[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

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

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

Post by Lander1979 » Wed, 23. Mar 16, 05:01

The Zeus is the primary carrier in the Paranid Fleet. Information about this ship, other than the fact that it is very deadly as a result of new weapons technology, have not been released. This ship's tactics are not to get close to battle, and to release its swarm of powerful fighters from a distance. Paranid pilots have been known to hide their ships in dense asteroid fields to keep their signature from hostile craft.

Latest Version:

v0.05 http://www.mediafire.com/download/4s3cv ... d_Zeus.zip
Adds the Paranid Zeus to Home Of Light and Albion XL Shipyards.

If previous version installed.Delete the Paranid Zeus Mod folder.

Unzip into the "\extensions" folder.

Compatible with existing save games.

The Idea is to create a Paranid Zeus borrowing from the hull of the Xenon I. The Paranid Zeus is a Carrier with a 300 drone capacity.

This Mod adds an entirely new ship to the game. It does not overwrite or affect the Xenon I in any way.

Thankyou to Marvin Martian, alexalsp, and UniTrader for all the help and patience.

[ external image ]

[ external image ]

[ external image ]

[ external image ]

v0.05 Changes:
*Changed Red glow to Gold glow.
*Changed weapons to Argon type.

Old Versions:(Red Glow and Xenon weapons)
v0.05 Adds the Paranid Zeus to Albion XL Shipyards.
http://www.mediafire.com/download/6a046 ... d_Zeus.zip

v0.05 with HOL DLC Adds the Paranid Zeus to Home Of Light and Albion XL Shipyards. http://www.mediafire.com/download/slsdk ... d_Zeus.zip

v0.05 Changes:
*Added 12 Plasma Jet LR Turrets.
*Removed 4.0 Minimum Requirement.
*Added alternative version that also adds the ship to HOL Shipyards.

v0.04 Changes:
*Added content.xml.
*Added Russian Language in game.

v0.03 Changes:
*Fixed targetpoints patch file.
*Added Navmesh

v0.02 Changes:
*Added targetpoints and dockpath.
*Added Cargo Bay.
*Added Waypoints.
*Modified Drone pad Locations.
*Modified Playerdock location for Cap Ship Bridge mod compatibility.

Known Issues:
*In Zone Ship to Ship Transfer Not Working. (Workaround: As this is an In Zone issue only, Change Zones to complete the trade).
*Weapons are not customizable and in some places may be missing(this is an issue with the shipyard being able to build xenon weapons, I'm not sure of the extent of this yet so player feedback on this is essential).

To Do:
I will need to work out how to change the material to a rusty brown colour(haven't attempted to alter texture maps before). Maybe also change the colour of engines and weapons?

Likely followup project will be to convert the Xenon K into a Paranid Odysseus.

Down the track it might be fun to expand on this and add a selection of re-purposed Jon Ferco, Xenon, and Canterran stations as Paranid Shipyards and Stations. Maybe even give them a Home System or Two.
Last edited by Lander1979 on Mon, 18. Apr 16, 07:05, edited 59 times in total.

Eriodas
Posts: 267
Joined: Thu, 23. Dec 10, 06:36

Post by Eriodas » Wed, 23. Mar 16, 15:33

You are going to need a lot of other things too, if you want to make a Paranid system. Better if you stick with just the ships for now.

Also you will need to create or import the fighters, some portraits and voices... And the Paranid ship designs were more sleek, completely covered by some shiny armor. Not like that Xenon K thing.

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

Post by Lander1979 » Thu, 24. Mar 16, 23:18

Version 0.01 Ready for testing.
Last edited by Lander1979 on Sun, 27. Mar 16, 01:21, edited 1 time in total.
0101...0011...0011...0101...2!

antoniut
Posts: 198
Joined: Sat, 4. Oct 14, 13:07
xr

Post by antoniut » Thu, 24. Mar 16, 23:34

Photo...photo...! :D

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

Post by Lander1979 » Fri, 25. Mar 16, 00:01

0101...0011...0011...0101...2!

antoniut
Posts: 198
Joined: Sat, 4. Oct 14, 13:07
xr

Post by antoniut » Fri, 25. Mar 16, 00:56

:thumb_up:

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

Post by Lander1979 » Fri, 25. Mar 16, 05:05

Test Pilots Wanted!

All Feedback both welcome and valued!
0101...0011...0011...0101...2!

User avatar
Marvin Martian
Posts: 3548
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Fri, 25. Mar 16, 08:16

you need to create (&copy) the targetpoints
this will be helpfull for the drone dock-&landing too, so you can place the dronebay deeper inside the modell

in case you will have cargo for trading or simply ship to ship transfer of fuel, you need to add waypoints at the components file (i would suggest Sequana or Midir with z= data of the I size additional

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

Post by Lander1979 » Fri, 25. Mar 16, 08:40

Thanks Marvin, I'll have to look into it and do some reverse engineering as I haven't played with nav points before. You've given me a good idea here as well, I will attempt to add a substantial cargobay to the next version.
0101...0011...0011...0101...2!

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Fri, 25. Mar 16, 13:10

Maybe borrow the unused Moebius and Golem fighters too, and you're halh-way to a race :)

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Fri, 25. Mar 16, 15:33

that a station in background or all part of ship?
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

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

Post by alexalsp » Fri, 25. Mar 16, 16:04


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

Post by Lander1979 » Fri, 25. Mar 16, 19:05

TSM wrote:that a station in background or all part of ship?
It was a station that just happened to be in the background at the time of the photo.

@alexalsp Great work on those ships :) May I borrow the dock coordinates for cap ship bridge mod compatibility?
0101...0011...0011...0101...2!

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

Post by alexalsp » Fri, 25. Mar 16, 19:15

I gave you this link. You can choose what you need. Weapons, jump drive, drone bay, cockpit, traffic :)

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

Post by Lander1979 » Sat, 26. Mar 16, 07:07

Having some issue getting the waypoints from xenon hunt 3 to work in zone on the I/Zeus.

SOLVED: Missing Navmesh.
Last edited by Lander1979 on Fri, 1. Apr 16, 02:00, edited 1 time in total.
0101...0011...0011...0101...2!

User avatar
Marvin Martian
Posts: 3548
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Sat, 26. Mar 16, 09:13

Lander1979 wrote:Having some issue getting the waypoints from xenon hunt 3 to work in zone on the I/Zeus.
i'm using

Code: Select all

				<waypoints>
					<waypoint name="XU_Waypoint06" tags="sizeLevel1 typedock end dynamicmasstraffic " x="0" y="95.82845" z="2509.145416">
						<links/>
					</waypoint>
					<waypoint name="XU_Waypoint05" tags="typenormal sizeLevel1 dynamicmasstraffic " x="0" y="95.82845" z="2769.145">
						<links>
							<link ref="XU_Waypoint06"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint10" tags="typenormal sizeLevel1 blocklink dynamicmasstraffic " x="-13.5" y="124.54979" z="2969.145">
						<links/>
					</waypoint>
					<waypoint name="XU_Waypoint09" tags="typenormal sizeLevel1 dynamicmasstraffic " x="-13.5" y="124.54979" z="2819.145">
						<links>
							<link ref="XU_Waypoint10"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint08" tags="typenormal sizeLevel1 blocklink dynamicmasstraffic " x="13.5" y="124.5498" z="2969.145">
						<links/>
					</waypoint>
					<waypoint name="XU_Waypoint07" tags="typenormal sizeLevel1 dynamicmasstraffic " x="13.5" y="124.5498" z="2819.145">
						<links>
							<link ref="XU_Waypoint08"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint04" tags="typenormal sizeLevel1 dynamicmasstraffic " x="-13.49998" y="80.2998" z="2819.145">
						<links>
							<link ref="XU_Waypoint05"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint03" tags="typenormal sizeLevel1 blocklink dynamicmasstraffic " x="-13.49998" y="80.2998" z="2969.145">
						<links>
							<link ref="XU_Waypoint04"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint02" tags="typenormal sizeLevel1 dynamicmasstraffic " x="13.50002" y="80.2998" z="2819.145">
						<links>
							<link ref="XU_Waypoint05"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint01" tags="typenormal sizeLevel1 blocklink dynamicmasstraffic " x="13.50002" y="80.2998" z="2969.145">
						<links>
							<link ref="XU_Waypoint02"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint12" tags="typenormal sizeLevel1 dynamicmasstraffic " x="0" y="107.55028" z="2769.1451">
						<links>
							<link ref="XU_Waypoint07"/>
							<link ref="XU_Waypoint09"/>
						</links>
					</waypoint>
					<waypoint name="XU_Waypoint11" tags="sizeLevel1 typedock start dynamicmasstraffic " x="0" y="107.55028" z="2509.145416">
						<links>
							<link ref="XU_Waypoint12"/>
						</links>
					</waypoint>
				</waypoints>

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

Post by Lander1979 » Sun, 27. Mar 16, 01:18

Ok Here is what I have so far, going to call this V 0.02

Thanks Marvin, The front docking approach looks allot better than the side approach for my purposes.

My issue in both cases, is that once the ship docks there is no Mass Traffic generated by the Zeus/I, meaning there are no cargo drones being created, and docking stalls until the player is OOZ?

I'm not sure if this also affects the spawning of construction drones for repair?

I'm guessing this is the issue discussed in waypoints_k_i.txt in the Xenohunt 3 mod ?
Last edited by Lander1979 on Sun, 27. Mar 16, 08:36, edited 1 time in total.

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

Post by Lander1979 » Sun, 27. Mar 16, 08:35

Looks like there's a problem with my targetpoints.xml file. Until I can get it to work I will add the original file with the edit.

v0.015 old

If anyone who knows how xmlpatch works, want's to take a look to see if they can fix this file it would be greatly appreciated:
http://www.mediafire.com/download/b55ad ... points.xml
Last edited by Lander1979 on Sun, 27. Mar 16, 13:59, edited 2 times in total.
0101...0011...0011...0101...2!

User avatar
Marvin Martian
Posts: 3548
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Sun, 27. Mar 16, 10:17

Code: Select all

<add sel="/targetpoints">
sel=/pointlist won't ever work that way, maybe as <add sel="/pointlist[1]" pos="after">, but better use this above

--
about masstraffic, for me it works http://abload.de/img/screen_ipks0k.jpg
i would suggest to copy the _navmesh.xml from I to your zeus and and change the name suitable to your component-file

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

Post by Lander1979 » Sun, 27. Mar 16, 13:33

Thankyou very much Marvin, that got it working! :)

Here is the Latest Build
v0.03 Old
In zone Ship to Ship transfer still seems bugged, but the Zeus is now trading with stations and using it's repair drones.
Last edited by Lander1979 on Mon, 28. Mar 16, 02:24, edited 1 time in total.
0101...0011...0011...0101...2!

Return to “X Rebirth - Scripts and Modding”