[Mod] X-tended X-pantion [v. 1.4, OHEMGEE][RELEASED 2/16/2017]

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

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Mechanis
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Post by Mechanis » Fri, 19. Feb 16, 22:34

Fast Service, when you need it, where you need it.

Teladi Corbie Transport

coming in 1.4; Freighter Diversity: Modular No More
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Mechanis
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Post by Mechanis » Sat, 20. Feb 16, 23:11

Power and Precision: superior Argon Engineering.

Argon Lifter Light Freighter

Argon Diomedes Blockade Runner Corvette


when the going gets tough, the tough buy better guns.
coming 1.4: better armaments on all freighters.
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Mechanis
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Post by Mechanis » Mon, 22. Feb 16, 22:22

Teladi Say: Much better now with faster and better freighters.

Teladi Vulture Light Freighter

Teladi Rhea Bulk Freighter

coming in 1.4: fully diverse freighters with cost, weapons, cargo space, shields and speed different for every ship! Choose the right ship for the right job today!
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Litcube
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Post by Litcube » Mon, 22. Feb 16, 22:35

Dude, are you ok?

Mechanis
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Post by Mechanis » Mon, 22. Feb 16, 22:49

perfectly fine and really glad the Corellian engineering corporation can't come after the Teladi (though the resulting legal battle would undoubtedly be hilarious to watch) because I'm using the YG- and YV-series as inspiration for their freighters.

why do you ask?

...

is it because I decided to do the preview posts in italics?
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Litcube
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Post by Litcube » Mon, 22. Feb 16, 22:50

Mechanis wrote:why do you ask?
No reason. Just checking on you, buddy. Stay safe.

Mechanis
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Post by Mechanis » Mon, 22. Feb 16, 23:39

well, I still have almost thirty-odd ships to go before 1.4 is ready to go, mainly Freighters because I got tired of the homogeneous stream of Space Boxes and the fact that, even with my mods, freighters are... pretty much the same no matter who you buy them from.

once 1.4 goes live, well.

the basic differences go like this:

Argon ships are generally the 'best' bang for your buck- they tend to be somewhat less capable in general to other races, but they're also pretty cheap and not really bad in any one area.

Boron ships are generally light on the weapons end and fairly slow, but mount powerful shields to compensate. otherwise, they tend to be pretty 'average.'

Teladi ships are (generally) the 'second-best' in most areas, the main exceptions being price and cargo capacity. Teladi ships are cheap and can carry more cargo than their class equivalents. this will make them quite attractive to players who are just starting out, because of their low cost.

the Split are the fastest and best armed, but their shields and cargo capacity suffers- most of the Split freighters are more 'corvettes that can also carry freight' than anything else.

the Paranid produce what are incontestably the best freighters around, but the corresponding hefty price-tag can be a bit of a turn-off.

Pirate freighters (which ARE going to be A Thing, but not until 1.5 or later) well tend to be either suped-up versions of the existing ones (it's an open secret that Teladi freighters are deliberately built for easy modification into pirate Corvettes, for example,) or cobbled-together junkers that don't easily fit any particular role.
much like the ENTIRE REST OF THEIR SHIP LINEUP.

the Xenon and Terrans I'm leaving alone, as a way to further differentiate them from the Commonwealth races.

it even makes sense lore-wise, since I'm transforming the USC into the Fast Attack Fleet- since they rely heavily on the striking power of Sai and Stiletto fighters (with their centerline Mass Driver cannons and and absurd number of guns, respectively,) it actually makes sense for them to go with just tasking fighter escorts to protect freighters.

once I figure out the Jobs files, I'll be adding fighter escorts to all the Terran traders flying around- mostly M4s, I think, Pois are the right combination of Ouch and Affordable for that sort of thing.

and also fast enough to chase off prospective pirates and hightail it back without much fuss.


I may love being a Pirate, but, well, knocking over freighters was starting to get real same-y, and that's just no good at all. Proper Piracy ought to be exiting and dangerous, not a boring routine that essentially gives free money.

and again, while I can kinda see how they were going for "Semi trucks! IN SPAAAAACCCEEEE!" with the freighters, the constant stream of boxes is visually uninteresting and makes Instant Visual Identification kinda hard.

I have the same gripe with Variants, too. and while I appreciate the work that the XTC team put into standardizing everything...

well, those are on the chopping block too.

I plan (eventually) to have Raider variants exclusively as a Pirate thing, throw the old baseline fighters into the Sentinel slot, and have entirely new ships in the other slots.

including, I think, refurbished/'remastered' versions of many of X2's fighters.

there's gonna be a whole mess of different ships in every frigging battle, THIS! I, COMMAND! /Serpentor
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Mechanis
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Post by Mechanis » Tue, 23. Feb 16, 04:15

Terran Conflict: Episode III: Revenge of the Squids

Boron Triggerfish Blockade Runner

Boron Dolphin Bulk Freighter

new in 1.4: Boron freighters that actually shoot back!
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Mechanis
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Post by Mechanis » Tue, 23. Feb 16, 21:02

a little fun for you: I'm statting out the new freighters based on a base value plus or minus modifiers for race and class (that being, which freighter variant it's replacing- Standard Freighters are the ones taking the old base slot, Lights are tankers, Haulers are Blockade Runners, SFs are Bulk Freighters, Couriers replace the old TPs, and Mining Barges ought to be obvious) so you can stat out theoretical ships I haven't made yet.

Code: Select all

Max Cargo: 4000
Value:2500
Y/P/R: 3.4/2.8/2.2
Speed (base): 52.8
Accel: 2.7
ang Accel: 10
power:580
Hull: 20000
Sheild: 6
Wep En:880
Wep Re:9

RACE MODS (Calc first)
Argon mods: Hull +10%, speed +6%
Boron mods: speed -10%, shield +2, power +20%
Paranid Mods: +1 sheild, +25% All, +10% additional price (after +25% general)
Split Mods: Speed +20%, sheild -1, cargo -20%, wep en/regen +20%
Teladi mods: Cargo +15%, Price -20%, other Stats -5%

CLASS MODS (after race mods)
Light Freighter: sheild -1, cargo -10%, speed +15%, hull +8%, price -12%
Standard Freighter: Price +4%, speed +8%, cargo +3%
Bulk Freighter: Sheild +1, cargo +40%, speed -12%, hull +12%, price +30%, power +10%, wep en/re +12%
Blockade runner: Sheild +2, Speed +20%, price +28%, hull +15%, power +12%, wep en/re +18%
Courier Boat: Sheild -2, cargo -18%, speed +28%, price +15%, wep en/re -8%
Mining Barge: Cargo +25%, speed -18%, price +18%, hull +10%
the equation works like this- to calc, say, the hull of the Vulture:

Code: Select all

 20000* - 5%** = 19000
or its price:

Code: Select all

(2500* - 20%**) +4%*** = 2080

Code: Select all

*base value
**Teladi race modifier
***class modifier
and so on. the 'speed' in this refers to yaw/pitch/roll, base speed, and acceleration.

it's simple enough, if somewhat time-consuming. additionally, to get the min cargo, take 40% off the max, and assume all ships are at 10/10 tuenings max. also note that I've be rounding either to the nearest tenth or nearest whole number depending on whether the stat is an integer or a float in X3editor, so as to make it faster to get everything ingame.
If anyone's curious, the base values were obtained by averaging the states of the base Mercury, Caiman, Demeter, Dolphin and Vulture together, save for weapons where the Dolphin was excluded to avoid dragging the base down as it has 0/0.
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darkslimus
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Post by darkslimus » Sat, 10. Dec 16, 11:53

Hi Mechanis

New in Xtended I will install your mod who seemn to rocks du poney but in fact the install is wrong!

all the ships are here but they have generic names like {16-4567} Hauller (the nuber is not exact but i don't launch the game at this time for give you the exact number

at my first attempt I install XTC your mod and a little (big) list of script i always put in my game. My game was a french version with only the .mov english file in addition and the -language 44 in instruction at launch. I think it was the problems for generic names so I make a fresh install, updating my game in full english via steam and just install XTC your mod and the cheatpack to see the names easily ... no changes !

I see that your script is named setup.MekPack.name ... it looks like a solution for this problem so I launch for the first time the script editor, search your script and try to launch it but I don't understand hao it's work ...
I can just launch it on ship or station, but if i try to launch it on one off your ship nothing happens ... I don't know what argument to use

And I try to save and reload but nothing work to have your ship names ... it'sjust an problem for my eyes, not for the gameplay but if you can explain me how to do it would be fine.

Thx for your work

Regards

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IKCBlade
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Post by IKCBlade » Mon, 12. Dec 16, 23:52

Ive had the same issue, but with certain ships. The argon fighters, M1 are the read text. The M6 and others show properly.

Also, major issue with the Argon carrier. The turrets wont fire, at all.


And I must say the rotary cannon models animation is kick @55. Im working on a few model designs, would you be interested in lookin em over when there done? Id be happy to donate to the x-pansion :D

Mechanis
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Post by Mechanis » Sat, 11. Feb 17, 04:44

SERVICE ANNOUNCEMENT:

XPM 1.3 IS NOT UPDATED FOR XTC 2.2, 2.1, OR ANYTHING EXCEPT 2.0
PLEASE USE XTC 2.0 BECAUSE OTHERWISE YOU WILL HAVE T FILE ISSUES. THANKYOU.


thank you.

(1.4, which is currently in development, IS updated for 2.2. as soon as I get these freighters actually ingame, you'll get to play with it.)

also, size chart offsite because FUKHUJE IMAGE (1743 × 6846 pixels!!!)
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Mechanis
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Post by Mechanis » Sat, 11. Feb 17, 22:28

1.4 coming Soon™

GET HYPED
warning: 10088x6241 p image. may take forever to load on slow connection.
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IKCBlade
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Post by IKCBlade » Sun, 12. Feb 17, 02:16

The hype is too much...my head explodes! *pop!*


Looking outstanding :D

Mechanis
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Post by Mechanis » Thu, 16. Feb 17, 02:28

ONE
POINT
FOUR

It's up, it's hot, and it's OUT AT LAST.

go enjoy my continued crusade against hammerspace cargo bays!
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RoverTX
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Post by RoverTX » Fri, 17. Feb 17, 17:11

/jaw-drop

All the new ships are just AMAZING! I am already merging them into my personal mod! You just keep getting better!

Mechanis
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Post by Mechanis » Sat, 18. Feb 17, 00:45

thanks. TBH, this mod is pretty much an extension of DLing Red Spot back in the day and wanting to put my own ships in, my initial clumsy Gmax models (I actually still have those somewhere, ha) to doing kitbashes like the Pteranodon, to getting a feel for doing my own stuff from scratch. honestly I keep getting better becuase I, well, AM getting better, finding out little tricks with MAX that aren't common knowledge, getting a better feel for what modifiers to use to get the effect I want, and so on.

its current incarnation was spawned when, after about three hours playing XTM, I suddenly realized that while XTM had added loads of gameplay features and immersion enhancers it still hadn't fixed some of the vanilla immersion breakers (****** TURRETS) or inconsistencies, and, well, I've always regarded the variant system as basically a hack to pad the ship list, so axing it was... VERY satisfying, personally.

and more RELEVANTLY, axing the variant system will allow me to use it to add immersion enhancers- namely, Civilian ships and Police ships- a lot of people like the idea of bringing back the 'classic' X2 ships, for example, and it occurred to me that having them as civvie ships would make loads of sense- they may not be viable combat vessels anymore, but the basic systems and spaceframes are 'tried-and-true' long-tested stuff, with all the interesting bugs squashed and eccentricities well-known.

and the Police, of course, need some nice distinctive paintjobs and possibly flashy lights!
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Mechanis
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Post by Mechanis » Sat, 18. Feb 17, 20:55

LIST OF KNOWN ISSUES:

-Elephant docks in wrong positions (Fixed, hotfix pending)
-some variants continue to spawn (mostly fixed, XTC's retrieve ship custodians and some Pirates still spawn deprecated variants, trying to figure out why)
-Mammoths are available at several docks they shouldn't be (not sure what's going on there)
-some ship names display text references (mostly argon) while still voicing the names (I have no friggin' clue)
-bottlenose scene reference is wrong (fixed, hotfix pending)
-some plot missions and MD-based spawning spawn deprecated variants (mostly fixed, I think, hotfix pending)
-new fighter-class ships aren't spawning as often as they should be, particularly Argon (working on it, spawning is weird)
-NPC colossus doesn't get shields (fixed, hotfix pending)


quick questions: if anyone knows how things like the PNR get "Pirate" tacked to the front, I'd like to know- thinking of solving the Police issue by belting out some ships for 'em, but knowing how to make 'em show up as "Your Police... ...Sentinel" would be nice (and slots well with Pirates having the Raider variant)
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enenra
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Post by enenra » Tue, 21. Feb 17, 09:55

The Mammoth issue stems from the scripts not finding a ship type ( usually referencing a non-existing one). The Mammoth is at index 0 of the TShips and if a script can't identify a ship type it returns 0. Hence the Mammoth gets used instead.

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Sorkvild
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Post by Sorkvild » Wed, 22. Feb 17, 21:45

Is ai using new ships or these are for player only?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

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