[WiP] X2-Pandora

The place to discuss scripting and game modifications for X²: The Threat.

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Zeron-mk7
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Post by Zeron-mk7 » Mon, 6. Dec 10, 14:22

Chris Gi wrote:I don't know how this will effect further development of P.X.D....
It will don't affect future development of P. X. D. mod. :D
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Dongaio
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Post by Dongaio » Mon, 6. Dec 10, 20:04

I agree with Zenon. We have our own ideas for P.X.D. and will work on this mod independently of pandora content.

dathion
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Post by dathion » Mon, 6. Dec 10, 23:09

that's good news :D although I will have separate installs for both mods 8)

Rockettman
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Post by Rockettman » Mon, 18. Jul 11, 23:32

any updates on this?

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Shadow dream
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Post by Shadow dream » Tue, 19. Jul 11, 02:56

Of course ^^
We're just to busy developing - simply no time to note everything in a nice written post ;)
Some helping hands won't hurt

Edit: While asking for help: Is there someone who understands a little german? We need some help for the translation of the mod!

Shadow
Last edited by Shadow dream on Tue, 19. Jul 11, 23:49, edited 1 time in total.
Wahre Gentlemen behalten sogar umzingelt von Löwen ihren Leitsatz: Ladies first.
Wann lernt die Gesellschaft endlich, dass Geld erst die Probleme macht, die wir haben?
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Chris Gi
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Post by Chris Gi » Tue, 19. Jul 11, 23:49

Any updates?

Well, the mod is still considered to be in alpha state (at least by me). But a pretty good alpha state, I would say. "Alpha" means that after every minor update a complete restart is necessary.

Many things are already working pretty good while others have not even been worked on.

Currently, I'm working on the different plots, and I guess around 30 % are ready (and working) - but most plots aren't translated at the moment. These plots are scripted with the use of a newly created "mission interface" that seems to be almost finished. It's still missing an important part, but this is planned for the next milestone and allows the use of so called cutscenes in the plots (similar to those scenes in vanilla).

The basics of the modified economic system are made, but the new production cycles still need to be completed - economy seems to be a little imbalanced at the moment.

To make a long story short: my main focus is to stabilize and complete the new game mechanics. This task will minimize the necessary updates and bring the mod closer to a beta status.
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dathion
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Post by dathion » Wed, 20. Jul 11, 05:41

glad to hear this news been waiting for ever :D
any way keep up the hard work. I will keep watching so I'll be ready when you
are :)

EliteM3
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Post by EliteM3 » Thu, 21. Jul 11, 17:49

Well, maybe I can help in Textures and Sound if possible... :)

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Chris Gi
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Post by Chris Gi » Thu, 21. Jul 11, 23:57

What kind of help?
We changed a lot of texture, and some textures need additional work (maybe there are better textures?). Can you make textures yourself?
And of course sound is also very important...
Sure, if you're good at these things - too bad your mod doesn't work up to now, so I was not able to see what you've already done...
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EliteM3
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Post by EliteM3 » Fri, 22. Jul 11, 08:10

Chris Gi wrote:too bad your mod doesn't work up to now, so I was not able to see what you've already done...
OFF-TOPIC: Maybe we can discuss about my mod on my topic lol xDD

Now back on topic

About sounds what you need of them? I meant like: Engine, Lasers, Inpact sound etc...

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Shadow dream
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Post by Shadow dream » Fri, 22. Jul 11, 13:11

Anything you can make :D our sound extensions are weak atm (except for new sector songs, 4of25 makes lots of them ^^ )

Shadow
Wahre Gentlemen behalten sogar umzingelt von Löwen ihren Leitsatz: Ladies first.
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NavaCorp
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Post by NavaCorp » Sat, 24. Sep 11, 18:42

I hope this mod will fix some of the absurd features of the original game:

- the very short range of capital ship PPCs weapons
- the massive capital ships and stations equipped with just two times the shielding and armor of a small M6 corvette
- the capital ships flying faster than fighters
- the energy bullets slower than the spaceships
- the missiles slower than spaceships
- the very low price of stations, even lower than some weapons
- cockpits not matching at all with the exterior view of most ships
- mobile turrets deployed only around pirate bases, even when the races stations are placed in dangerous sectors
- equipment docks not selling all the weapons and shielding mounted by the ship of the race owning the HQ
- weapon/high-tech factories processing food as a resource to produce weapons/high-tech items
- capital ships so cheap to buy and races fleets so undernumbered that the player can become more powerful than an empire in a moderate amount of time
- NPCs stations which aren't labeled with their corporation names and facility names but just Alpha/Beta/Gamma/etc...
- sectors which are just 90 kms wide with usually no stations or asteroids beyond the jumpgates
- capital ships with the radar range of a fighter
- last but not least I'd like to see my legs and arms depicted inside the cockpit when I pilot a ship! :D

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Shadow dream
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Post by Shadow dream » Sat, 24. Sep 11, 21:14

hum
you bring some interesting points in here :)

Some of the points belongt to balancing. This is among the last things we will make, since there are might always be a reason to change/add something and then the old balancing won't fit anymore... be assured, that the range of capital lasers will be boosted ;)

The Shieldings will be changed too. ATM we have two additional shield-types, one for capital ships and one for stations (that really were ridiculous)

The number of defense-ships in sectors has already been risen. Every sector gets it's own fleet together with station defenses for any single station, patrols and military ships (as stronger versions of the usual defense, against strong attacks)

The Radar range is a topic we discussed once. I had the oppinion that capital ships should depend on the fighters radar range (as additional point; caps shouldn't survive alone). If I remember correctly the end was, that you can't ban the scanners from ships, especialy in this kind of way...

for the cockpits:
1.) (at least for my part I think) that cockpits, especialy from capital ships, don't really have to look the same as the ship's part does. The interrior is not more than a simple room which view can be set by a camera on a large screen. Fighters are different, but still minor differences, caused by the point of view, may occour. This doesn't mean that cockpits are built against the ship, but that optical differences always can be found...
2.) I don't think that feet and arms are that easy to realize. In Pandora you have several race-starts and it's impossible to set the players feet to the race he has chosen. Even if you said, that Boron ships have boron-"feet", it won't work out since you can fly any ship :roll:

Shadow
Wahre Gentlemen behalten sogar umzingelt von Löwen ihren Leitsatz: Ladies first.
Wann lernt die Gesellschaft endlich, dass Geld erst die Probleme macht, die wir haben?
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Chris Gi
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Post by Chris Gi » Sun, 25. Sep 11, 12:05

We've discussed most (if not all) of these issues. Some of these issues sound very easy to solve, but in fact they aren't. For example, increasing the missile speed pretty fast results in near to instant death...

For some of the other issues, we're still waiting on input from community, for example:
- weapon/high-tech factories processing food as a resource to produce weapons/high-tech items:
Though it's very difficult to keep an equilibrium in economy (because if we change this, food needs to be consumed and maybe we need another resource instead of food), the main obstacle at the moment is the lack of good ideas. I'm trying to create new economic possibilities, but it's difficult. Generally, introducing a new ware means the introduction of an additional factory. You need to create a "demand", and much more.
So, if any of you guys have any ideas about which station needs which resource, feel free to post it.

- NPCs stations which aren't labeled with their corporation names and facility names but just Alpha/Beta/Gamma/etc...
How do you determine, what corporation an facility belongs to? This can be based on product, sector or whatever...
But the main obstacle at the moment is just the number of names needed. I guess you need at least around 200 names for corporations. I doubt we find enough names...
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Guennie1568
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Post by Guennie1568 » Mon, 9. Apr 12, 12:17

Hi guys :)

Can anybody help me translation and toning all the new race plots, lower plots, main plots a. s. o. please?
I can't tone it alone at all. I had tried it with one part of one plot. Like you can hear it, my school english is very bad for toning english audio plots.
We need some male/boy voices and some female/girl voices too.
If there are somebody who want to help us with this MOD, feel free to come to our forum at www.x2-pandora.de
Guennie1568
X2-Pandora Audio - [ external image ] <<klick me ;), TGN MOD News

4of25[FUP]
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Post by 4of25[FUP] » Tue, 10. Apr 12, 00:10

In order to specify guennie requst for help in translation oder audio. I think the lunatic who writes these things has to inform you with some facts:

-We have no less than 16 plots actually to be integrated into the game. I am just heavy in completing the last 2 Plots .

-We have a main plot, individual start plots for Teladi, Split etc., several independant Plots(which does not say, they are shorter^^)

-New random station announcements, new landing greets, landing permissions etc. (individual ones for each ingame party and ranking)

-and many more features using audio files ...


It is obvious - lots of work to do and every one who likes to help is welcome.
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VenomR00
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Post by VenomR00 » Sat, 2. Jun 12, 05:03

Just wondering if there are any updates to this mod.

Guennie1568
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Post by Guennie1568 » Sat, 2. Jun 12, 20:11

This MOD has (internal) updates every day :P
If you want it too, feel free to come to the MOD team and help us finishing it faster.
Guennie1568
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VenomR00
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Post by VenomR00 » Sat, 2. Jun 12, 20:44

If I could Mod I would adore helping but I know nothing what so ever on moding. If there was something I could do feel free to ask but I mainly only have architecture abilities.

Guennie1568
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Post by Guennie1568 » Sat, 2. Jun 12, 20:51

If you have a mic, you can help toning all plots or other audio things. Or you can write BBS texts / jobs. Or write some descriptions for some new wares.....
Guennie1568
X2-Pandora Audio - [ external image ] <<klick me ;), TGN MOD News

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