(LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards

The place to discuss scripting and game modifications for X³: Reunion.

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DeadlyDa
Posts: 1882
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Post by DeadlyDa » Fri, 10. Feb 06, 18:34

...appears you have to be OUT of the target ship for the event trigger...
Ah...couldn't wait to fly your new toy, eh?

Actually, it makes sense when you realize that for those missions where you capture ships and return the to the 'Roid Base, the ship is supposed to be taken away from you...which is sort of hard to do if you are in it! :roll:
By the way, I did exactly the same thing the 1st time I did one of those "capture & return" missions :lol:

The important thing to remember is that the primary purpose of the missions is to get the new ships added into the shipyards as products. The fact that there are plenty of opportunities for capturing a few for yourself is just an "added" bonus :D

Tselakus
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Post by Tselakus » Fri, 10. Feb 06, 19:08

Definately better after starting a fresh game, I've comlpeted 7-8 ship missions so far - had capture, escort, destroy and claim missions ( had 3 for basilisks :? )

Then, without giving too much away I was offered a different type of mission, and on completing it I was given the Shipyard :D ( on a side note, it let me place it in a diffferent sector to the one I was in ) and the next time I checked one of the new wharfs I see an option to buy the asteroid base for 50 mill !

Excellent work so far, really breathed a fresh lease of life into the game for me.

Tsel
Last edited by Tselakus on Fri, 10. Feb 06, 23:06, edited 1 time in total.

Puruco
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Post by Puruco » Fri, 10. Feb 06, 19:17

Red Spot wrote:ok got a fix ..... :oops:

made a mistake while doing some last minute tweaking ..
wich is why some missions wont 'really' work ...
(the reason why attackers do not actually attack but hang around a bit ..)

this will fix it;
http://www.geocities.com/g5_10/DDRS/DDRS.Fixv2-09.zip

it also comes with a new text-file ..
(wich just changes the plugin-name a bit .. you'll see what I mean ..:))



G
I already start a game. Can I install this fix and work in a save game?

mufflink
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Post by mufflink » Fri, 10. Feb 06, 20:29

Hi all,

Firstly a big thank you to Deadly and RS for all their effort and time. Fair play to you.

A few bugs/issues.

1. Got the 1st mission, waited about 30 minutes SETA time, a wave of 3 Valkyries arrived, I killed them and now I am waiting again. How long should each mission take?

2. The Valkyries state that they have a cargo capacity of 150, yet their max is only 50.

3. Eh, how can a couple of Thor's, a few Valkyries and 1 Trident (about 9 ships in total) take out 1 Kha'ak m1 and 2 Kha'ak m2's OOS in the space of 2 SETA minutes??

Thanks again.

Regards,
Mufflink.

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DeadZone
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Post by DeadZone » Fri, 10. Feb 06, 20:48

I think all the new Argon additions have the wrong start cargo, as they are all higher than the max cargo
M5 is 150 when max is 50
m4 is 300 while max is 150

dunno about the rest not seen them

X_x_X
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Joined: Tue, 1. Nov 05, 19:19
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Post by X_x_X » Fri, 10. Feb 06, 23:56

could please somebody tell me what reputations i need to get the first mission?

i really want to play the mod, but i have no time to start from the very beginning, so i want to script myself just enough reputation to start the missions :)

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Red Spot
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Post by Red Spot » Fri, 10. Feb 06, 23:57

Puruco wrote: I already start a game. Can I install this fix and work in a save game?

Yup .. :)

The fix is just a small change so certain 'attackers' are attackers and not idling around (actually they where 'removing' themselves ..(little clean-up feature ..the plugin will eventually always clean up after itself .. however cause I made a small slip-up .. the attackers already cleaned themselves up .. :D(not that big a problem .. cause when they have killed themselves you would succeed in the mission.. fixed anyway..)))


make sure no mission is active (if 1 is active .. disable the plugin .. save and quit)
than just install the scripts in your scripts folder (override the others)
and thing will be 'fixed' ...


===============================================

some missions 'can' take pretty long .. others you(the player) might not be able to complete .. etc etc ...

like I meantioned before .. this plugin is pretty 'sand box style' .. and you(the player) can make a big difference in manny different ways ..
sometimes even your ships can make a difference ..

some missions will eventualy 'quit' and the plugin will continue ..
others will only 'quit' if you are succesfull OR unsuccesfull ..
wich could lead to a mission that takes days ...
as example;
Spoiler
Show
you have .. lets call em 'salvage missions' ..

as long as the to salvage ship exists .. you are not unsuccesfull
as long as you havent claimed AND returned it .. you are not succesfull

if you are not succesfull or unsuccesfull .. the mission will continue ..

disabling the plugin for a moment will however quit the mission (this is how you quit accepted missions ..)

this enables a 'sand box' feature ..
cause the 'salvage object' remains .. (potentially)giving you a 'free' ship ..
however doing it this way you will never be able to 'fill up' the SYs


G

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Red Spot
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Post by Red Spot » Sat, 11. Feb 06, 00:02

X_x_X wrote:could please somebody tell me what reputations i need to get the first mission?

i really want to play the mod, but i have no time to start from the very beginning, so i want to script myself just enough reputation to start the missions :)

this plugin doesnt even remotely look at reputations .....

this plugin basicly check the amount of time and effort you have invested ..
thats how you get missions .... :roll:

:lol:


G

paulatwork6
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Joined: Sat, 14. May 05, 21:02
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Post by paulatwork6 » Sat, 11. Feb 06, 00:12

Thankyou Deadly & Redspot

I am running 1.3 and completed the plot just in time for your mod to be released. Gotta say that I installed the mod and loaded up my current save game to see if I would get a CTD.

My save game loaded, but the roids were still in, so I thought that the mod hadnt installed properly or someting. After 20 mins of normal play, building factories etc, I decided to go to the Unknown Sector 8,8 and just off the west gate, THERE IT WAS, THE ASTEROID BASE.

WOW

I docked, and it gave me a mission to protect the base. Deployed script about laser array at east gate, and got myself 2 star furys.

COOL AS.

Maybe I should go to Vegas cause I havn't had a single CTD and the MOD works with my existing save game. Lucky ehh?

This MOD was definately worth the wait.

Great Job Guys.

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DeadlyDa
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Post by DeadlyDa » Sat, 11. Feb 06, 00:24

...but the roids were still in...
The universe is "built" at the time you start a game. Whatever is in the galaxy map at start time, is what gets loaded into all of your save games. The "less 'roids" modification by Red Spot alters the galaxy map(s), and therefore is only in effect if you start a new game.

Since you started the game with a vanilla 1.3, then you get the "slide show" when passing through sectors with lots of 'roids :roll:

It's good to hear that your save games work. Some do, and some don't :D

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Red Spot
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Post by Red Spot » Sat, 11. Feb 06, 00:27

paulatwork6 wrote:.............bla bla ... roids .............

bla bla............

.............Great Job Guys.

the roids will not disappear in a loaded game ..
v1.3 spawned a bunch of roids .. any v1.3 game without a modification to the roid-file will have AND keep those roids (at least loading an altered roid-file will not remove them.. the altered roid-file simply makes sure they wont get created at all)



Thanks ..:)

Edit;
Deadly has faster fingers .. :o


G
Last edited by Red Spot on Sat, 11. Feb 06, 00:29, edited 1 time in total.

paulatwork6
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Post by paulatwork6 » Sat, 11. Feb 06, 00:28

The roids in doesnt really affect my gaming.

I have a

AMD 2400XP
2 x 512 MB PC3200
ATI 9800XT 256MB

19" TFT showing the MOD in all of its glory.

I am NOT complaing, but am very greatful for a truly GREAT MOD.

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Mobuj
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Post by Mobuj » Sat, 11. Feb 06, 01:30

Starting a New game tonight with this Uber mod.

But, I am not familiar with some of the ships added. I know the Star Wars mods, and B5, but what are the others. Could you list where the ships came from? Would be interesting to know.

Also, was there a copyright issue for not adding any Star Trek ships? Klingon Battle Cruise is the coolest ship ever!
---------------------------
I am Popeye of Borg
You will be askimilated!

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NZ-Wanderer
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Post by NZ-Wanderer » Sat, 11. Feb 06, 02:22

well I tried it on a save game, and I guess I am one of the unlucky ones... - I ctd no matter what savegame I try to load..

At over 25 days game time, I guess I gonna have to bypass this great looking mod as starting again after all that time isn't an option :(

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twistedtech
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Joined: Mon, 3. Nov 03, 00:34
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Post by twistedtech » Sat, 11. Feb 06, 02:37

Fan-tastic work gentlemen :wink: What else can be said.

Works with my piddly saves (as in no CTD), nothing bigger than M3s.

thank you!
Try not to let your mind wander... It is too small to be out by itself.

Puruco
Posts: 527
Joined: Tue, 6. Dec 05, 00:09
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Post by Puruco » Sat, 11. Feb 06, 03:18

Red Spot wrote:
Puruco wrote: I already start a game. Can I install this fix and work in a save game?

Yup .. :)

The fix is just a small change so certain 'attackers' are attackers and not idling around (actually they where 'removing' themselves ..(little clean-up feature ..the plugin will eventually always clean up after itself .. however cause I made a small slip-up .. the attackers already cleaned themselves up .. :D(not that big a problem .. cause when they have killed themselves you would succeed in the mission.. fixed anyway..)))


make sure no mission is active (if 1 is active .. disable the plugin .. save and quit)
than just install the scripts in your scripts folder (override the others)
and thing will be 'fixed' ...


===============================================

some missions 'can' take pretty long .. others you(the player) might not be able to complete .. etc etc ...

like I meantioned before .. this plugin is pretty 'sand box style' .. and you(the player) can make a big difference in manny different ways ..
sometimes even your ships can make a difference ..

some missions will eventualy 'quit' and the plugin will continue ..
others will only 'quit' if you are succesfull OR unsuccesfull ..
wich could lead to a mission that takes days ...
as example;
Spoiler
Show
you have .. lets call em 'salvage missions' ..

as long as the to salvage ship exists .. you are not unsuccesfull
as long as you havent claimed AND returned it .. you are not succesfull

if you are not succesfull or unsuccesfull .. the mission will continue ..

disabling the plugin for a moment will however quit the mission (this is how you quit accepted missions ..)

this enables a 'sand box' feature ..
cause the 'salvage object' remains .. (potentially)giving you a 'free' ship ..
however doing it this way you will never be able to 'fill up' the SYs


G
Thanks Red... :)

Drac0nis
Posts: 22
Joined: Sat, 31. Dec 05, 22:08
x3

Post by Drac0nis » Sat, 11. Feb 06, 08:15

First let me say what a bangup job you have done with this mod. I am totaly shocked at how much content you have added. This is the first time I have used any scripts in x3 since I got it in december. I am completely amazed at how many cool models you have included in here. Im currently trying out all the different ships and playtesting them in battle situations aghenst each other and vannilla ships. I gotta say I love the cylon mk 2 and the trident the most but ALL the ships are top rate works of art. You have realy done yourselves proud.

Now just some feedback on what my limited time has shown me. Please dont take anything personaly at all just some observations and gameplay changes that I myself think might help. Take it or leave it, I just thought you might like some feedback.

The YT1300 could use just a little more speed and a little less powerful guns in the turrets, as is it seems overpowered.

The Trident could do with GJ shields. 1-3. Realy i see this as the main problem with the corvetes in the game, If they are going to be as slow and unmanuverable as they are they at least need to be able to take punishment. seeing as how m2/m1 have up to 9 gj shields then a corv reasonably could have 2-4. As is they just dont hold up as well as the should in combat. This is one mean looking vessel and should realy have the teeth it looks like it should have. Barring this a increase in manuverability would help loads as well.

The B-wing Is a very nice heavy fighter, not over powered at all and seems to realy be nice in a dogfight.

The Xwing seems REALY powerfull for a m4. Those hepts murder damn near anything they come across. I guess thats why they have lesser shields but they still pack a wallup.

Thats the critics i have so far. Just some observations from a combat pilot. Take em or not, Just trying to help out.

A couple of things I would love to see added in a future version, The Mk1 & 2 Vipers to go along with the fine fine cylon ships you have. Make great m4 and m3 respectivly. Of course the Galactica would also be outstanding and that one would look great with lots of flak bays. : }

The Correlian gunship from SW would make a great looking corvette in X3, as would the Neb-B frigate or the Lancer frigate.

If you ever need inspiration for some real nice scifi looking ships that arent as mainstream check out battletech aerospace fighters. They all look pro and would convert very well into the X universe.

I would also to offer up that if you ever were to want to do a full conversion to SW I would be more than willing to help you do all the economic conversion and balanceing. I already have conversion tables thought up for all the goods. : } Anyway, thats just my 2 cents on your mod. Its a WONDERFULL addition to an already fine game. Keep up the great work. I cant wait to see the ISD you have planned and whatever else you have coming. : }

Thanks for all your hard work!

Drac

Forcy
Posts: 264
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Post by Forcy » Sat, 11. Feb 06, 16:00

I've been playing the mod for a few days now (wanted to get a real good feel for it before I post) and I must say.. SWEET

The missions are varied and interesting. The use of the new ships in the missions (as enemies) is also really nice since I can cap 'em ;) and the base/HQ (not mine yet) looks excelent and makes a perfect safe haven. The Dathli Mk3(sp) is my mostest favourite ship. Those 2 back massdrivers are AWESOME against the dreaded silkworms and it can mount PBE's, nuf said :P

I have, however, found a few bugs but those are to be expected :roll:

1. The new ships (mission enemies) sometimes comes to a complete halt and starts moving/attacking after 20 or so seconds.
2. The defend mission is a bit bonky since there is nothing to defend the base from, but I do get the reward all the same :)
3. One of the kill missions was a bit wierd. I had to kill a banshee, protected by 5 other banshees but when I started killing them (the real one and the excort ones) my race rank went down with the teladi.
4. the laser towers defending the HQ/base attacks and kills any teladi frieghters/ships that goes/comes through the gate

Other than that it's an excelent mod and can't wait for the next release/patch/thingy :roll:

ForceUser

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Red Spot
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Post by Red Spot » Sat, 11. Feb 06, 16:44

Forcy wrote:......................

1) you need the fix found on my site
http://www.geocities.com/g5_10/DDRS/DDRS.Fixv2-09.zip

2)see 1

3) :twisted: ............

4)than the Teladi have not been nice to the base or its LTs ....




G

alphalvr
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x3ap

Post by alphalvr » Sat, 11. Feb 06, 18:10

Cycrow wrote:yes, that will work

i have multiple copies of X3 that o've jsut simply copied the folder. so i can have differnet scripts running on differnet copies while im testing :P

the only thing to remember, is that they will all use the same directory for the saved games, so they will all share the same save game files, so just remember which games are for ur modding game, and which ones are for standard game :)
thanks man just wanted to be sure, times like this glad of terrabytes :wink:

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