SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible with most of X3's mods. Do not use the plugin manager for LU or LU mods.
* If you don't chose to start a new game (which is perfectly fine) upon updating, make sure you see a new SWLU welcome message in your in-game message log when you load it. If you don't, you need to go to Options\Gameplay\Artificial Life Settings\SWLU Test Scripts, and set it to "yes". It will proceed to initialize my scripts and then turn itself off. You are then free to play the update! This happens automatically for new gamestarts.
------| SWLU Install Instructions |------
* Note that SWLU is unstable with Windows 7. It will likely freeze and crash on the loading screen. Windows 10 yields the best results.
1. Backup your X3AP saves located in documents\Egosoft. Ensure that there is no folder in there called "X3AP". If there already is, re-name it to something else because those are your old saves. SWLU will generate a new one upon first time startup.
2. Start with a base installation of Litcube's Universe 1.7.2.
- You can get LU here: Litcube.xtimelines.net
- Follow all of his install instructions carefully and launch LU to verify once you install it to X3
- You will need to install LU's core, 1.7.2 patch, soundtrack, and a GUI of your choosing
3. Locate your Litcube installation that you want to convert into SWLU and find its root folder called "x3 terran conflict".
4. Move the contents of Star Wars LU's terran conflict folder to your LU terran conflict folder and override all files when asked.
5. When you launch the game, the main menu should show a Federal Argon Shipyard and star wars ships. If it shows a Goner Temple, then you did not install correctly and are still running regular LU.
6. I highly recommend installing Joubarbe's Satellites Monitoring script, which is invaluable during the early-game and mid-game when you need to scavenge for ships.
- You can get it here: Forum.egosoft.com
- I also recommend looking at his "Internal Distribution Network" script if you don't like to use Saturn Complex Hubs
- If you want to create a separate game installation outside of Steam for SWLU or any other X3AP configuration, you can get the non-steam .exe launcher from Egosoft here: Egosoft.com
------| How to Update |------
For any SWLU update, you can either install it again onto a base LU, or you can just dump it into your SWLU "x3 terran conflict" folder and override the old files. Your saves should still be compatible but I would advise making backups just in case. You can always revert to an older version if you don't like the changes. I will always upload an updated full release rather than a mod "patch", to keep things simple. Your old "X3AP" save file located in documents\Egosoft will work just fine if it is from a previous version of SWLU.
------ | How to Disable Windows Defender for Litcube E/I | ------
IMPORTANT! If you are going to update and continue a previous game (even if you import/export), please know that your capital ships will all probably have their equipment messed up or broken, due to the re=balancing. If you are in late-game and have lots of capitals, I recommend waiting to update until you are done with your current game. You will need to re-equip your ships and re-define your templates. If you are going to start over or if you don't have lots of capitals, you should be fine.
Hey, will you ever add the following ships at all or no?
Kotor Blockade Runner i think it was called? Unsure.
Charger C-70 Light Corvette? I think its called.
Braha'Tok Class Gunship.
Virgillia Class- Bunkerbuster.
Nebulon Medical/Standard Frigate. And can the Medical Version have some sort of Buff to your Marines if you transport them to increase revocery time?
YV-929 Armed Frieghter.
Corellian Farstar CR-90 Mark II Class Cruiser?
Some of these are off the top of my head, others are from the Internet. Anyway i'll stop here for now, but lmk if they are in your plans or not and if not, can they be? Much appreciated. Great work as always Gents.
The Kotor Blockade Runner (I think you mean the Foray Class blockade runner) is in game in the Old Republic Faction as a Corvette class (M6) ship.
I am pretty sure the Charger C-70 is in game but called the Counselor Corvette in the Republic faction.
Braha'Tok is one of the Rebellion factions M6 Corvettes.
Virgillia, YV-929, Corellian Farstar are not in yet. They will depend on having models made either in the original SW Reborn Mod or from another game that can be imported into X3LU.
The Nebulon is in game for a couple factions I believe definitely the Rebellion), but I don't think there is any method in game of buffing marine recovery for a specific ship. That kind of stuff is coded into the marines themselves and not based on what is transporting them.
Well that's certainly a tall order lol. Marine recovery time isn't really a thing, since they don't have any HP. But I agree with you on a lot of those ships for sure. Finding models, getting permission to use them, fixing them up for X3, and all that is a long process. It might happen someday.
If nothing ells from Cameron_Parris's list please add the YV-929, i love that ship. Also will you ever add Dreadnaught sised ships to the mod Such as the Subjugator class or the Ascertor class? Oh and before I forget, the 10k+ range guns are sevearly underpowered, for the damage they do a 2 or 3 shots per minute rate of fire is just not justified, by the time they fire again any damage the shield may have taken had recovered compleetly. So if you havent already fixed that issue my thoughts are that you could either give it a more efective fire rate with the current damage of say 6 to 10 rounds a minute, or increase the damage significantly if you plan on keeping the fire rate at 2 or 3 depending on if it is the Ion Canon or the Particle Projection Canon/Terran equivilant (Cant remember that gun's name).
Forgot to mention that the TIE Defender needs a speed buff (Well all ships in general could benefit form a speed buff as a sort of quality of life thing), Cannonically it was faster than the RZ-2 Awing, now i doubt you would give it that speed but you could take inspiration from the Terran's Spitfire ship. Base game spitifre had a speed of over 400 despite being in the same class as most bombers so i can easily see the TIE Defender living up to its potential closer to that speed than at 180, Especially when other ships can go over 600 or 700.
Hey, thanks for the feedback. The capital weapons PPC, PSP, IC, GC, and IBL have not been touched from standard LU except for the range buff. They have very high total DPS, but their slow laser speed and fire rate mean that they are really only useful on large targets like capitals and stations. I might give them 3x the fire rate and 1/3 the damage, like I did with the PALC, PAA, etc. Guns.
Regarding the TIE Defender, I agree it is slow, but it's also the heaviest fighter in the game. Many have already called it overpowered due to its shields. For game balance, M3 heavy fighters like the Defender need to go around 150m/s to 250m/s, where the M5 scouts like the A-wing can go 500m/s+. Star wars lore does not always line up with X3's class structure.
As i stated in my previous post I knew you would not give it the canonical speed, not by a long shot, but something like 210 or even 220 like in the Reborn mod (or at least i think that's what he had most TIE models speed at) as it is now it is slower than just about all the bombers. as for the super heavy guns, i feel 6-9 RPM would definantly benefit them at the current damage or say half the damage but i feel that at a third of the damage we would just be in the same boat as before but i dont have any way of knowing till i can give them a test in the ship viewer start. Id say though with the 3x firerate buff they can be usefull so i will look forward to testing that out. I recognize the PPC, PSP, and IC but what are the GC and IBL?
i forgot to mention that the dreadnought and assault MK1 are a tad underpowered in terms of weapons, (nevermind the moddle of the dreadnought is still wrong) i feel the dreadnought needs closer to say 10 guns per broadside and the Assault MK1 around 12-14 per broadside but with less hull than the dreadnought since the Assault is just a stripped down Dreadnought with a few more guns. maybe even less shielding on the Assault 1 for balancing. also can we eventually get the mandalorian battleship from Empire at war Forces of coruption? and can you also make the Kandosii's moddle a little wider? as it is it feels a little squished.
ive also noticed that the Kandosii is lacking in weaponry for being an M2 perhaps you could give it say 10 guns per turret save for the rear as it can be left as is the midsection feels a bit short (The spot between the armored front and the engines) and can we get a capital class mass driver if possible? with say the range of the GC a fire rate of 44rpm but around half to a third of the GC's damage?
Yes, I can add some extra guns to the Kandosii turrets. Though as a M1, it is not going to be the most powerful ship. One day we might add a Keldabe, which would be a proper M2. I have been thinking about renaming the weapons for some later update, perhaps I will use the name "mass driver". There is nothing special about the gun though, since it uses regular energy rather than ammo like it did in vanilla.
speaking of ammo, why did you remove it? the only ammo based gun fomr vanilla that needed reworked was the mass driver cause it was unuseable due to no shield damage and i can understand why you would rework it the way it is but why remove the ammo entirely? also i have mentioned this many times but can you fix the dreadnough heavy cruiser's moddle? the engine deck is just wrong and it could use more guns as well, say double the guns and if that feels too overpowered you can cut the hanger cap in half or outright remove it save for one external dock for transports and fighters since the dreadnought wasnt origionally capable of housing fighters, the ones that did were modified varients.
forgot to mention but the moddle of the ISD1 is also wrong, the turbo lazer batteries that flank the bridge on the ISD1 are not octouple barbets. Rather they are either 4 twin turbolazers in the tower style or the EAW stile in that the front two are twins and the rear two are quads. (I prefer the EAW one persionally)
yup, your kandosii model is much to small with and lenght wise, Youtube.com this video should give you the information you need to get a better idea of what the kandosii looks like. Assuming the link works. as for the dreadnought heres the link for that. Youtube.com
Youtube.com this is for the Keldabe Battleship (since it is a battleship i think it should be stronger than the Aleigence class battlecruiser you recently added)
Youtube.com if you're willing to add the fang fighter here's a link, persionally i feel it fits somewhere inbetween an intercepter and a dogfighter but i'll let you decide where it would fit best in X3
Youtube.com i think this could be an interesting ship to add to the mod as well.
oh and can you give the E wing one more gun? it just feels weird having 8 guns but only 3 hardpoints for them to shoot from.
Hey I appreciate all the suggestions and looking for models. I'd certainly like to add the Fang Fighter and Keldabe in the future. Although the Discord is a much better place than ModDB for suggestions. It's much easier for me to keep track of things there than on this website.
what is your discord for that matter?
The blockade runner from KOTOR is the Foray-class Blockade Runner.
Unless he meant the Ebon Hawk, which is a Dynamic-class Freighter