Star Wars Mod by mikhailskatchkov reborn.

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

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mikhailskatchkov
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Post by mikhailskatchkov » Fri, 9. Sep 16, 20:03

Notes on upcoming patch:

0.8
Ships:
- Assault Cruiser MK2
- Carrack Cruiser
- DP 20 Gunboat
- Lancer Frigate
- Assault Cruiser MK1
- Quasar Fire-class bulk cruiser
- Neutron Star-class bulk cruiser
- Tartan-class patrol cruiser
- Delta Class JV-7 Escort Shuttle
- Intervention Cruiser. (possible)
- SSD. (possible)

Stations
- Pirate base replacement
- Home base (X-Wing Alliance type base) purchasable from ship yard, acts like "Trading Station"

Adjustments:
- X-Wing wings adjustment

0.9

X-Wing S-Foils script fix
R2D2 script fix
To be Added - Probe droid scripts (calls for Star Destroyers to jump into sector if a manageable Rebel force is detected)

Ships - Cue list not compiled yet.
Last edited by mikhailskatchkov on Fri, 9. Sep 16, 21:59, edited 1 time in total.

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mikhailskatchkov
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Post by mikhailskatchkov » Fri, 9. Sep 16, 20:19

Respaektt wrote:New Patch :D than i will only play around a little in my save and be exited for the new release.

I started in one of the southwest systems, "quiet tides" or "myth of elysium". Somewhere near Jakku, if i remember correctly. i was wondering to :D

Do you know when your major patch is ready?
Those were former Paranid sectors, now should be imperial, maybe i by mistake changed it to boron somehow.

My laptop is Baking 1 texture a day unfortunately, but im hoping to have this patch out by next week Sunday.

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Post by Ameer Nuub » Fri, 9. Sep 16, 22:05

Respaektt wrote: Do you know when your major patch is ready?
mikhailskatchkov wrote: My laptop is Baking 1 texture a day unfortunately

All those wanting this mod to continue and waiting for updates, please divert a portion of what you easily already put toward burgers, gas station snacks, etc. so that Mike can have the tools he needs to make it happen.



https://www.indiegogo.com/projects/x3-s ... starwars#/

I will also be putting efforts towards making these ships into XSP's and other things to help the community in general, but that can't begin while we are waiting on machinery and circumstances that could easily be remedied with just a little help.

Thank you!

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Post by mikhailskatchkov » Fri, 9. Sep 16, 22:08

Well ive had to majorly reduce gather detail in 3DS MAX to speed up the baking process, One day when i get a better Laptop or PC Ill re do the textures in higher precision.

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iniochos
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Post by iniochos » Sat, 10. Sep 16, 16:14

Is there any possibility to add a station, like one in the Xtended mod called Depot, in your mod ?
The advantage of it was that had unlimited (i think) cargo and the player was able to stock wares through salvage...

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Post by mikhailskatchkov » Sat, 10. Sep 16, 21:21

iniochos wrote:Is there any possibility to add a station, like one in the Xtended mod called Depot, in your mod ?
The advantage of it was that had unlimited (i think) cargo and the player was able to stock wares through salvage...
It is possible but i dont know anything about XTended mod, and that depo, ill see what i can do.

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Assault Frigate MK2

Post by mikhailskatchkov » Sun, 11. Sep 16, 02:39

Assault Frigate MK 2 going in tomorrow

Image

Image

Image

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Re: Assault Frigate MK2

Post by Ameer Nuub » Sun, 11. Sep 16, 15:41

mikhailskatchkov wrote:Assault Frigate MK 2 going in tomorrow

WOW. You know, I always hated the “ship is a living being” thing in Sci-fi. I’ve read through this whole thread and noticed that I agree with you very closely on ship aesthetics, e.g.- I was never a fan of the “uglies” at all, and always hated “ships that look like fish”, etc. This ship was a classic like the Mon Cal ships so it was important to get in for nostalgia purposes, but admittedly the design of it was “borderline on the fish side”.

Seeing what you’ve done with it, I can honestly say it’s absolutely beautiful! Can’t wait to have it in the game and to see the others!

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Post by Respaektt » Mon, 12. Sep 16, 14:55

looks fantastic! The weather forecast says bad weather for the next week, therfore a lot of time to play, or just watch the new ships :D

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iniochos
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Post by iniochos » Tue, 13. Sep 16, 09:00

mikhailskatchkov wrote:
iniochos wrote:Is there any possibility to add a station, like one in the Xtended mod called Depot, in your mod ?
The advantage of it was that had unlimited (i think) cargo and the player was able to stock wares through salvage...
It is possible but i dont know anything about XTended mod, and that depo, ill see what i can do.

I only suggest if you can build (?) or "unlock" the cargo limitation of a, lets say, trading post specifically for the player...

just a suggestion...

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iniochos
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Post by iniochos » Tue, 13. Sep 16, 20:53

Just a weird issue...
Next to Unseen Sector there is an Unknown Sector where are some imperial cargo ships do nothing.
In the Unseen Sector are imperial cargo ships traveling to Unknown sector and some other leaving it.
Also are big imperial ships in Unseen Sector like Imperial II -class star destroyer.

Do you have in your mind to hand over the unknown sector to Imperials ?

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Post by mikhailskatchkov » Wed, 14. Sep 16, 22:29

iniochos wrote:
mikhailskatchkov wrote:
iniochos wrote:Is there any possibility to add a station, like one in the Xtended mod called Depot, in your mod ?
The advantage of it was that had unlimited (i think) cargo and the player was able to stock wares through salvage...
It is possible but i dont know anything about XTended mod, and that depo, ill see what i can do.

I only suggest if you can build (?) or "unlock" the cargo limitation of a, lets say, trading post specifically for the player...

just a suggestion...
Im sure I can do it)

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mikhailskatchkov
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Post by mikhailskatchkov » Wed, 14. Sep 16, 22:30

iniochos wrote:Just a weird issue...
Next to Unseen Sector there is an Unknown Sector where are some imperial cargo ships do nothing.
In the Unseen Sector are imperial cargo ships traveling to Unknown sector and some other leaving it.
Also are big imperial ships in Unseen Sector like Imperial II -class star destroyer.

Do you have in your mind to hand over the unknown sector to Imperials ?
Ill check it out,i think its a problem in the TJobs file.

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Post by mikhailskatchkov » Wed, 14. Sep 16, 22:36

Assault Frigate Mark II and Carrack in

Image

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Image

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Image

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Image

Ill work on these again later to improve detail, and there is some kind of lighting glitch(

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iniochos
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Post by iniochos » Thu, 15. Sep 16, 06:18

Fantastic job man!!!
Keep it up... :)


How can someone get a PHQ if starts a Custom Game?
Last edited by iniochos on Thu, 15. Sep 16, 07:17, edited 1 time in total.

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Post by _Akula_ » Thu, 15. Sep 16, 07:15

Spectacular, with the Carrack and the Lancer, I'll have almost the complete roster of my Imperial dream fleet!
On another note, most games I've seen the Assault Frigate Mk II in, I've hated the overall look of it, but somehow, you make it look amazing, I'd actually say that I love it now.
Keep up the great work!

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Wip

Post by mikhailskatchkov » Thu, 15. Sep 16, 16:28

Work continues

Image

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Post by Respaektt » Thu, 15. Sep 16, 21:35

Looking Good!

:o

In my games the Imperial conscript start, i start in "quiet tides" and its the only sector that belongs to the imperials. Just a reminder.

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Post by mikhailskatchkov » Thu, 15. Sep 16, 22:19

Respaektt wrote:Looking Good!

:o

In my games the Imperial conscript start, i start in "quiet tides" and its the only sector that belongs to the imperials. Just a reminder.
Thanks)

Spoiler
Show
There should be a neighboring sector which is also Imperial and there is Also Bastion which is kinda the capital sector for the Imperial remnant, you can refer to the actual star wars map to get an idea of where it is ;)
and there are two other Imperial sectors around Bastion.

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iniochos
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Post by iniochos » Thu, 15. Sep 16, 23:28

What is the problem with Heretic's end Sector ?!
When i am looking in the map, everything seems to be "in place".
When i am in the sector, everything, including my adv Sat, has dispersed in the edges of the map. Approximately 300 something klm away from the center of the map.
It is very weird...

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