[UPDATE] *XTM PATCH .7.2 RELEASED!* [MOD/AL-plugin]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 51
- Joined: Tue, 4. Jan 05, 19:11
Just an idea/suggestion for upcoming M0 designs... (since at one point I read that all races would have "their" M0
IMO, the M0 is more of a "flying city" than a ship ; and definitevely not a battle ship...
Perhaps the design of the coming M0 should reflect this ? I find that the design of the "split trading station" would make a good inspiration for a M0 - or the "Atlantis station" in Stargate... Extremely powerful shields, almost no weapons but a strong docking capability...
I just love the designes of the M7s and M8s - but the M0 should be something other than a "very big ship"... don't you think so ?
IMO, the M0 is more of a "flying city" than a ship ; and definitevely not a battle ship...
Perhaps the design of the coming M0 should reflect this ? I find that the design of the "split trading station" would make a good inspiration for a M0 - or the "Atlantis station" in Stargate... Extremely powerful shields, almost no weapons but a strong docking capability...
I just love the designes of the M7s and M8s - but the M0 should be something other than a "very big ship"... don't you think so ?
That looks like a fine script -no suprise there realy since it's from SK-.how about adding [SCRIPT] Automated Defense System 1.01
to the mod
Still, we won't included such items into the core package.
We prefer to keep external scripts seperate from Xtended for the moment
so users themselves can decide upon what they'd like to install and what not.
.6B updates will first feature a bugfix patch with no additional content.is it possible to get a list of scripts that are/will be included in the Xtended mod 0.6b?
the .6B core mod update is yet some time away.
There is no 'list of scripts' but for the Xtended scripts, which are all prefixed XTMOD.
Feel free to discuss these topics more in depth on the TXU Inner Sanctum forum. I'm sure some will agree, some won't.IMO, the M0 is more of a "flying city" than a ship ; and definitevely not a battle ship...
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- Posts: 51
- Joined: Tue, 4. Jan 05, 19:11
1. Was wondering if the "Elite" can write a list of recomended scripts to use along with the mod
2. havent played x3 for a looong time, so I installed the game to test out the mod.. But I dont have any saves from my last time I played, so when I start a new game (story based) do I need to fly off to a unknown sector and enable the mod or what or is that for the people with the old xtended mod installed...
3. Last but not least... can someone make a savegame that has finished the plot
P.S.
thanx for the quick reply Mox to the last post
and thanx to the team for spending time making the mod
2. havent played x3 for a looong time, so I installed the game to test out the mod.. But I dont have any saves from my last time I played, so when I start a new game (story based) do I need to fly off to a unknown sector and enable the mod or what or is that for the people with the old xtended mod installed...
3. Last but not least... can someone make a savegame that has finished the plot
P.S.
thanx for the quick reply Mox to the last post
and thanx to the team for spending time making the mod
,,?,,
O_O TwistedSeven
O_O TwistedSeven
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- Posts: 489
- Joined: Sat, 25. Feb 06, 05:23
hi everyone, well since Mox is busy working on the Split M0 (screenies would be nice ) i thought up an idea for the paranid M0
it would be called the M0 Ares (god of war)
it would have 4 heavy missle guns up front and 4 on the left and 4 on the right and would equip ppc's everywhere else top, bottom,back (5 guns each)
and the Terran M0 Ragnarok (<--yes its norse)
it would be a cross between the Odin and the Tyr, would have those cool recoiling guns cept bigger,
it would have 4 heavy missle guns up front and BEMPC's everywhere else (evenly spread out) (4 HMG+64 BEMPC=68 total guns)
obviously these ar both heavy assault M0's and since they are so powerful they would have a far smaller hanger than other M0's
it would be called the M0 Ares (god of war)
it would have 4 heavy missle guns up front and 4 on the left and 4 on the right and would equip ppc's everywhere else top, bottom,back (5 guns each)
and the Terran M0 Ragnarok (<--yes its norse)
it would be a cross between the Odin and the Tyr, would have those cool recoiling guns cept bigger,
it would have 4 heavy missle guns up front and BEMPC's everywhere else (evenly spread out) (4 HMG+64 BEMPC=68 total guns)
obviously these ar both heavy assault M0's and since they are so powerful they would have a far smaller hanger than other M0's
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- Posts: 489
- Joined: Sat, 25. Feb 06, 05:23
u made a terran super battle carrier.... b4 the split, HAHAHAHAHAHAHAHA YES woot and yay ,lookslike i get one of my wishes (looks like the split lost their first place in that vote on the next M0 by some secret voters ), when u finish it i hope u release it immediatly in a patch (maybe.6c ) oh how bout some details on it since u dont have screenies rdy yet, like a name, or its specs?
and will .6b be ready today?
and will .6b be ready today?
the vote on the next m0 was limited to just the main 5 races, so technically we are still following it since the Terran were not a choice, when we make another m0 for the main races it will most likely be the Split
.6b is almost ready, w/ 6c right around the corner with a whole heap of new features (and there are one or two new features in .6b, as inner sanctum people know)
.6b is almost ready, w/ 6c right around the corner with a whole heap of new features (and there are one or two new features in .6b, as inner sanctum people know)
Because we had to 'block' all previous Tship ID's of 5c and push them out even more because we couldnt get the mod to upgrade properly without tons of 'funny' stuff happening.
It was very weird and not even CBJ could crack it, other then the suggestion the issues we experienced were either array or memory-allocation related.
In the end this worked....just about, cause not all of the problems have gone.
It was very weird and not even CBJ could crack it, other then the suggestion the issues we experienced were either array or memory-allocation related.
In the end this worked....just about, cause not all of the problems have gone.
ah i c, i did something simlar for the ship creater, it pushes all the ships to a higher point in TShips.
the only problem is that it usually starts at id 300, as xtended goes to 302 theres no buffer between the mod and the ships, so it might cause a problem later when more ships are added to the mod
the only problem is that it usually starts at id 300, as xtended goes to 302 theres no buffer between the mod and the ships, so it might cause a problem later when more ships are added to the mod