[MOD] SSBM V2.7 & Cmod3-SSBM
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- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
[MOD] SSBM V2.7 & Cmod3-SSBM
Sector & Background Mod V2.7
&
CMOD3-SSBM
This is the Background and Sector size mod which is compatible with X3-TC2.7
Upon installing this mod you will have bigger sector sizes along with a combination of 'Realspace', 'X3-Gotcha' & 'Standard' backgrounds, Improved sun effects.
[ external image ] [ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ] [ external image ]
[ external image ] [ external image ]
In SSBM all sectors have been completely changed, so it will be an exploration experience for you. You will find that the sector sizes have been increased by 50% +, some sectors are really quite big. Gate positions have also been altered and sectors are now more three dimensional.
Several new sectors have been added including:
1). Pirate Core Sector, with shipyard and eq-dock
2). ATF Core Sector. shipyard and numerous stations
3). Second Xenon Core Sector. with a shipyard (if you can find & get to it)
Quite a few stations have been added to help the economy cope with the size increase, along with and increase in free traders.
Added Phased Array laser, Plasma Beam Cannon, Tri-Beam Cannon & Fusion Beam Cannon Forges and added the weapons into some of the Eq-docks.
If you have chosen the version with the T/ships addition, you will notice that capships are a little faster along with hull armor and shield changes, also all cap ships have had the extra turrets guns added into the upper and lower batteries! So for example a Colossus has 4 gun mounts in upper/lower turrets and a Titan has 8.
Capital ships have greater freight capacity and can carry ST sized cargo.
Freighters have had a speed increase to adjust for the sector size increase along with shield and cargo increases, and fighters have had a speed and manouverability increase of about 15% and also shield & hull increase.
The jobs file has been altered, it is loosely based on Ulfius' Cmod3 'Extreme', all civilians have been removed, due to larger sector sizes I have increased the number of traders to compensate for ware production shortages in V1.0.
Militaries have had numbers increased slightly. Enemy ships will patrol in large numbers and enemy sectors will be strongly defended.... YOU HAVE BEEN WARNED!!
Special thanks go to the following for their direct/Indirect help with the creation of this mod, without which, there would be little or no mod.
Vitez, X2-Eliah, Noriko Minako, X3-Gotcha, Realspace, LV, Idea, Apricotslice, Valkenswaard, SS-T, Zoed Vega and many others.
This download is in Spk format which will create a profile in the installer.
Upon opening the installer, Click 'Install New Package', Locate this mod and select,
You will then be asked if you wish to 'enable a profile for this package', Click 'yes' then exit from the installer.
Start the game, in the Exe menu go to 'select mod package' and select this mod.
Please note that this mod is compatible with 2.7 even though the file you download says 2.5.... Just havn't had time to change it. lol
V2.7 Download Links:
T-Ship version:
(2) Sector & Background Mod. 2.5-(t-ship).spk
Non-T-ship version:
Sector & Background Mod. 2.5.spk
Changelog:
13/04/09. 2.0. Initial release.
14/04/09. 2.0(a). Fixed issue with Argon & Split eq dock stocking incorrect items, & fixed similar issue with all military bases.
15/04/09. 2.0(b). Fixed issue with incorrect sun in sector. Re-classed mod as BETA until all bugs are ironed out.
21/04/09. 2.0(c). Fixed issue of factory owners in new ATF sectors.
Fixed split police licence in Pirate Anarchy Port & checked through others for similar issues.
Corrected typos in t-file ... worked through jobs file to solve issues with over population of pirates, hopefully that situation has improved, also added a few more traders.
24/04/09. 2.0(Final). Retweaked jobs file to balance pirate faction.
Added some goodies around along with a couple of abandoned ships.
Slight tweak to t-backgrounds file.
Added some debris to several sectors.
01/05/09. 2.0(Final). Found that i had accidentally deleted Heavy Centaur Prototype from t-ships file which would affect somwe plot missions. Re-added to t-ship file.
19/08/09. 2.1 compatible version of non T-ship. Some sector sizes reduced, jobs file tweaked to reduce millitaries, new fabs (from 2.1 update) added to various shipyards.
21/08/09. 2.1a A few issues with station ownership fixed.
08/09/09. 2,1d. Fixed missing supply command software, fixed Xenon station in 022, completely reworked t-ship file. Added TBC, PAL, FBC & PBC forges, reduced size of all huge sectors and most others, still bigger than original.
16/09/09. fixed speed of xenon 'm'[color]
19/10/09. Updated to 2.5[color]
I hope that you will enjoy this mod, if you have any comments or suggestions for future improvements, please post here.
I recommend using Cmod3 with SSBM
http://forum.egosoft.com/viewtopic.php?t=241047
&
Loki77's Advanced Hyperdrive.
http://forum.egosoft.com/viewtopic.php?t=235225
*THIS MOD REQUIRES A NEW START*......Sorry folks
Coming Soon... Cmod3 balanced for this mod.
Thanks to Ulfius & SS_T for permission to use there mod.
Link to CMOD3-SSBM Here: http://forum.egosoft.com/viewtopic.php? ... 33#3032533
Cheers and enjoy.
Spacefueladdict
{Big images replaced with thumbnails. jlehtone}
&
CMOD3-SSBM
This is the Background and Sector size mod which is compatible with X3-TC2.7
Upon installing this mod you will have bigger sector sizes along with a combination of 'Realspace', 'X3-Gotcha' & 'Standard' backgrounds, Improved sun effects.
[ external image ] [ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ] [ external image ]
[ external image ] [ external image ]
In SSBM all sectors have been completely changed, so it will be an exploration experience for you. You will find that the sector sizes have been increased by 50% +, some sectors are really quite big. Gate positions have also been altered and sectors are now more three dimensional.
Several new sectors have been added including:
1). Pirate Core Sector, with shipyard and eq-dock
2). ATF Core Sector. shipyard and numerous stations
3). Second Xenon Core Sector. with a shipyard (if you can find & get to it)
Quite a few stations have been added to help the economy cope with the size increase, along with and increase in free traders.
Added Phased Array laser, Plasma Beam Cannon, Tri-Beam Cannon & Fusion Beam Cannon Forges and added the weapons into some of the Eq-docks.
If you have chosen the version with the T/ships addition, you will notice that capships are a little faster along with hull armor and shield changes, also all cap ships have had the extra turrets guns added into the upper and lower batteries! So for example a Colossus has 4 gun mounts in upper/lower turrets and a Titan has 8.
Capital ships have greater freight capacity and can carry ST sized cargo.
Freighters have had a speed increase to adjust for the sector size increase along with shield and cargo increases, and fighters have had a speed and manouverability increase of about 15% and also shield & hull increase.
The jobs file has been altered, it is loosely based on Ulfius' Cmod3 'Extreme', all civilians have been removed, due to larger sector sizes I have increased the number of traders to compensate for ware production shortages in V1.0.
Militaries have had numbers increased slightly. Enemy ships will patrol in large numbers and enemy sectors will be strongly defended.... YOU HAVE BEEN WARNED!!
Special thanks go to the following for their direct/Indirect help with the creation of this mod, without which, there would be little or no mod.
Vitez, X2-Eliah, Noriko Minako, X3-Gotcha, Realspace, LV, Idea, Apricotslice, Valkenswaard, SS-T, Zoed Vega and many others.
This download is in Spk format which will create a profile in the installer.
Upon opening the installer, Click 'Install New Package', Locate this mod and select,
You will then be asked if you wish to 'enable a profile for this package', Click 'yes' then exit from the installer.
Start the game, in the Exe menu go to 'select mod package' and select this mod.
Please note that this mod is compatible with 2.7 even though the file you download says 2.5.... Just havn't had time to change it. lol
V2.7 Download Links:
T-Ship version:
(2) Sector & Background Mod. 2.5-(t-ship).spk
Non-T-ship version:
Sector & Background Mod. 2.5.spk
Changelog:
13/04/09. 2.0. Initial release.
14/04/09. 2.0(a). Fixed issue with Argon & Split eq dock stocking incorrect items, & fixed similar issue with all military bases.
15/04/09. 2.0(b). Fixed issue with incorrect sun in sector. Re-classed mod as BETA until all bugs are ironed out.
21/04/09. 2.0(c). Fixed issue of factory owners in new ATF sectors.
Fixed split police licence in Pirate Anarchy Port & checked through others for similar issues.
Corrected typos in t-file ... worked through jobs file to solve issues with over population of pirates, hopefully that situation has improved, also added a few more traders.
24/04/09. 2.0(Final). Retweaked jobs file to balance pirate faction.
Added some goodies around along with a couple of abandoned ships.
Slight tweak to t-backgrounds file.
Added some debris to several sectors.
01/05/09. 2.0(Final). Found that i had accidentally deleted Heavy Centaur Prototype from t-ships file which would affect somwe plot missions. Re-added to t-ship file.
19/08/09. 2.1 compatible version of non T-ship. Some sector sizes reduced, jobs file tweaked to reduce millitaries, new fabs (from 2.1 update) added to various shipyards.
21/08/09. 2.1a A few issues with station ownership fixed.
08/09/09. 2,1d. Fixed missing supply command software, fixed Xenon station in 022, completely reworked t-ship file. Added TBC, PAL, FBC & PBC forges, reduced size of all huge sectors and most others, still bigger than original.
16/09/09. fixed speed of xenon 'm'[color]
19/10/09. Updated to 2.5[color]
I hope that you will enjoy this mod, if you have any comments or suggestions for future improvements, please post here.
I recommend using Cmod3 with SSBM
http://forum.egosoft.com/viewtopic.php?t=241047
&
Loki77's Advanced Hyperdrive.
http://forum.egosoft.com/viewtopic.php?t=235225
*THIS MOD REQUIRES A NEW START*......Sorry folks
Coming Soon... Cmod3 balanced for this mod.
Thanks to Ulfius & SS_T for permission to use there mod.
Link to CMOD3-SSBM Here: http://forum.egosoft.com/viewtopic.php? ... 33#3032533
Cheers and enjoy.
Spacefueladdict
{Big images replaced with thumbnails. jlehtone}
Last edited by spacefueladdict on Mon, 5. Jul 10, 11:51, edited 72 times in total.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Here are a few more pics for you to veiw.
[ external image ][ external image ][ external image ][ external image ][ external image ][ external image ][ external image ]
any comments or idea's for changes would be welcome.
[ external image ][ external image ][ external image ][ external image ][ external image ][ external image ][ external image ]
any comments or idea's for changes would be welcome.
Last edited by spacefueladdict on Wed, 15. Apr 09, 15:43, edited 3 times in total.
http://img401.imageshack.us/img401/912/ ... consi2.jpg
I don't know wich sector is this, but I hope Priest Rings will look something like this I trully miss the X2 Priest Rings with the Saturn-like planet.
+
I would really like to see habitable (like Sonra 4) planets with rings. I reeeaaaly love those.
Keep ut the good work
I don't know wich sector is this, but I hope Priest Rings will look something like this I trully miss the X2 Priest Rings with the Saturn-like planet.
+
I would really like to see habitable (like Sonra 4) planets with rings. I reeeaaaly love those.
Keep ut the good work
I don't hate Steam.
I don't love Steam.
I use it.
I don't love Steam.
I use it.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Well, I personaly always liked the EVE-online cloudsspacefueladdict wrote: any comments or idea's for changes would be welcome.
But I think something like these would look cool too
http://joejesus.deviantart.com/art/Smoo ... n-98612258
http://gucken.deviantart.com/art/Sunris ... e-56420137
http://baro.deviantart.com/art/Stagelight-65207020 3worlds maybe?
http://baro.deviantart.com/art/Down-Under-34130272 Love sunrises in space...or is it the sunsets? baaah
I don't hate Steam.
I don't love Steam.
I use it.
I don't love Steam.
I use it.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
All Terran sector now complete, Here's a taster:
[ external image ][ external image ][ external image ][ external image ]
[ external image ][ external image ][ external image ][ external image ]
[ external image ][ external image ][ external image ]
Added a few more images.
[ external image ][ external image ][ external image ][ external image ]
[ external image ][ external image ][ external image ][ external image ]
[ external image ][ external image ][ external image ]
Added a few more images.
Last edited by spacefueladdict on Wed, 15. Apr 09, 15:20, edited 3 times in total.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
*UPDATE*
Happy New Year to you all!!
All Boron, Argon, Paranid, Teladi, Yaki, Terran, Xenon, Pirate sectors are now complete,
added in ice asteroids into fields, and i'm thinking of adding terran ice mining facilities into a selection of the other races, (on the premace that th terrans sold the other races the tech) ... and then adding water as a secondary resource into the followig factories:-
Chelt Aquariums
Cattle Ranches
Soja farms
flower farms
Dream farms
Plankton Farms
Also adding the I.M.F into selected shipyards. (provided that whin the player puchases them, the setup procedure is the same as for silicon and ore mines).
I'm also thinking of adding a lot of crates into the universe, such as food ( like Multiple Crate stashes), Arms Dumps in asteroid fields, and tech goods(triplex scanners and the like).
Comment's, Suggestions or requests welcome.
Happy New Year to you all!!
All Boron, Argon, Paranid, Teladi, Yaki, Terran, Xenon, Pirate sectors are now complete,
added in ice asteroids into fields, and i'm thinking of adding terran ice mining facilities into a selection of the other races, (on the premace that th terrans sold the other races the tech) ... and then adding water as a secondary resource into the followig factories:-
Chelt Aquariums
Cattle Ranches
Soja farms
flower farms
Dream farms
Plankton Farms
Also adding the I.M.F into selected shipyards. (provided that whin the player puchases them, the setup procedure is the same as for silicon and ore mines).
I'm also thinking of adding a lot of crates into the universe, such as food ( like Multiple Crate stashes), Arms Dumps in asteroid fields, and tech goods(triplex scanners and the like).
Comment's, Suggestions or requests welcome.
Last edited by spacefueladdict on Sat, 17. Jan 09, 11:22, edited 1 time in total.
Happy new year!!
So far it all looks very nice. But you are getting close to the take-off effect Which pretty much means that you start out with an idea and then you expand it beyond perhaps what you first thought and perhaps even beyond what other people are looking for Hehe.
Since you ask for input, then perhaps make a clean mod that makes the graphical changes and such you set out to do, since this was suppose to enhance sector appearance. And then another that has all the station implementations and extra crates and goodies you have thought of so far.
Just my 5-cents though, you are doing a great job at it.
So far it all looks very nice. But you are getting close to the take-off effect Which pretty much means that you start out with an idea and then you expand it beyond perhaps what you first thought and perhaps even beyond what other people are looking for Hehe.
Since you ask for input, then perhaps make a clean mod that makes the graphical changes and such you set out to do, since this was suppose to enhance sector appearance. And then another that has all the station implementations and extra crates and goodies you have thought of so far.
Just my 5-cents though, you are doing a great job at it.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Thanks Xiriod
That was pretty much the plan of action for what i'm doing, now that i'm about 65% complete on the sector map, i'm just wanting to get a feel of what extra thing that folks would like me to put into the next part.
the abouve bwere just a few idea's that I had and was hoping to get some new idea's or pointer's from the community! [/quote]
That was pretty much the plan of action for what i'm doing, now that i'm about 65% complete on the sector map, i'm just wanting to get a feel of what extra thing that folks would like me to put into the next part.
the abouve bwere just a few idea's that I had and was hoping to get some new idea's or pointer's from the community! [/quote]
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
i had planned on leaving it as it is, as i have increased the size of nearly all the sectors on the map, (90km - 300km between gates).
I have noticed that it has been set up off center, but i assume that has been done because the use of the unfocused jumpdrive brings you out in the center of the sector, and i think there is a busted planet in the center of the aldrin ring of asteroids. wich could be a bit painful on impact!
I have noticed that it has been set up off center, but i assume that has been done because the use of the unfocused jumpdrive brings you out in the center of the sector, and i think there is a busted planet in the center of the aldrin ring of asteroids. wich could be a bit painful on impact!
Hi spacefueladdict!
Happy to see someone is experimenting with TC's sector layout and backgrounds, Reunion had big possibilities of enhancement, dont knon TC but should not be different.
Just only mastering the galaxy editor can give a lot of nice results!
As for insipiration you can also look at my Continuum mod project for reunion, I listed some trikcs I used to create things as asteroid field backgrounds, etc.
http://forum.egosoft.com/viewtopic.php? ... 68#2709368
by the way, have you tested what is tha max size of a sector in TC? in reunion you could not overpass 4290km and in any case no more than 2000km to avoid problems with thte map. How is it in TC?
and, are there always the same 490 max sectors or can we have more in TC? Thanks.
and keep up with the good work
Happy to see someone is experimenting with TC's sector layout and backgrounds, Reunion had big possibilities of enhancement, dont knon TC but should not be different.
Just only mastering the galaxy editor can give a lot of nice results!
As for insipiration you can also look at my Continuum mod project for reunion, I listed some trikcs I used to create things as asteroid field backgrounds, etc.
http://forum.egosoft.com/viewtopic.php? ... 68#2709368
by the way, have you tested what is tha max size of a sector in TC? in reunion you could not overpass 4290km and in any case no more than 2000km to avoid problems with thte map. How is it in TC?
and, are there always the same 490 max sectors or can we have more in TC? Thanks.
and keep up with the good work
Have to say that If it is possible to mix these two modifications, the effect would be awesome. Along the new space graphics and newly shadered planets, and the asteroid fields, awwww im just melting
The glory of the gods
Is put out
Like a reed torch
In the water
The roof of the house of Amun is fallen
Even the gods must die
Is put out
Like a reed torch
In the water
The roof of the house of Amun is fallen
Even the gods must die
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Realspace:-
The galaxy editor is really cool! as to your questions, i think the sector size limit is still as you gave, i know that when ive tried to get a really large planet like saturn to be far away, it gets to just over 4000km then goes back to 0 km.
As far as max number of sector's.... I don't know but i can't see that having been change (please correct me if i'm wrong ). Anyhows i havn't planned on adding sectors, still have trouble with the map side of thing's, using doubleshadow's editor to add the sector is easy...(say's i)
I really liked the idea behind you're continuum project having fewer but bigger sectors is great, one day it may be realised
if you like, pm me you're e-mail and i'll send you over a copy of what i've already done and tell me what you think.
Thanks mate, i had you're background mod for reunion, that was a brilliant piece of work, i was kind of hoping that you could port it over to TC cos it would give me some extra material to use in this.Hi spacefueladdict!
Happy to see someone is experimenting with TC's sector layout and backgrounds, Reunion had big possibilities of enhancement, dont knon TC but should not be different.
Just only mastering the galaxy editor can give a lot of nice results!
As for insipiration you can also look at my Continuum mod project for reunion, I listed some trikcs I used to create things as asteroid field backgrounds, etc.
http://forum.egosoft.com/viewtopic.php? ... 68#2709368
by the way, have you tested what is tha max size of a sector in TC? in reunion you could not overpass 4290km and in any case no more than 2000km to avoid problems with thte map. How is it in TC?
and, are there always the same 490 max sectors or can we have more in TC? Thanks.
The galaxy editor is really cool! as to your questions, i think the sector size limit is still as you gave, i know that when ive tried to get a really large planet like saturn to be far away, it gets to just over 4000km then goes back to 0 km.
As far as max number of sector's.... I don't know but i can't see that having been change (please correct me if i'm wrong ). Anyhows i havn't planned on adding sectors, still have trouble with the map side of thing's, using doubleshadow's editor to add the sector is easy...(say's i)
I really liked the idea behind you're continuum project having fewer but bigger sectors is great, one day it may be realised
if you like, pm me you're e-mail and i'll send you over a copy of what i've already done and tell me what you think.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
even the administration border is a bit wicked idea, becouse one lets name it "Sector cube" consisting of several lesser cubes, which those little ones would be parted between races... So flying from one cube where argon reigns to another (without any jumps so just flying to other "small cube" where is no argon Gear, would be weird...
The glory of the gods
Is put out
Like a reed torch
In the water
The roof of the house of Amun is fallen
Even the gods must die
Is put out
Like a reed torch
In the water
The roof of the house of Amun is fallen
Even the gods must die
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
I've posted some new pics about planets in the Continuum mod topic.... I think I'l try at least to arrange the stuff I made for a final stage (I changed pc so had to refind all the compiled stuff, something was missed).
I'l continue my experimentation with reunion hoping that the results can be eventually used in TC, in any case I'll report what i do so you can use the same solution if you wish
I'l continue my experimentation with reunion hoping that the results can be eventually used in TC, in any case I'll report what i do so you can use the same solution if you wish