Roguey's TC mod (-- Version 1.0 released --)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Roguey's TC mod (-- Version 1.0 released --)
[ external image ]
Roguey's Terran Conflict Mod
Status: Version 1.0 released
Features
- 40 new ships (from my X3 mod (including X3 and X2 style!)),
- 40 new sectors,
- New complex hub that allows captial ships to dock,
- Increased fighter docks on the shipyard,
- Game optimization and general speed-ups,
- Removal of mini-asteroids,
- Boron textures changed to blue colours,
- Pirate and Xenon engine effect changes,
- De-spammed guns,
- Rebalanced TC (shields now improve slower and weapons dont kill in a second),
- 2 new stations,
- New effects,
- New shields (5MJ Military, 10MJ Military, 75MJ Military, 500MJ, 800MJ),
- Xenon J and K replaced their upgraded X2 version,
- M0 class: Argon Goliath, Xenon V and Khaak M0,
- Countless new planets, backgrounds and suns,
- Random attack generator,
- Random event generator,
- Auto-hull repair system,
- Race response to Khaak's M1/2's,
[ external image ]
Links
Below are a handful of useful links for this mod:
- Home-page,
- Pictures,
- Map,
- Download,
- Sneak Peak 1 (youtube video),
[ external image ]
[ external image ]
[ external image ]
Credits
Mod Leader
- Roguey
Ships by
- PJM,
- Killertide,
- Crip67,
- =DC=Shadow,
Testing by
- cnecktor
Roguey's Terran Conflict Mod
Status: Version 1.0 released
Features
- 40 new ships (from my X3 mod (including X3 and X2 style!)),
- 40 new sectors,
- New complex hub that allows captial ships to dock,
- Increased fighter docks on the shipyard,
- Game optimization and general speed-ups,
- Removal of mini-asteroids,
- Boron textures changed to blue colours,
- Pirate and Xenon engine effect changes,
- De-spammed guns,
- Rebalanced TC (shields now improve slower and weapons dont kill in a second),
- 2 new stations,
- New effects,
- New shields (5MJ Military, 10MJ Military, 75MJ Military, 500MJ, 800MJ),
- Xenon J and K replaced their upgraded X2 version,
- M0 class: Argon Goliath, Xenon V and Khaak M0,
- Countless new planets, backgrounds and suns,
- Random attack generator,
- Random event generator,
- Auto-hull repair system,
- Race response to Khaak's M1/2's,
[ external image ]
Links
Below are a handful of useful links for this mod:
- Home-page,
- Pictures,
- Map,
- Download,
- Sneak Peak 1 (youtube video),
[ external image ]
[ external image ]
[ external image ]
Credits
Mod Leader
- Roguey
Ships by
- PJM,
- Killertide,
- Crip67,
- =DC=Shadow,
Testing by
- cnecktor
Last edited by Roguey on Sat, 28. Aug 10, 12:19, edited 31 times in total.
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im not sure where, but i heard that you have to add a script to make the game being able to read your custom textfiles..
ill do some digging, see if i can find it again..
EDIT: and here it is mate..
its actually a answer to a question of mine..
cycrow wrote:
http://forum.egosoft.com/viewtopic.php? ... t=#3142697
and here should be some more info on this..
http://forum.egosoft.com/viewtopic.php?t=136357
hope this helps..
ill do some digging, see if i can find it again..
EDIT: and here it is mate..
its actually a answer to a question of mine..

cycrow wrote:
its in this topictheres really no need to use the 0001 file as a base, its better big, and u really done need most of.
the first 2 lines are the ones you need, one sets the xml format, the next is the language, make sure that matches the language of your filename.
then you need the </language> end tag right at the end.
then between the language and /language tags, you have you pages
in your case, just need page 17 with a t entry of 14073, u'll also need 14074 too, your id + 1 is the objects description
soemthing like
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="17" title="my station" descr="">
<t id="14073">My Station Name</t>
<t id="14074">My Station Description</t>
</page>
</language>
then, you need to create a script to load this into the game.
the easiest is to make a setup script, this will auto run when ever you load the game.
to do this, enable the script editor, and go into it
at the top, select new script, and enter a name for your script, make sure it starts with setup, it setup.mystation
then in that script, add the command, load text: id=
and set the id to the filename, ie 2457
then save and exit
to test it, run it be highlight the new script from the list and press r
http://forum.egosoft.com/viewtopic.php? ... t=#3142697
and here should be some more info on this..
http://forum.egosoft.com/viewtopic.php?t=136357
hope this helps..
Last edited by Anubitus on Mon, 2. Aug 10, 01:49, edited 2 times in total.
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Big thanks! That was it, I didnt have a loadtext script. Once I wrote one all the names appeared.
I have currently imported in 21 sectors from my X3 mod, to TC. I am currently working around Enlightenment (slightly right and down from Heaven's Assertion). Next, Ill add the 2 TerraCorp sectors - which need rotating and moving. Then I will add my 9-10 Xenon sectors (which connect from Xenon 596) as this gives the Xenon an home-base sector.
I wont be able to import all the sectors from my X3 but, the main ones will be there. Sectors are rather demanding, things for me will be easier when I get to ships.
One of the first additions to the mod is my new complex HUB which allows capital ships to dock. I glad that people want this mod!
I have currently imported in 21 sectors from my X3 mod, to TC. I am currently working around Enlightenment (slightly right and down from Heaven's Assertion). Next, Ill add the 2 TerraCorp sectors - which need rotating and moving. Then I will add my 9-10 Xenon sectors (which connect from Xenon 596) as this gives the Xenon an home-base sector.
I wont be able to import all the sectors from my X3 but, the main ones will be there. Sectors are rather demanding, things for me will be easier when I get to ships.
One of the first additions to the mod is my new complex HUB which allows capital ships to dock. I glad that people want this mod!
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hopefully, although you never know with vista 
I am building the mod with TC v2.71 with Win7 x64, so I know it will be fine with Windows 7.
[update] I have added some more pictures although I starting to have a few problems now. The animated textures are not working : so the advert broads arent working and you cant jump to each xenon gate - just puts you in the middle of the sector.
I managed to add 10 Xenon secots and 2 Terracorp. I have imported around 27 sectors now.
[update 2] I have fixed the animated texture problem and got my advert boards working. I am wondering if anyone would like to make some adverts up?

I am building the mod with TC v2.71 with Win7 x64, so I know it will be fine with Windows 7.
[update] I have added some more pictures although I starting to have a few problems now. The animated textures are not working : so the advert broads arent working and you cant jump to each xenon gate - just puts you in the middle of the sector.
I managed to add 10 Xenon secots and 2 Terracorp. I have imported around 27 sectors now.
[update 2] I have fixed the animated texture problem and got my advert boards working. I am wondering if anyone would like to make some adverts up?
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I glad you like those, I thought they add a bit of character. If anyone wishes to make some more adverts please let me know.
I have made another status update about the mod:
- 3rd August update
I still have 1 problem: I have added a new gate to the universe however its not selectable when jumping. When you want to jump, you pick the sector but TC automatically picks the centre of the sector to jump into. How can I make TC 'see' the new jump gates? My new gates are Xenon ones which have red high-lights.
I have made another status update about the mod:
- 3rd August update
I still have 1 problem: I have added a new gate to the universe however its not selectable when jumping. When you want to jump, you pick the sector but TC automatically picks the centre of the sector to jump into. How can I make TC 'see' the new jump gates? My new gates are Xenon ones which have red high-lights.
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6th August update
More ships added (30 now), here's the current list of ships:
I have changed the old M7's to M6+ because TC M7 size is much bigger. This change also allows those ships to land like normal fighter ships like X3.
With the fighting, do you want me change how it works? so, basically shields last longer but recharge slower? I would need to lower the damage of the guns also. I plan to reduce the amount of bullets fired also - to help improve fps.
I have already removed all the mini-asteroids (seize-well is faster now and less to smash into), reduced the amount of civilian ships and removed the slow-down on the PAC effect.
More ships added (30 now), here's the current list of ships:
Code: Select all
-- Crip 67 --
(M0) Xenon V,
(M0) Argon Goliath,
(M6+) Argon Themis (changed from M7),
(M6+) Yaki Omega,
(M3) Pirate Bayamon MKIII,
(M3) Pirate Bayamon MKIII Sentinel
(M3+) Pirate Bayamon MKIII Vanguard
(M6+) Khaak Cruiser (changed from M7),
-- =DC=Shadow --
(M1) TerraCorp Notus,
(M2) TerraCorp Aquilo,
(M3) TerraCorp Hunter,
(M4) TerraCorp Protector,
(M5) TerraCorp Seeker,
(M6) TerraCorp Zephyr,
(M1) Pirate Galleon (needs a name change, suggestions?),
(M2) Pirate Man-O-War,
-- killertide --
(M3+) Boron Hammerhead,
(M3) Goner Defender,
(M4) Goner Preacher,
(M5) Goner Priest,
(M3+) Yaki Psi,
(M3) Yaki Chi,
(M4) Yaki Phi,
(M5) Yaki Upsilon,
-- PJM --
(M6+) Split Wulfen (changed from M7),
(M3+) Perseus Proto,
(M3+) Argon Nova-X,
-- Roguey --
(M0) Khaak M0,
(M1) Xenon J v1,
(M2) Xenon K v1,
With the fighting, do you want me change how it works? so, basically shields last longer but recharge slower? I would need to lower the damage of the guns also. I plan to reduce the amount of bullets fired also - to help improve fps.
I have already removed all the mini-asteroids (seize-well is faster now and less to smash into), reduced the amount of civilian ships and removed the slow-down on the PAC effect.
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