
Topcross
Posts: 180
Joined: Sat, 15. Aug 09, 03:30
x3tc

Post by Topcross »

eldyranx3 wrote: When you go to try adding them as a product to a MB, you are able to train them there, as stated. If you try adding then as x units of ware to a MB, nothing happens.
Well wouldn't that be a start, the ability totrain them anywhere in Terran space? Though I believe some bases already have that, like the military bases in the Unknown sectors and Mercury.
eldyranx3 wrote: The GoD issue doesnt have a T-editor, so making heads or tails of it will take time.
Lol, you mean its all raw data? Good luck with that then, I myself would never have the patience to figure that one out. :)
eldyranx3 wrote: Still no plans to step into full modding yet :wink: I have to spend time with the MD first.
Kk, just offering, offer still stands if you ever get to that point. :)
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

Topcross wrote:
eldyranx3 wrote:Though I believe some bases already have that, like the military bases in the Unknown sectors and Mercury.
Just in the spoken description. That feature must have been left out.
User avatar
Topcross
Posts: 180
Joined: Sat, 15. Aug 09, 03:30
x3tc

Post by Topcross »

Found a bug in the marine script, I got multiple barracks in HE, some don't even have Terran marines but the normal commonwealth ones. I don't have any scripts/mods installed that could interfere with this (as far as I know).
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

Terran Marines v1.1 - Fixed a conditional missing from an if block, spawning a new barracks every event cycle. :roll:

Good catch, Topcross.
User avatar
Topcross
Posts: 180
Joined: Sat, 15. Aug 09, 03:30
x3tc

Post by Topcross »

eldyranx3 wrote:Terran Marines v1.1 - Fixed a conditional missing from an if block, spawning a new barracks every event cycle. :roll:

Good catch, Topcross.
So if I delete the extra ones all shouold be fine now?
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

Well, I'd rush in and scoop up the better trained marines first, but otherwise yes.
Spoiler
Show
If you supply the training barracks with EMP Rifiles, the marines spawn with better Fight Skill.
User avatar
Topcross
Posts: 180
Joined: Sat, 15. Aug 09, 03:30
x3tc

Post by Topcross »

eldyranx3 wrote:Well, I'd rush in and scoop up the better trained marines first, but otherwise yes.
Lol, not playing to seriously atm anyway, so Idc ;) I just installed and checked it for the sake of checking it out. :)
The thing is, school just started again, so I'm kinda bussy, hardly even find the time to work on my mod, don't even mention playing. :(
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

??? Terran Pirate Base v1.2 - Limited station spawn range to bypass endless Oort Cloud spawn. Added Terran Mercs.

For those who complete the new 3.0 plot, please send me a PM if the Terran Pirate Base doesn't reveal its true colors :wink:
BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
x3tc

Post by BiancoAngelo7 »

This is just so sweeeeeeeet.

It boggles the mind how they didnt think of stuff like this thats so little (relatively) but makes such a HUGE gameplay difference...
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

After getting the Superbox I can easily understand just why these small things were left out. They probably ran out of development time. Every new feature in each subsequent X-game introduced requires quite a bit of hard coding. Considering that X3TC was more or less a new game (just using the engine of X3R) in terms of new features, I can see why they would choose to improve performance and reliability of the hard code, and let the community fill in the content gaps.

Because, lets face it, things like Terran Marines and Shield fabs aren't necessary to play the game, but they add a lot of flavor to it.
dargj2
Posts: 443
Joined: Tue, 3. Jun 08, 22:08
x3tc

Post by dargj2 »

Thanks for all these scripts, I hope they can keep my Terran economy alive :) Do the merchant marine and economic stimulus scripts work on an existing savegame?
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

Yes, although if you choose to stop / uninstall them, the game objects created will not immediately disappear. It may take a while for GoD to destroy most of the bio fabs. The Merchant Marines will continue to ply the space lanes until they faze out according to their respawn time.

I am planning a greater edit of the Terran T-Jobs entries at some point, eliminating the absurd instances of Scarabs trying to haul ore and such.

The Economic Stimulus script alone wont save the Terran Economy, it just delays the crash. But what it DOES do is give the player time to set up Local Traders in Terran space. Thats what really stabilizes the Terran Economy. I'd set up some NPC local traders, but Im not sure how that is done.
dargj2
Posts: 443
Joined: Tue, 3. Jun 08, 22:08
x3tc

Post by dargj2 »

Thanks ill set up half a dozen sector traders for the Terran core sectors.
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Hi Eldyranx3, just installed this script, have to say well done, its just want i was looking for, in every way simply adds and improves the game without changing the balance.

Just had a play with a Woden for the first time, WOW what a great ship, and unlike the Odin no bugs.....it makes me chuckle that Egosoft go to the trouble of creating the class but never put it actually in the game after all this time.....but still leave us the bug ridden Odin.

Think i might try some of the other scripts over the next few days, Terran Marines and the Terran pirate base looks good.

Thanks again.
User avatar
eldyranx3
Posts: 2178
Joined: Sat, 14. Jan 06, 21:29
xr

Post by eldyranx3 »

I always thought it was odd there was no Boron or Terran marines myself.

I'm glad that you are enjoying the Dark Side of X :wink: Once you go non-vanilla, you wont ever go back.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”