[MOD] Paranid Zeus NEW v0.05 -Updated 13/04/2016

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Archaeosis
Posts: 332
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis » Fri, 1. Apr 16, 15:14

So this is an I with extra drones and guns, right?

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Fri, 1. Apr 16, 15:55

Archaeosis wrote:So this is an I with extra drones and guns, right?
It used to be, Now it's a Zeus, it can be built at the PMC or HOA Shipyards in Albion.
0101...0011...0011...0101...2!

User avatar
alexalsp
Posts: 1839
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Fri, 1. Apr 16, 16:05

for HoL:

Code: Select all

X Rebirth\extensions\Paranid Zeus\extensions\ego_dlc_2\assets\props\surfaceelements\macros\buildmodule_ships_hol_xl_macro

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Fri, 1. Apr 16, 16:19

alexalsp wrote:for HoL:

Code: Select all

X Rebirth\extensions\Paranid Zeus\extensions\ego_dlc_2\assets\props\surfaceelements\macros\buildmodule_ships_hol_xl_macro
Will adding the ship to the HOL DLC affect players that don't have it installed?
0101...0011...0011...0101...2!

User avatar
alexalsp
Posts: 1839
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Fri, 1. Apr 16, 16:36

The ship can be built only in Albion, at the moment.

vinomio
Posts: 19
Joined: Fri, 12. Jun 15, 19:52
x3tc

Post by vinomio » Fri, 1. Apr 16, 17:21

Does it still overwrite the Xenon I?

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Fri, 1. Apr 16, 17:26

Thanks alexalsp.

New alternate version available for the HOL DLC, adds the Zeus to Albion and Home of Light Shipyards.

http://www.mediafire.com/download/slsdk ... d_Zeus.zip
0101...0011...0011...0101...2!

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Fri, 1. Apr 16, 17:28

vinomio wrote:Does it still overwrite the Xenon I?
No, This mod does not affect the Xenon I in any way. It adds an entirely new ship to the game.
0101...0011...0011...0101...2!

vinomio
Posts: 19
Joined: Fri, 12. Jun 15, 19:52
x3tc

Post by vinomio » Sat, 2. Apr 16, 10:30

Thx i'll try it :thumb_up:

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Tue, 12. Apr 16, 13:14

I have completed v0.01 of the Paranid Odysseus, based on the K hull. Next mod will be the fighters. :)
Sparky Sparkycorp wrote:Maybe borrow the unused Moebius and Golem fighters too, and you're halh-way to a race :)
0101...0011...0011...0101...2!

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Tue, 12. Apr 16, 20:07

New Update!
Due to popular request I have changed the Red Glow to a Gold Glow. I have also removed all Xenon weapons and replaced them with Argon weapons.

Screenshots have been updated to reflect this.

Note: Version # has not changed and old version still available.
0101...0011...0011...0101...2!

User avatar
alexalsp
Posts: 1839
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Fri, 15. Apr 16, 18:38

Combine the into one mods.
Makes no sense to make 4 different mod.

http://forum.egosoft.com/viewtopic.php?t=389212

https://drive.google.com/file/d/0B-HuPY ... sp=sharing

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Sat, 16. Apr 16, 01:40

Thankyou alex, I'm considering trying to add Moebius and Golem fighters as well.
0101...0011...0011...0101...2!

User avatar
alexalsp
Posts: 1839
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Sat, 16. Apr 16, 02:01

Lander1979 wrote:Thankyou alex, I'm considering trying to add Moebius and Golem fighters as well.
Fighters do not need.
They will only work on a new game.

And mod is already there.

http://steamcommunity.com/sharedfiles/f ... =530515494

User avatar
Lander1979
Posts: 1017
Joined: Mon, 4. Aug 14, 05:18
x4

Post by Lander1979 » Mon, 18. Apr 16, 02:21

OK thankyou alex. I won't bother with the fighters in that case. Also UniTrader and I are working on an experimental Phased Shockwave Generator Turret for the Zeus and Odysseus, It should be ready soon, so I will upgrade the plasma jet LR turrets to PSG before releasing it.
0101...0011...0011...0101...2!

Chayner
Posts: 1
Joined: Fri, 30. Dec 16, 11:05

Post by Chayner » Fri, 30. Dec 16, 11:31

Great mod, Lander. I've been playing around with this beautiful monster of a ship, and I've been having lots of fun. Although, there's something I've noticed about it which brought up a question to me. Aren't there a little too few turrets considering the overall size of the Zeus? The middle area of the hull on its sides could use a few turrets sprinkled here and there, and the top part of the hull lacks them completely.

I know that this might be more of a matter related to personal taste than anything, but perhaps you could give it some thought and see if there's truly any need to increase the number of turrets.

Cheers!

Return to “X Rebirth - Scripts and Modding”