Roguey's TC mod (-- Version 1.0 released --)

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Roguey
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Roguey's TC mod (-- Version 1.0 released --)

Post by Roguey »

[ 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
Last edited by Roguey on Sat, 28. Aug 10, 12:19, edited 31 times in total.
Roguey's Site: X3TC, X3AP, X3FL, X4.
Anubitus
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Post by Anubitus »

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:
theres 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
its in this topic

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.
cnecktor
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Post by cnecktor »

Wow this is great news. I love this mod on x3r, I hope there will be the extra comms from enemies, like in the the x3r version. Well good luck if it's any thing like how it was for x3r I'm sure it will be awesomes
xfir01
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Post by xfir01 »

Very nice! loved it for X3R looking forward to seeing what you do with TC
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apricotslice
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Post by apricotslice »

Your most likely missing a load text command for each text file.

You do seem to have changed the number of the text file, so you do need to change the script that loads the text file.
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Roguey
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Post by Roguey »

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!
Roguey's Site: X3TC, X3AP, X3FL, X4.
Lancefighter
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Post by Lancefighter »

oh hey, cool. Hopefully, this time it wont screw up on vista....win7 pcs the first time around :lol:
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Roguey
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Post by Roguey »

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?
Roguey's Site: X3TC, X3AP, X3FL, X4.
Lancefighter
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Post by Lancefighter »

Terracorp: We work exclusively in doing STUFF in space, even though our name says otherwise!

>.>
cnecktor
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Post by cnecktor »

I liked your adverts especially the one the warn you what sector to be careful of.
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Roguey
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Post by Roguey »

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.
Roguey's Site: X3TC, X3AP, X3FL, X4.
dathion
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Post by dathion »

I hope you stay with the classic rules. I really loved the game play of that part of your mod the most. Glad your back :D
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Roguey
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Post by Roguey »

hi, I am planning on doing something to the game-play like classic rules.

I have posted another update, including some more pictures.

Basically, Goner and Yaki are in, updated sectors and more fixes :)
Roguey's Site: X3TC, X3AP, X3FL, X4.
Wingwalker
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Post by Wingwalker »

That will be great. I have allways played your Mods .Thanks for all your work. And Great Mods.
Wingwalker.Bill
dathion
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Post by dathion »

Wingwalker I'm with you. my favorite was classic rules. I will be waiting for this MOD like no tomorrow :D
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Roguey
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Post by Roguey »

I have posted todays update on the mod, 5th August update:
- Roguey's X3T mod (WIP), Page 2 of 2

Things are starting to really move forward now!
Roguey's Site: X3TC, X3AP, X3FL, X4.
dathion
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Post by dathion »

nice work. Keep it coming. and thanks for your hard work 8)
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Roguey
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Post by Roguey »

6th August update

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,
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.
Roguey's Site: X3TC, X3AP, X3FL, X4.
cnecktor
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Post by cnecktor »

This is looking great I would say yes to the longer lasting shields, because in vanilla x3tc. I have taken out many m6s at once with just an m4 this is not right to me. I should be running for my life from an m6s in an m4.
dathion
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Post by dathion »

cnecktor is right. that's why I asked for the classic rules. :D

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