X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

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

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banghead
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Post by banghead » Sat, 5. Feb 11, 09:25

Trickmov wrote:Here is a fix for the upgrades-bug:

http://downloads.thexuniverse.us/trickm ... ade-fix.7z

copy the script to your scripts-folder and execute it with "r" in the ScriptEditor.

All upgrade-stocks will be reset to 1 and the WareConsumption-AL be disabled.

Of course I am no teammember, thus this is far from being official ;)
Officialy fixed yet? really anoying bug imo ^^

Requiemfang
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Post by Requiemfang » Sat, 5. Feb 11, 10:21

won't be officially fixed until 1.2 patch rolls around

banghead
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Post by banghead » Sat, 5. Feb 11, 10:29

is there a eta on 1.2?

br

Requiemfang
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Post by Requiemfang » Sat, 5. Feb 11, 11:10

nope... it hasn't been announced when it will be released

banghead
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Post by banghead » Sat, 5. Feb 11, 12:26

One more question,

aldrin systems dont have any stations.
occured yet? fix?

Requiemfang
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Post by Requiemfang » Sat, 5. Feb 11, 12:37

can't gain rep with Aldrin yet as they are incomplete faction atm, same with their systems being pretty much empty save for sector Bean of stations, more will be added later on, likely when version 2.0 will come out.

banghead
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Post by banghead » Sat, 5. Feb 11, 12:44

so everything is "ok" havent seen a aldrin station yet and was afraid that my game was corrupted somehow.
thanks =)

RyuKazuha
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Post by RyuKazuha » Sat, 5. Feb 11, 13:09

While I really like the mod as a whole - even though incomplete as of yet, I'm not quite sure what to think of your decision to take the repair laser out of the game.

On the one hand, it forces you to think more of what you're doing and how you're doing it, since any damage to your ship will result in a major repair bill instead of just costing time, making combat an economic decision, rather than a decision of skill (meaning: am I skilled enough to take out the enemy before it turns me to dust).

On the other hand, getting caught with a base Elite in a fight between some random spawn Xenon, inevitable receiving some blows by passing LX and being presented a repair bill of 8k Credits per Percent afterwards is something not easily swallowed in the first hours of game play, when your still trading E-Cells for about 400 Credits profit per full cargo load.

I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.

I won't mourn the millions needed to repair a capital ship, once I'm able to afford one. But having to ship around small amounts of wares in an M4 for half a day to repair it just isn't fun as I'd define it.

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Trickmov
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Post by Trickmov » Sat, 5. Feb 11, 13:31

RyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
Although the team already said, that the RepairLaser is definatly out, I think, this is a good idea :)

However, should they remain on their decision, there is:

http://forum.egosoft.com/viewtopic.php?p=3487948

dougeye
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Post by dougeye » Sat, 5. Feb 11, 13:34

cant you just make it a ware available to buy that can be fitted on m6 up. i remember cheating in repair lazers to the front slots of a katana and using that to fix ships. as for having it very early in the game, not having it makes the game more interesting and challenging imo. otherwise people sit there with the fire button wedged down on seta for 10 hours to repair an m2 lol

edit - i should have said this was in vanilla.
I used to list PC parts here, but "the best" will suffice!

RyuKazuha
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Post by RyuKazuha » Sat, 5. Feb 11, 14:04

Trickmov wrote:
RyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
Although the team already said, that the RepairLaser is definatly out, I think, this is a good idea :)

However, should they remain on their decision, there is:

http://forum.egosoft.com/viewtopic.php?p=3487948
Thanks for the link. As for the "definatly out"-thing. It's there decision and I won't complain, if they keep it. But sometimes a single idea changes something good to an even better, so it's worth a try finding that idea.

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surferx
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Post by surferx » Sat, 5. Feb 11, 14:51

Trickmov wrote:
RyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
Although the team already said, that the RepairLaser is definatly out, I think, this is a good idea :)

However, should they remain on their decision, there is:

http://forum.egosoft.com/viewtopic.php?p=3487948
I'm coming around to all the XTC changes[edit-except the thin hulls, I do like longer fights.] Some gamers just want to get from point a to b, no detours, just build up their credits and win. I'm glad XTC makes it more complicated. I had to use the repair service a few times, but if you do have a long ride back to a sy you have the GNS and maybe a casino to gamble in. :lol:
If you want to go fast, go alone.
If you want to go far, go together.

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mrlamppost
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Post by mrlamppost » Sat, 5. Feb 11, 19:07

so, i've been playing for a while, and, i cant seem to find any station that sells the ship upgrades like the fight and trading system extenstions. the names of the upgrade are in the station, but when i try to buy it, it wont let me.

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EmperorJon
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Post by EmperorJon » Sat, 5. Feb 11, 19:46

Know bug.
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oldrosestereo
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Post by oldrosestereo » Sat, 5. Feb 11, 21:31

mrlamppost wrote:so, i've been playing for a while, and, i cant seem to find any station that sells the ship upgrades like the fight and trading system extenstions. the names of the upgrade are in the station, but when i try to buy it, it wont let me.
Look at page 92 or 93 of this thread.

Rednoahl
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Post by Rednoahl » Sun, 6. Feb 11, 03:09

Trickmov wrote:
RyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
Although the team already said, that the RepairLaser is definatly out, I think, this is a good idea :)

However, should they remain on their decision, there is:

http://forum.egosoft.com/viewtopic.php?p=3487948
I like the idea too. Military shields made enough difference in my ships to not really need the repair service very often though, and most of the damage I took was because I kept getting caught in crossfire - I've learned to avoid that now. Spent most of my time in a falcon raider on this playthrough so far, and I liked it a lot; with military shields twice as much.

Unfortunately for me while trying to kill a PX my graphics card died so I won't be able to give much more feedback until I get another one.

Did the Argon start as was recommended by one of the team and was having a much better experience than my first attempt with it - I have a feeling that this start is going to be something like the Bankrupt Assassin start in vanilla eventually (I wasn't getting the MD event trigger "bumps" in 1.1 like I was getting in 1.0 so I get the impression that there will be a lot of "consequences" for player action further into development.) I'm a bit gutted really since I really wanted to find out why the Zephyrus was balanced so differently from the other TMs I'd looked at (not that I'm calling question to ship balancing, I just hate the cockpit view from a Boa which is why I usually go for a Zephyrus.)

Mentioning ship balancing - I was stunned to find that I like how most ships have been balanced (frieghters don't appear to have been done yet so I'm not including them.) Ship balancing is make or break for me, and I'm really impressed with the really quite clever approach taken in XTC.

Following on from my previous post where I'm not sure if I was being critisised for a lack of suggestions (to be honest, I didn't suggest anything of note since without knowing what is planned to added in future I figured there would be a pretty high chance that the team would have anything I was concerned about covered anyway. I was hoping for a reply of "there's a reason why things are like that but you won't find out until a later release what that reason is," and I'd have been happy with that answer. It's also difficult to offer a many suggestions when it comes to capping as I haven't worked out how capping works in XTC. Nothing has bailed for me this playthrough.)

1. I suggest removing all stock of secondary wares from trading stations and reducing all stock from equipment docks. Didn't do any trading this playthrough (the plan was to do the Teladi start for that.)

2. I'm really not liking the not being allowed to sell weapons thing - for some reason it kind of feels like the game is cheating me (that's a long and expensive story.) My suggestion is worse mind - I would make it illegal to pick up any dropped wares within each races territory without an expensive salvage license, but I don't think that's do-able. If that's not do-able then perhaps use the GNS to allow a player to trade unsaleable weaponary in exchange for the repair service.

3. I suggest increasing the rep needed military shields be top rank if possible (military shields made that much of a difference to my game I personally think it makes sense a military would only allow this kind of kit go to people they trust.) Docking rights to military bases are either earned using something like the Xenon invasion mission in vanilla or perhaps top reputation rank with a given race.

4. I suggest making a few rare ships that are cap only hidden amongst the trade or civilian ships, even if this means losing a varient here and there from shipyards to do so. Ideally though, they would be unique or odd - something like an Iguana that uses Boron weapons (spacefly hunter - Pacific Iguana) or a black Nova with same stats as a Mamba Raider (Argon Intelligence - OTAS Nova Prototype) for example. Basically, trophy ships.

5. Final suggestion and not worth doing probably until the mod is finished, a gamestart with fixed difficulty that cannot be altered once started - definitive XTC as deemed balanced and fair by the XTC team. XTC vanilla if you like.

Chances are all these suggestions have already been dealt with or are planned to be dealt with in a different way further down the line. I'll be back once I get another gfx card.

HotSake
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Post by HotSake » Sun, 6. Feb 11, 03:55

CMOD + SRM gives me the Quantum Repair Laser, a repair laser mounted on special ships that uses quantum tubes as ammo. If you insist that repairs have a cost, maybe try this solution on for size.

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EmperorJon
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Post by EmperorJon » Sun, 6. Feb 11, 11:21

I have another 'complaint' as it were... please understand these are all good natured and friendly, I'm not saying your mod is bad! :P


I recently got my hands on a Pirate Hydra. It can only mount very select weapons in the main guns...

I find CIGs drain energy WAY too fast to be of much use. The IonD is of course useless as a main weapon, as is the Heavy, espc. considering it's so huge, you can't fit enough in! That leaves the IBC... which is useless.
I much preferred it when M6s could use HEPT and other fighter weapons! A combination of CIGs and the now-fighter IPG would be wonderful.

I must point out, this may be a problem encountered only with the Hydra, as its 'staple' weapon, the Ion Beam Cannon, is most definitely useless. So this may just boil down to the Boron weapon argument again.
However that doesn't excuse you! I really wish I could have some feedback about my opinion on the Boron weaponry,
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stemardue
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Post by stemardue » Sun, 6. Feb 11, 14:14

Well the Hydra (as many other ships in XTC) is not a multi-role combat vessel... but it's a good one to carry around in capturing sprees.

Use hydras and ion weapons (that also slow down targets iirc) to lower your target's shields and make it open to boarding, then go for a cap from another ship.

As said or understated in many other posts, every ship in XTC has some weak and strong points, so a small fleet smartly put together and managed can achieve goals bigger than 'the sum of its parts'.

Just adding up strength points to a single ship is against our goals ;)

Back in XTM there were far too powerful ships, and i came to a point where - out of boredom - i was just playing silly (like attacking stations with a fleet of miners armed only with mining lasers ^^ ). In XTC we want to avoid that, and so the player should need more than only one personal ship to do most of what he can think of.

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EmperorJon
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Post by EmperorJon » Sun, 6. Feb 11, 14:25

That's the thing, it's designed for capping. I understand that. What I don't understand is why that's meant to make SENSE!? Why would an entire races only combat ship in one class be effectively useless for the every day patrol. Which is the only thing it actually does in the game. And it gets slaughtered.

The Ion Disruptor is mediocre for capping, you have to get right next to them. The Ion Beam Cannon is very weak, very inaccurate and very energy hungry, the Heavy Ion D you can only hold 4 or so of and you're full. It's, quite frankly, useless.
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