SSG mod w/33 custom ships available for download - V0.1.7e2

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DeadlyDa
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SSG mod w/33 custom ships available for download - V0.1.7e2

Post by DeadlyDa » Wed, 29. Dec 04, 01:49

Deadly Ship, Station, and Galaxy Map Mod - Version 0.1.7e2

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Update 0.1.7e2 - The ship scene file for the Scout accidently was overlaid by the Discoverer. No restart required. If you have already have a Scout that is messed up, tell it (remotely) to fly to another sector...that should take care of it.


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Update 0.1.7e - Decided to add in a new M1...the Roger Young. Fast, lots of guns, decent hull strength...not much shielding. Added in a set of startup scripts to "police" the shipyards, and make sure they have the correct ships loaded. This means you should be able to use save games from the older version of SSG...caveat emptor...make sure you have a good save game (or two) before upgrading against a save game. There is also a new command hooked to the ships "additional command" menu that will allow you to "activate" an SSG custom factory that you have purchased and placed. Specifically, these are the factories that produce the 45MW and 200MW shields, Alpha, Beta, and Gamma Fission missiles, and Alpha, Beta, and Gamma HOTL and RPIC lasers. The factories are set up for Argon resources.


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Update 0.1.7d - (Not Released) Minor update...no restart needed (ships must pass through jump to be re-created). Fixed the B-Wing and Y-Wing so that all lasers fire. Fixed the Cetus (TL) cockpit problem. Redid textures on the Mule MKII (TS) and Cetus. Redid the rear turret on the Dralthi (M3) and Mule MKII...now has 2 lasers.


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Update 0.1.7c - Again, very minor update...no restart required. (Any new ship features for existing ships will appear after the ship goes through a jump.) A couple of small tweaks to the ships based on comments and bug reports. The version number has also been changed to "re-synch" the number across all the various flavours of the mod.


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Update 0.1.7b - Internal only...nothing released.


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Update 0.1.7a - Internal only...nothing released. Very minor tweaks. No restart required. Moved docking point on ISD down, to avoid collision when undocking fighters. Added engine effects to YT-1300, A-Wing, and B-Wing. Adjusted pricing of new ships for better balance. Finally, I included the tutorial on how to use Doubleshadow's tools to swap ships around (between races) in the mod.


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Update 0.1.7 - The Rebel ships are here! (At least some of them.) Also, I have included a number of bug fixes in this release. First, the "bug swatting" effort:
1. Corrected factory pricing. Many of the custom factories were not going into production because more product was being generated per cycle than the station can hold.
2. Resized selected Capital ships. Large Capital ships were exploding upon purchase at Deadly shipyard.
3. Corrected "readtext" message on several NPC ships.

The ships that are new to this release include:
1. YT-1300 (Millennium Falcon)
2. X-Wing
3. Y-Wing
4. B-Wing
5. A-Wing

The updates and/or spurious alterations include:
1. The new weapon types (6) still have the same name (A/B/G HOTL & RPIC)...but their performance is now spread from the low-end to the high end. They are priced according to their capability.
2. Many ships completely retextured.
3. Most custom M5, M4, and M3 ships have been resized using the YT-1300 as the "yardstick".
4. Added second "hidden" shipyard (Lucas Enterprises) to hold the Star Wars ships and Alien (Xenon) ships. There are now 18 ships in the Deadly Shipyard, and 13 in Lucas Enterprises.
5. Updated the Tie cockpit, and created a custom cockpit for the YT-1300.
6. Created custom docking part 320 to allow better docking access for the Imperator Star Destroyer. (Replaced stock 320 docking part with 79 docking part on my custom stations and ships that used 320.)


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Update: Beta 0.1.6d - Major update here. Added three new Star war ships; the Tie Defender, Tie Interceptor, and Tie Bomber. The Tie fighters have a custom cockpit, which is the main reason for the delay in getting this release out the door. Thanks to CheckerTwo, we can now add some entirely new weapons to X2...so I added the Alpha/Beta/Gamma versions of the RPIC (Rapid Pulse Ion Cannon) and HOTL (High Output Turbo-Laser). The only ships that are currently capable of equipping the RPIC and HOTL are the four ships from the Star Wars universe. Once I get the correct balance of hull/shield damage, rate of fire, etc...I will upgrade some of the other ships to accept the new weapons types. I also replaced my old Fission missile with three entirely new Alpha/Beta/Gamma flavors. In the course of adding in the necessary missile factories and laser forges, I found a couple of small bugs in my in-game graphic map display...now sorted. In addition to placing the new ships in the Deadly shipyard (as usual), I also added them as additional ships to the Split. There are also a couple of Split shipyards with ISD's.


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Update: Beta 0.1.6c (not released) - Added a model of a Star Wars Imperator Star Destroyer. Managed to figure out how to enable Bump mapping, and applied to some of the models. The M5 Scout, M4 Darkship, M6 Harpy, M2 Styx, M1 Acheron (and of course, the new Imperator) all look lots better. I will re-texture the rest of the models in the next update...but people were asking for the ISD. Also also changed the impact effect of the PPC series of weapons to the one used for the Mass Driver...much better performance. The x2story.obj and x2galedit.obj files have been modified to allow 55 additional ships.


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Update: Beta 0.1.6b (not released) - Another small update. A couple of graphic/texture tweaks, added a mini-carrier (a small M1-like ship, that carries 25 fighters). Also fixed the missing "free" M5 Scout that was supposed to be waiting for you in the Player HQ...I had accidentally "morphed" it into a Mobile Mining Equipment.


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Update: Beta 0.1.6a (not released) - Argh! A couple of "Read Text" messages slipped into the Equipment Docks...I was using some scripts during final validation of the galaxy map. There is also a small setup script to remove them if you already started a game.


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Update: Beta 0.1.6 - Quite a bit of new stuff. Added several more ships...now up to 23 (see below of details); tweaked a few meshes, and updated several textures. All-in-all, the models are starting to look better. Used the latest hack from our Russian partners to add capacity of 50 new ships (in addition to the standard X2 complement). Since I only use 23 ships, there are 28 truly "unused" slots not available in TShips. I also took advantage of the latest analysis on the graphic sectormap (again, from the Russian wizards) to provide a graphic in-game map of the custom galaxy map I ship with the mod...now you can actually see the added sectors when you jump/navigate around the map.


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Update: Beta 0.1.5 - Added four new ships (for a total of 18 ships); M1 & M2 replacements for Xenon J & K, a new (really big) M2 replacement for the Argon Titan. The new Argon M2, called the Charon, has 28 guns (4 front lasers, 6 4-laser turrets), a slightly expanded cargo capacity, 600Mw of shielding (3x200Mw), and a measly 13 external docking ports. Finally, a new M6 (the Trident,) that replaces the Argon Centaur. Also includes the usual minor clean up of textures, weapon tweaking, and a few new "cosmetics" on existing ships (position lights, etc).


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Update: Version 0.1.4 is available for download. Switched to .bob (binary) scene files in the /cut folder for faster loading (except for M1/M2 class). The .bod files are still available in a sub-directory of the /cut folder. Also cleaned up textures, added a few cosmetics (position lights), and three (3) new ship models; the three Xenon fighters (M3/M4/M5)...which can be purchased at the secret shipyard as the Xenon Rebel (M3), Xenon Hunter (M4), and Xenon Recon (M5) Of course, to keep things fair, the Xenon also get them...and the M3 has a rear turret! I also added links for self-extracting Rar files.


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Update: Version 0.1.3 is available for download. New M2 model (Sulaco) added...replaces the Split Python, fixed "readtext" messages (again), fixed port laser on Basilisk, reduced the number of front lasers on the M6 from 5 to 4.


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Update: Version 0.1.2a is available for download. Only 1 small change to the M6. Reduced the number of front lasers from 5 to 4. (Discovered that, unlike fighters, only 4 front lasers can be active on an M6.) Download links have been updated.


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Update: Added a stripped-down "ship only" version, for those who don't want the custom galaxy, new stations, or the new shield/missile types. It uses the standard X2 TShips as a base, so performance of the regular X2 ships should be familiar. The link is at the end of this post.


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Update: Version 0.1.2 is available for download. Cleaned up several of the dreaded "readtext" messages, moved Wheat Farm in Herron's Nebula (it was sitting in a "hull eating" nebula), corrected the volume for the 200MW shield (was the same as the 45MW), added another fighter...a low-poly version of the Banshee I had shown a few weeks back (see bottom of thread for pix). Download links (below) are updated.


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Update: Version 0.1.1 is available. Includes some minor tweaks to ship handling (new ships only), and added some brief info on the various ships to the readme.

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Introduction:

There are two versions of this mod available. This is the original mod, that is based on Burianek's Laser/Economy type files. I have substantially altered/tuned the ships performance. The custom ships tend to be well armed, for those that like big Capital Ships with lot's of guns.

The other version tries for more realistic combat, and is based on Mauzi!'s 0.89 rebalancing type files. If you're interested in that version, it can be found here... http://www.egosoft.com/x2/forum/viewtopic.php?t=74603

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Credits:

Lots of people have made contributions to the X2 modding scene that allowed me to create these mods. My apologies if I missed your name:

++ Burinek - The Laser / Economy Rebalance v 1.0
++ Barron for translating the language files and readme into German, and keeping an eye on things over in the German forum.
++ Vayde for his help in testing. His ability to find the "little" bugs makes the game better for all of you!
++ Xenofighter:Mario Bacher (elimgarak@scifi-art.com) - Original concept art for the Xenon M3 Rebel. Earthpilot suggested that this ship was first seen in "Gene Roddenberry's Andromeda".
++ Shade (shadowlands@mweb.co.za) - Original concept art for the Teladi M2 Grendel (aka Protector).
++ BreezeUA - cleanup on the Sulaco model (very nice work...he may be contributing more in the future).
++ All of the many people who have been modeling Star Wars ships, and collecting & sharing information...for helping make the ISD available.
++ Scoob for doing the research on the performance impacts of the various X2 bullet types, and Reven for publishing the original FastBulletFX mod.
++ Admiral TigerClaw for advice on weapons placement.
++ Nuclear_Eclipse for the detailed knowledge of Star Wars ships (as well as scanning and uploading ship plans) needed to create these models for the X2 engine.
++ CheckerTwo for his fantastic work on opening up the X2 OBJ files. With out him, there would be no additional ships, weapons, or missiles.
++ Doubleshadow for the best development "workbench" any modder could ask for. Without his tools, I simply would not have bothered.
++ For the inspiration on the Tie Defend or, all credit to "Dr. Jones" <docteur.jones@wanadoo.fr>. Being able to use his excellent model as a reference made the Defender as good as it is.
++ Balogt for his assistance with the engine effects on the X-Wing and W-Wing.

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What is it:

1. A complete array of 32 new ships (M5, M4, M3, M6, M2, M1, TL, TS, TP). All ships (with the exception of a remake of the M6 Osprey) are completely original 3dMax creations, although some of were inspired by various movies and other concept art. (Note: In the interest of time, I "cannibalized" the mesh for the outer body panels for the A-Wing from a model done by Jose Gonzalez...the rest is original.)

2. A custom Galaxy Map with 27 additional sectors and a custom graphic "sectormap" to show the extra sector in-game. The added sectors are intended to provide compatibility with the Massive War Mod. The sector size is 1.6 times larger than the standard X2 sector. There are also numerous additional gates to alter the traffic flow across the galaxy. (Note: The custom map is not present in the "ship only" version.)

3. The mod can be played with, or without, the X2 plot.

4. There are two new shield types; a 45MW, and a 200MW. There is (at least) one factory per shield type for each race scattered around the galaxy. (Note: The custom shields are not present in the "ship only" version.)

5. There are three new missile types...the Fission Alpha, Beta, and Gamma. Very expensive, takes up a ton of cargo space. The Gamma is mostly used as a "station buster", while the Alpha and Beta versions are good for knocking down the shields of larger ships before swooping in for the capture. As with the shields, there is at least one Fission Missile Factory for each race scattered around the galaxy. (Note: The custom missile is not present in the "ship only" version.)

6. There are six entirely new shipboard weapons, inspired by the addition of the Star Wars ships. The current naming has them as the Alpha, Beta, and Gamma High Output Turbo-Laser (HOTL) and Rapid Pulse Ion Cannon (RPIC). There will be unique names for each weapon in a future release. The weapons span the range of performance from low-end to "deadly", and are priced accordingly. Currently, these weapons are only available on the Imperial and rebel ships. (Once I get the performance specs adjusted, I will make them available on some of the existing ships.)

7. The various race's Equipment Docks have the new shield and missile wares...but not at every dock, and not all new wares can be found in a single dock. (The Split have Missile Factories and Laser Forges for the new RPIC, HOTL, and Beta/Gamma version of the Fission missile.)

8. There is an M6-capable player HQ in one of the new sectors. It is based on a custom station model I created. I have pre-loaded one of my new M5 scout ships in the HQ...but with almost no upgrades. (Note: Not present in the "ship only" version.)

9. For the wares/no-wares versions, there are two (2) custom "hidden" Shipyards where you can purchase the new ships. For the "ship only" version, the Star Wars and Alien (Xenon) ships have been added to the shipyard & dock in Omicron Lyre, while all the other ships have been added to the Boron shipyard and/or dock in Great Reef.

10. There are 3 "flavors" of the mod (at this time); one with a few wares (products) pre-loaded into your HQ, the second with an empty HQ, and the third is a "ship only" version, that uses the standard X2 universe map. The reason for having "wares" vs "no-wares" versions is because when a dock has products "pre-loaded", when you start a new X2 game, all docks are spawned with a partial inventory of wares (about a 50% stocking level). What this means is that, for those who are "old hands", and don't really want to start out "bumming around" the galaxy with no money, start out with the "wares" version, and zip over to your HQ and grab some wares to sell. (Note: You are not going to get rich doing this...it's really just "seed" money. There is no "automatic" restocking, so you will need to trade to maintain stock levels in your HQ.) For those "hardcore" types who like groveling around for days building up a stake, you can run the "no wares" version. Once you build up enough capital, you can eventually equip your HQ with the wares mix of your choice. (This assumes that you have a suitable script installed, like the signed Waremanager script supplied as part of the Bonus Material.)

11. The "type" files (TDocks, TShields, etc) were aorginally on Burianek's Laser/Economy Rebalance v 1.0 mod. However, these files have been extessively modified, while other X2 typefiles has been altered as needed. The ships are somewhat faster than standard X2 (to compensate for the larger sector sizes), and the ship handleing has been tweaked. The weapons loadouts for many of the custom ships is (ahem...) fairly aggressive. If you would prefer a more "balanced" approach to combat, try the Deadly SSG 0.2.x mod...it has the same custom ships, stations, and galaxy map...but is based on Mauzi!'s ship/weapon rebalancing work (version 0.89).

12. Oh yeah...I have removed the "Modified" tag.

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Ship Types:

Most ships have been re-textured (and some have been completely rebuilt) since the following renders and screenshots were taken. The following pixare intended to give you a "feel" for what is in the mod.

M5 (Scout), Race=Player - Small, fast, 3 front lasers (same loadout as Pirate Mandalay). One "bare-bones" Scout is loaded into the players HQ at start-up for the Wares/No-Wares versions. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M5 (Recon), Race=Player - Small, fast, 2 front lasers (same loadout as Xenon N). This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M5 (X-Wing), Race=Player - The Deadly X-Wing is one of the most powerful M5 fighters ever built. It was the last star fighter design produced by Incom Corporation before its seizure by the Empire. It is reasonably fast, and with 4 lasers is quite heavily armed for an M5 fighter. This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M5 (A-Wing), Race=Player - The Deadly A-Wing is a very small and very fast star fighter with two wing-mounted Blaster Cannons. The idea behind the A-Wing was not to create a ship with a lot of firepower, but one that could use blinding speed to outperform its opponents. This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M4 (Darkship) Race=Player - Medium fighter, 3 front lasers (same loadout as Split Scorpion), other specs at the upper end of the various X2 M4-class ships. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M4 (Hunter) Race=Player - Medium fighter, 3 front lasers (same loadout as Xenon M...although the player version has the capability to mount a Mass Driver). This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M4 (Interceptor) Race=Split - Medium fighter. The Deadly Tie Interceptor is a small maneuverable M4 class ship with good acceleration and a high top speed. It carries 15MW of shielding and 4 lasers. However, it has very limited cargo space, and accordingly carries a very limited missile load. This ship can be purchased at Lucas Space Enterprises, selected Split shipyards and docks, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M4 (Y-Wing) Race=Player - The Deadly Y-Wing is an attack star fighter with moderate speed. while not as fast as some M4 ships, it has 4 lasers and has cargo capacity for extra missiles. The Y-Wing carries 20MW of shielding (4x5MW). This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M3 (Dralthi) Race=Player - Heavy fighter, 3 front lasers (same loadout as Argon Nova), 2 lasers in rear turret (uses same TCockpit entry as the Nova). Has 90MW of shielding (2x45MW) for wares/no-wares versions or 75MW (3x25MW) for "ship only". This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M3 (Banshee) Race=Player - I had been playing around with a module of the Banshee, but it had such a high-poly count, it tended to slow the game down. This is a very low-poly version, and is fun to fly. It's very heavily armed (4 front lasers), with 90MW of shielding (2x45MW) for wares/no-wares versions or 75MW (3x25MW) for "ship only". However, it is also fairly slow. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M3 (Rebel) Race=Player - Heavy fighter. Well armed with 2 front BHEPTs, and a bottom BHEPT turret. Has 90MW of shielding (2x45MW) for wares/no-wares versions or 75MW (3x25MW) for "ship only", but is fairly slow. This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M3 (Defender) Race=Split - Heavy fighter. The Deadly Tie Defender is an M3 class ship, which is highly maneuverable and offers good acceleration and top speed. It carries 6 lasers and 90MW (2x45MW) of advanced shielding, or 75MW (3x25MW) for "ship only". However, it has very limited cargo space, and accordingly carries a very limited missile load. This ship can be purchased at Lucas Space Enterprises, selected Split shipyards and docks, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M3 (Bomber) Race=Split - Heavy fighter/Missile Carrier. The Deadly Tie Bomber is an M3 class ship which is highly maneuverable and has good acceleration and top speed. It carries 135MW (3x45MW) of advanced shielding, or 100MW (4x25MW) for "ship only" version, but only 2 lasers. In compensation, it offers a large missile payload, and can carry the Beta and Gamma Fission class missiles (Hornet, in Ship Only version). This ship can be purchased at Lucas Space Enterprises, selected Split shipyards and docks, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M3 (B-Wing) Race=Player - The Deadly B-Wing is the Rebel Alliance's most powerful heavy-assault star fighter. It was designed to take on much larger Imperial capital ships, thus providing the Alliance fighters with the punch of capital ships at a fraction of the cost. The B-Wing carries 6 lasers, and has 90MW of advanced shielding (2x45MW) or 75MW (3x25MW) for "ship only". This ship can be purchased at Lucas Space Enterprises, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
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M6 (Harpy) Race=Split - A replacement for the Dragon, with roughly the same performance/handling specs. However, it has 4 front lasers (standard Split M6 loadout), and three double-laser turrets in the rear, top & bottom (all turrets use standard Split M6 loadouts). The Harpy uses a single 200MW shield for the wares/no-wares versions, or 2x125MW for the ship only version. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M6 (Trident) Race=Argon - A replacement for the centaur, with roughly the same performance/handling specs. However, it has 4 front lasers (with the standard Argon M6 loadout), and three double-laser turrets in the rear, top & bottom (all turrets use standard Argon M6 loadouts). The Trident has one 200 MW shield for the wares/no-wares versions, or 2x125MW for the ship only version, and external docking positions for 2 M5's. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M6 (Osprey Mk 2) Race=Teladi - A replacement for the baby Osprey...this sucker is huge! Inspired by E.R.Hyland, who will be using it in his mod, it is as big as an M6 can be and still dock. It is effectively a "pocket M2", with a total of 16 lasers...and priced accordingly. It still looks like the original Osprey, but the front section has been rebuilt from scratch, with a central bridge and side-mounted nacelles for the front lasers. This ship has two 2-laser top turrets, and two 2-laser bottom turrets...which seems to provide added targeting capability. It also has a 2-laser turret in front and in the rear, as well as 4 front main lasers. Definitely a bit over-gunned, but I thought I'd throw in it in anyway. The Trident docks 2 M5's, and has a single 200 MW shield for the wares/no-wares versions, or 2x125MW for the ship only version. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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TP (Basilisk) Race=Split - Originally intended as a straight replacement for the Iguana. This ship is well-armed with 3 forward lasers, and a single-laser rear turret. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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TS (Mule MKII) Race=Player - The ultimate Pirate ship. Uses the high-end spec(s) from the other race's TS-class ships, 2 front lasers (IRE, PAC, A-HEPT, Ion Disrupter), 1 laser in rear turret (same specs as Argon M3 rear turret). Has 90MW of shielding (2x45MW) for wares/no-wares versions or 75MW (3x25MW) for "ship only". This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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TS (YT-1300) Race=Player - The Deadly YT-1300 is loosely based on the stock light freighter of the same designation manufactured by the Corellian Engineering Corporation. Armed like an M6, and yet able to dock at stations, this ship is much sought after by smugglers. While it has limited cargo capacity and no front weapons, it carries 8 lasers in two turrets, and has 90MW of advanced shielding (2x45MW) for wares/no-wares versions or 75MW (3x25MW) for "ship only". This ship can be purchased at Lucas Space Enterprises, selected Split shipyards and docks, or the Argon shipyard & dock in Omicron Lyre (Ship Only version)
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TL (Cetus) Race=Player - A very (very) large TL-class ship, uses the high-end spec(s) from the other race's TL-class ships, 25,000 cargo capacity, 1 front laser (for a mobile drilling system), and six turrets with 4 lasers each (using standard Teladi cockpit specs). Provides 800MW of shielding (4x200MW) for the wares/no-wares version or 875MW (7x125MW) for the "ship only". Note: The bridge of the Cetus is at the top of a "very" tall ship...do not try and fly through the center of a gate unless you want to test out your shields. If you aim for the upper third of the gate, you'll be fine. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M2 (Grendel) Race=Teladi - A replacement for the Teladi Phoenix, with the exception of offering 4 external docking ports instead of 5, and having 800MW of shielding (4x200MW) for the wares/no-wares version or 875MW (7x125MW) for the "ship only",it uses the same ship specs. The Grendel offers 28 lasers, with 4 main front lasers, and six turrets, with 4 lasers each. All lasers/turrets use the standard Teladi spec. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version)..
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M2 (Sulaco) Race=Split - A replacement for the Split Python. Has 4 external docking ports, and only 600MW of shielding (3x200MW) for the wares/no-wares versions or 500MW (4x125MW) for the "ship only". However, it has 28 lasers to compensate (there are with 4 main front lasers, and six turrets, with 4 lasers each). Uses the Split Python spec in all other respects. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M2 (Nyx) Race=Xenon - A replacement for the Xenon K. The Nyx (goddess of night) has 4 external docking ports, and 28 lasers (4 front lasers, and six 4-laser turrets). Uses the Xenon K shielding and performance/handling spec's. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M2 (Erebus) Race=Argon - A replacement for the Titan. The Erebus (son of Chaos) has 5 external docking ports, and 28 lasers (4 front lasers, and six 4-laser turrets). I figured since it was used by the "good guys", I'd give 'em a tad more fire-power. It has 600MW of shielding (3/200MW), but otherwise uses the Titan's performance/handling spec's. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M2 (Styx) Race=Paranid - A replacement for the old (and ugly) Odysseus. The Styx (river of hate) has 4 external docking ports, and 28 lasers (4 front lasers, and six 4-laser turrets). It has 800MW of shielding (4/200MW), but otherwise uses the Odysseus' performance/handling spec's (as per the Mauzi! spec's). This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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MM1 (Garuda) Race=Teladi - A replacement for the Teladi Condor, with the exception of offering 1,000MW of shielding (5x200MW)for the wares/no-wares version or 875MW (7x125MW) for the "ship only", it uses the same ship specs. The Garuda provides 4 front lasers, and six 4-laser turrets. All turrets use the standard Teladi spec. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M1 (Alecto) Race=Xenon - A replacement for the wimpy Xenon J. The Alecto (one of the three furies..."unceasing in anger") carries 28 lasers (4 front lasers, and six 4-laser turrets), like the Garuda. Uses the Xenon J spec's in all other regards (shielding, docking capacity, performance/handling, etc). This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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[ external image ]

M1 (Acheron) Race=Paranid - A replacement for the old (and ugly) Zeus. The Acheron (river of woe) has 81 internal docking bays, and 24 lasers (six 4-laser turrets). It has 1,000MW of shielding (5/200MW), but otherwise uses the Odysseus' performance/handling spec's. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
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M1 (Charon) Race=Argon - A replacement for the aging Colossus. The Charon (ferryman of the dead) has 130 internal docking bays, and 28 lasers (4 front lasers, and six 4-laser turrets). It has 800MW of shielding (4/200MW), but otherwise uses the Colossus' performance/handling spec's (as per the Mauzi! spec's). This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
[ external image ]
[ external image ]

M1 (Exp-M7) Race=Player - A small M1-like ship with internal docking for 25 fighter craft. Someone had requested a "mini-carrier" to support an alternate style of game play...this is it. It carries 18 lasers (six 3-laser turrets). This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
[ external image ]
[ external image ]
[ external image ]

M1 (Bun-Bun) Race=Split - The Deadly ISD, affectionately known as "Bun-Bun", is based on technology found in the ruins of a metallic moon-like object from Earth's ancient past. The Deadly shipyard managed to "acquire" a copy of the plans, and has built several of these monsters. Only available to those with almost unlimited funds, Bun-Bun carries 54 lasers in five 4-laser turrets on the top, bottom, left, right, and rear, and a single 34-laser turret up front. It has internal docking capacity for 150 fighter craft, and carries 1,000MW of advanced shielding. It has a surprisingly high top speed, but accelerates and maneuvers very slowly. This ship can be purchased at Lucas Space Enterprises, selected Split shipyards and docks, or the Argon shipyard & dock in Omicron Lyre (Ship Only version).
[ external image ]
[ external image ]
[ external image ]


M1 (Roger Young) Race=Player/Argon - The Deadly Roger Young is an M1 that makes a unique trade off; very fast and manuverable, with massive firepower...but very light shielding. This is an experimental ship that is intended to fill the gap between the Argon Colossus and the Argon Titan. Larger than the Experimental M7, the Roger Young has a carrier capacity of 65 fighters, but the firepower of the most powerful M2 Capital ships. The advanced propulsion systems allow for a quick and nimble handling ship, however the large hanger deck and heavy armament means that there is little room for shielding. It carries 28 lasers with 4 main guns, and six 4-laser turrets. It has good hull strength, but only 600MW of advanced shielding. This ship can be purchased at the Deadly hidden shipyard, or the Boron shipyard & dock in Great Reef (Ship Only version).
[ external image ]
[ external image ]

------------------------------------------------------

Stations:

The M6-capable player HQ. For those modders out there, the model can also be used as a direct replacement for any of the 5 race's Equipment Docks...the standard X2 M6 docking facility is used.
[ external image ]

The new Xenon Shipyard. The one run by the "good guys" is located in a hidden sector, and is loaded up with the above ships. You can also by a Xenon SPP, if you like the model (I do). Of course, when you pop into a Xenon sector to destroy their shipyard...you'll be looking at one of these puppies! For those modders out there, the model can also be used as a direct replacement for any of the 5 race's Wharfs...the standard X2 M6 docking facility is used.
[ external image ]

The custom trading dock...also located in the hidden sector. I should probably load this into the shipyard, so players can purchase them...but with an M6-capable HQ, it seemed a bit useless. For those modders out there, the model can also be used as a direct replacement for any of the 5 race's Trading Docks.
[ external image ]

Installation instructions:

1. Extract the .rar files to your X2 directory. You can install both, and decide which one to run by selecting the Mod Package at run-time.
2. (Optional) Using the editor of your choice, modify the text in the 441370.xml to suit your name/game.
3. On the initial X2 start menu, click on Select Mod Package, and choose which version you want to run.
4. Once you are at the main menu (in the game), you can start a regular game by selecting the difficulty (Easy, Normal, Hard, X-TREEM), which will run the X2 plot. Alternately, you can select "New Game in Custom Galaxy" ), and click on entry that says "<X2 Universe>".

------------------------------------------------------

EDIT:There was a small bug in the setup script, that had a big impact (the game locked up on startup).

I have uploaded a replacement startup script for SSG 0.1.7e and 0.2.7e (works for both Wares & NonWares versions).

Simply extract it to your X2 /scripts folder.

Sorry for the inconvenience. You can get it at: http://www.flatrock.org.nz/wolf/images/ ... Ds_xml.rar

------------------------------------------------------

For the modder community, there is a part/scene correlation table included in the mod package.

The 0.1.6 files can be downloaded from:
...for .rar files
http://www.flatrock.org.nz/wolf/images/ ... .1.7e2.rar
http://www.flatrock.org.nz/wolf/images/ ... .1.7e2.rar
...and the "ship only" version.
http://www.flatrock.org.nz/wolf/images/ ... .1.7e3.rar

...and for self extracting .exe's

http://www.flatrock.org.nz/wolf/images/ ... .1.7e2.exe
http://www.flatrock.org.nz/wolf/images/ ... .1.7e2.exe
...and the "ship only" version.
http://www.flatrock.org.nz/wolf/images/ ... .1.7e3.exe

Enjoy...
Last edited by DeadlyDa on Sun, 14. Aug 05, 16:33, edited 25 times in total.

aytrrt
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Post by aytrrt » Wed, 29. Dec 04, 03:56

Umm the links are not working go's to a page says "file lost in space"

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DeadlyDa
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Post by DeadlyDa » Wed, 29. Dec 04, 09:49

...links fixed...I left off the ".rar" file extension. Sorry.

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DeadlyDa
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Post by DeadlyDa » Wed, 29. Dec 04, 22:09

Version 0.1.1 is available. Includes some minor tweaks to ship handling (new ships only), and added some brief info on the various ships to the readme.

The download links in the initial post are now updated.

Scoob
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Post by Scoob » Wed, 29. Dec 04, 23:57

Wow, you've been busy :o just downloaded & will give it a go :-)

Scoob.

barrymid
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Post by barrymid » Thu, 30. Dec 04, 19:32

Load up no problem.HQ looks good and new ships are good to.
Wheat farm in Herrons Nebula is possibly badly placed, in shield eating nebula only 19% shield.
Found a some readtext errors Goner temple 17-5843
17-5833
17-5853
and Split Saboteur Base Holy Sector 17-5843.

UK game patch 1.4 and all bonus material.
Tried reinstalling but no change.

Overall looks good and a good add on to the game.

Aketzali
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Post by Aketzali » Fri, 31. Dec 04, 02:31

Great map!

However, my computer freezes completely, after having played some time. It always happens when I have just docked in a station. I have checked and double checked, and it only happens with your map.

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DeadlyDa
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Post by DeadlyDa » Fri, 31. Dec 04, 04:27

Hmmm...strange. I've played all the way through the plot, without expeirencing any lockups.

I have had lockup situations where I dock using the docking computer, and immediately hit the ESC key to connect to the station...but that also happens to me on un-modified games (e.g. straight X2 1.4). I figured it was a bug in X2, and just got used to waiting for a second before hitting ESC...and haven't had any problems since.

Having said that, there could be an issue with the size of one of my models at certain stations. I certainly haven't docked at every station (has anyone?). Let me know what ship/station it happens on, and I'll take a look ASAP.

I was just about to release a small bug fix that takes care of the readtext problems identified by barrymid, as well as a couple of other small tweaks. However, I'll hold off releasing anything until I hear back from you. Feel free to PM, it that is easier.

madcaddie
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Post by madcaddie » Fri, 31. Dec 04, 06:02

Hey would it be possible to just install the shields from this mod? Could you put them for download seperately or is there an easy way I can copy the shield and factory entrys from your pck files to mine?

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DeadlyDa
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Post by DeadlyDa » Fri, 31. Dec 04, 09:21

...is there an easy way I can copy the shield and factory entrys from your pck files to mine?
Feel free to unpack the .cat/.dat files...there is not a lot of "magic" in the shield stuff. The relevant files are TShields (to define the shield types), TFactories for the new factory types, and TShips...'cause if you aren't going to redefine one or more of your ships to use the shields, why bother. Oh yeah...you will need to create a text file to name/describe your shields...it goes in the /t folder, and is typically loaded with an init script.

Once you have everything set up, then update your galaxy with the factories, and add the shield(s) to one or more Equipment Docks.

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DeadlyDa
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Post by DeadlyDa » Fri, 31. Dec 04, 09:39

...my computer freezes completely, after having played some time.
I have just spent another 4-5 hours playing the mod, and simply cannot recreate the problem you describe. I have docked every ship I've got, at one or more station types for each of the races.

There are no ship size/docking issues that I can find. I have re-validated the type files, and can find nothing out of line.

Between myself and the others who helped test, there are probably 200+ game hours on the map itself...although some of the ships are more recent additions.

Please let me know your system spec (maybe graphic related?), and configuration (other scripts or mods). I'd really hate to think there was something in my mod that was locking up somebody's system.

If anyone else has expeirenced a similar problem, please let me know.

barrymid
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Post by barrymid » Fri, 31. Dec 04, 11:13

Sorted out the Spit Saboteur Base readtext error.
Been just flying around the map nice to see most of the extra pirate, Khaak and Xenon sectors plus battle sectors from the MWM mod. Would have nice to have some of the others sectors to. Lost souls would have been one which would have good to see.

The Deadly Scount is great to fly.

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DeadlyDa
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Post by DeadlyDa » Fri, 31. Dec 04, 17:43

...Sorted out the Spit Saboteur Base readtext error.
Many thanks for your playtesting and comments.

Yeah, the readtext error in the Split Saboteur Base is due to having the MK1 Tuning Kit available for sale in the station, when the actual script is not installed. The same goes for the readtext errors in the Gonar Temple, which are due to having Xai software being available for sale (Jumpdrive, Trade MK1 & MK2)...again, without the scripts installed.

I do have a new version ready to post with those errors removed, as well as having moved the Wheatfarm you mentioned.

I have also fixed a couple of small bugs related to the size of the new wares (the 200MW was smaller than the 125MW, etc).

...so far, there is nothing worth restarting a game for. If someone does have a game they don't want to lose, I could easily include a script to remove the offending wares (assuming you don't simply install the Tuning Kit and the Xai scripts...in which case the readtext messages go away).

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DeadlyDa
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Post by DeadlyDa » Sat, 1. Jan 05, 00:53

Version 0.1.2 now available for download...use the links in the initial post in this thread.

A few small bug fixes, and a new ship...a low-poly version of the Banshee I was playing around with a few weeks back. I have completely redone the mesh...but haven't spent a lot of time on the textures. Here are a couple of pix:
[ external image ]
[ external image ]

Aketzali
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Post by Aketzali » Sat, 1. Jan 05, 02:38

I have just tried version 1.2 and my game still freezes. Besides this map, I use all bonus plugins, except the "AEGIS Gunnery Crews" plugin.

This is a complete description of what I did:

1. Copy my well-functioning X2 directory to "Copy of X2..."
2. Rename the original X2 directory to something else.
3. Rename "Copy of X2..." to "X2..."
4. Delete all save games in the new "X2 ..." directory.
5. Install "D-Ships&Stns-CustMap-WithWares-V0.1.2.rar"
6. Click on Select Mod Package and choose the mod
7. Select "New Game in Custom Galaxy"
8. Click on entry that says "<X2 Universe>"
9. Fly around a little searching for an M5 mission.

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DeadlyDa
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Post by DeadlyDa » Sat, 1. Jan 05, 04:54

aketzali,

Thanks for clarifying. I will try the same setup, and see if I can recreate the problem. I'm assuming that you are using the ESC key to "quick connect" to the station, rather than flying your ship into the docking cradle?

There have been quite a few downloads...I'd be interested in knowing if anyone else has had a similar problem.

Aketzali
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Post by Aketzali » Sat, 1. Jan 05, 14:31

DeadlyDa wrote: I'm assuming that you are using the ESC key to "quick connect" to the station, rather than flying your ship into the docking cradle?
Yes, always.

Aketzali
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Post by Aketzali » Sat, 1. Jan 05, 23:42

I have just tested the mod playing with the plot enabled. I did a lot of minor missions in the Deadly Scout without any problems. However, after the second story mission, my computer froze completely again. Not even Ctrl-Alt-Del worked!

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DeadlyDa
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Post by DeadlyDa » Sun, 2. Jan 05, 22:24

aketzali,

I'm at a loss to explain your lock-ups. I have reinstalled into a fresh directory (from the CD), installed the mod, and then played for over 5 hours (with the plot)...and cannot reproduce the problem you describe.

I even installed X2 and the mod on my clunky old file server (AMD XP1600, ASUS A7A266 MB, 256MB memory, ATI 7200 w.64MB), and while the performance is not particulary snappy, I can not get it to lock up.

I looked in the tech support forum and...well, let's just say you don't want to look up "hangs" or "lockups" unless you have a lot of time to spend reading. After a quick scan of the posts, it would appear that there is no common element. What is clear is that it seems to be a combination of various configuration elements that causes lockups.

I am not questioning your statement that things run fine on your system without the mod, and occaisionally lock up when it is installed. Since it is running on other systems without lockups, I can only assume that the problem is caused by a combination of something in my mod (graphics, type files, or map) and your specific configuration. Clearly, something in my mod is pushing your system over the edge somewhere.

I will keep looking for a resolution, although without the ability to recreate the problem...I don't have a great deal of confidence.

As a "consolation" for not getting to play the entire mod, I will create a "ship only" version in your honor, using the standard X2 type files. (Unfortunately, this means no 45MW or 200MW shields, no Fission missile, no custom stations.)
I'll post the Ship Only Mod in this thread, later today.

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DeadlyDa
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Post by DeadlyDa » Mon, 3. Jan 05, 03:09

A "ship only" version is now available...just the new ships...no new station models, no new shield/missile types, no new galaxy map.

The link is at the bottom of the original post in this thread.

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