Star Wars Mod for the Egosoft X3 series game, specifically Albion Prelude. This mod adds High quality ships, locations and sounds, as close as possible to the original films, something most people seem to loose focus of.

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X3 Star Wars Mod WIP & Discussion (Games : X³: Terran Conflict : Mods : Star Wars Mod Reborn : Forum : General Discussion : X3 Star Wars Mod WIP & Discussion) Locked
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Oct 7 2017 Anchor

headgz9pr7image from the original X3 Reunion SW mod.

Hi all,

This will now be the new forum similar to the one that was on the EGOSOFT website before it was shutdown.

I will be posting images of work in progress and any ideas I may have.

feel free to post any screen shots that you feel do the MOD justice :)

For any bug reports there is a separate thread.


Hi all,

Donations page finally up, just $1 will go a long way for me, thanks all for all the support you've given over the years moral and material.

Indiegogo.com

We still have lots to look forward to, X4 Star Wars and in the further future a MMO made on the free unreal engine (unless you guys have a better suggestion)

Mik


Mik

Edited by: MikSka

Oct 7 2017 Anchor

were you planning on re-remaking the sw mod foe X4?

Oct 7 2017 Anchor
xskyth wrote:

were you planning on re-remaking the sw mod foe X4?

Yes,

I have mentioned before that the mod for x3 is really just an asset production/testing project to be used for X4. I have a lot of assets that cannot be used with X3 but hopefully will be with X4, (assets like ship interiors, characters, small arms...)

Oct 8 2017 Anchor

Great news - hopefully X4 will be good enough and mod friendly.

Oct 11 2017 Anchor

Maybe some of the weapons should be changed. At the moment every fighter which can mount Taim & Bak KX9s can also mound KX10s. By now no ship in the mod still uses the KX9 laser guns. Actually this isn't a problem at all but as soon as it comes to certain ship models, it gets a litte bit annoying. For example some of the Alliance ships: the canon weapons of the B-Wing consist of 3 laser (and 3 ion canons) while an A-Wing can also mount 2 laser cannons. In that case both of the fighters nearly have the same hull damage output (3 vs. 2). But in fact the B-Wing got a very heavy laser cannon, while smaller crafts like the A-Wing have quite small cannons. Maybe it would be better to limit ships like the A-, X- and Y-Wings to KX9s (also the "chin lasers" of the B-Wing) and make the heavy laser gun at the end of the wing of the B-Wing a turret and let it install a KX10 or any other heavy gun which could be more powerful? This isn't only about the B-Wing itself but I think there should be more different lasers variants with a wider spectrum of power. Actually most lasers in the mod aren't needed anymore like the Impulse Ray Ermitter, Particle Accelerator Cannon and so on since they don't really fit the Star Wars canon - so maybe the could be changed to a wider array of differnt Star Wars weapons?

Edited by: Eisenfalke

Oct 12 2017 Anchor

Hi Eisenfalke,


All the weapons and ship load-outs will be review for 1.0, things will not be exact to "Lore" because we are about 20+ years after the battle of Endor, so ships have seen modifications and upgrades, but ill keep it as close as possible to the originals.

The painful part is that I cant make a ships hard point carry different restrictions of guns, being able to take heavy lasers and others hard points only small (e.g. B-Wing 3 x heavy and some small chin guns), its all or nothing Im afraid, unless like on the Y-Wing I turreted the ion cannons.

x3screen00001

WIP T-70

Oct 12 2017 Anchor

First the T70 model just looks incredible! I understand the troubles you have with the hard points. The only solution that I could think of is to convert certain guns on a ship to forward shooting turrets and let them mount stronger weapons. I don't know if that would work 'cause in that case the player couldn't actually fire all of his fighter's weapons by himself (also the firing angles would have to be very small). That's just an idea but you should never forget how much we appreciate your work. Nearly all of the remaining issues are just whining at very high level.

Oct 12 2017 Anchor

Hi! First let me say that the mod looks awesome so far! I've been tinkering around with the editor a bit, I wanted to set the game to have more of a pre-endor "civil war" set up so I started removing things like the force awakens ships and copying things like corvettes and Nebulon-b over to the Empire. But some weird things happened. I'm unfamiliar with x3ap's systems, I just got the game just for the mod, but are pirates supposed to get star destroyers? I sure didn't give them to them. Also i broke the S-foils somehow, apparently by removing the xj and t-70. It seemed to function otherwise but I reinstalled it just to be safe. I guess what I'm getting at is- are there any obvious limits I need to obey when playing with the editor to avoid trouble in the future? Also are you planning to add many other new ships to the already impressive ship list? Do you know when the next update might be expected? Heh, don't worry "When it's done" is a perfectly fine answer I won't complain about receiving, I was just curious. Thanks again for the great mod and keep up the good work!

Oct 16 2017 Anchor

0.9.85B is up, not many new ships to be added for the next big update, just a handful, more stations though.


Corellian intrceptor11

Oct 16 2017 Anchor

Cool!

Oct 18 2017 Anchor

Trying out the mod tonight! You have any ETA on when 1.0 will release?

Oct 22 2017 Anchor
heyiforgot wrote:

Hi! First let me say that the mod looks awesome so far! I've been tinkering around with the editor a bit, I wanted to set the game to have more of a pre-endor "civil war" set up so I started removing things like the force awakens ships and copying things like corvettes and Nebulon-b over to the Empire. But some weird things happened. I'm unfamiliar with x3ap's systems, I just got the game just for the mod, but are pirates supposed to get star destroyers? I sure didn't give them to them. Also i broke the S-foils somehow, apparently by removing the xj and t-70. It seemed to function otherwise but I reinstalled it just to be safe. I guess what I'm getting at is- are there any obvious limits I need to obey when playing with the editor to avoid trouble in the future? Also are you planning to add many other new ships to the already impressive ship list? Do you know when the next update might be expected? Heh, don't worry "When it's done" is a perfectly fine answer I won't complain about receiving, I was just curious. Thanks again for the great mod and keep up the good work!

Hey,

Regarding editing ships in X3 Editor, be very careful as to what ships you delete and where you paste a new entry, scripts use a specific line number in the TShips file not the ships core name/label, there are some scripts that spawn AI ships and they use the same method, so if ou delete a ship, any other ships below it will be shifted up, that's why you now have pirate Star Destroyers spawning.

I have only about 10 ships to be added for 1.0.

Glad you enjoying the mod.


Mik

Ehlek wrote:

Trying out the mod tonight! You have any ETA on when 1.0 will release?

I'm not even sure when I can get 0.9.9 done by, laptop is in repairs again, not sure when ill get it back, and even if can afford the repair cost :(

Mik

Oct 22 2017 Anchor

Thanks for the heads up, I figured I would need to check out the Jobs file too, though if it's scripts spawning those ships in from a line position then I'm going to have to start over on it again. That's Ok I'm learning bit by bit as I go!

Oct 24 2017 Anchor

Untitled

Untitled5

Untitled6

Oct 24 2017 Anchor

I'm not even sure when I can get 0.9.9 done by, laptop is in repairs again, not sure when ill get it back, and even if can afford the repair cost :(

Mik

Damn! Wishing you good luck :)


Also, do you know of any other X3AP mods/scripts that work with this mod? asking for a friend.


Oct 30 2017 Anchor

Hi Mik,

Great mod.

2 Questions:

1. I spawned both UT-60 from Rogue One with Cycrow's ship spawn cheat - just to have a look at them - and both of them have their wings unfolded like so; although I had expected one to have the wings open, and the other to have the wings closed:

Milnersblog.files.wordpress.com

When adding an astromech droid to an X-Wing you have added the ability to close the S-Foils (removing fire and increasing speed as it should be) - are you planning on doing the same with the UT-60 and the B-Wing? I'm unsure if closing the wings on the UT-60 would stop the craft from firing its weapons as it is the case with the X-Wing and the B-Wing.

2. I saw that all the KOTOR ships are ingame (D5 Mantis, Phantom, BT-7 Thunderclap, XS-Freighter and the Defender Corvette - you also added the Ghost and the Dynamic Freighter and the Rigger) however, the Fury has been kitbashed with an existing X3 ship's cockpit - the springblossom IIRC. Could you add the original Fury as well to make the KOTOR collection complete?

This mod is what 'Freeworlds Tides Of War mod' for Freelancer should have been. I hope at some point that the ships here will be ported to X-Rebirth VR so that we can enjoy a decent Star Wars game in a dynamic universe.

Kudos to you; and keep up what you're doing.

Oct 31 2017 Anchor

Hi d3rt13n,

1: The U-Wing, all variants have their wings in combat position, I will eventually add a script allowing to close the wing into Navigation/Landing position(there is however no real need for this in X3), B-Wing will receive the same type script as the X-Wings. but I would not recommend using this feature at all as the X3 engine is a bit wonky and sometimes can throw the ship a hundred miles away from its initial position.

2: Fury: Yes it will be added, just need to decide which faction has "production rights"

3: X-Rebirth, reason I aint touching it is simple, you can only fly that one single ship, X4 however is the main candidate.


Thanks and enjoy

If you have anymore questions don't hesitate to ask, Ill reply when I can.


Mik

Oct 31 2017 Anchor

Mik, ya shouldn't keep some ships limited to some factions, Victory 1 Star Destroyer (not 2) was used by the Old Republic, Nebulon B Frigate was started/used by the Empire. Hell, the Crusader-class corvette was offered to the Empire, but they only bought 2 from what I read on it. >.<


Two questions for ya Mik.

1) Is there a mod that makes more ships for sale at shipyards?

2) How hard would it be to fix compatibility with the Pirate Guild mod? (you broke it in .97 or so)

Edited by: vanguardian1

Nov 4 2017 Anchor

WIP

Nebulon B Carrier

-cargo

-weapons

+ ship cap


NebulonBCarrier4

NebulonBCarrierA

NebulonBCarrierB

NebulonBCarrierC

3DS Max renders, ingame shots soon, aside from hangar its no different to the current one.

vanguardian1 wrote:

Mik, ya shouldn't keep some ships limited to some factions, Victory 1 Star Destroyer (not 2) was used by the Old Republic, Nebulon B Frigate was started/used by the Empire. Hell, the Crusader-class corvette was offered to the Empire, but they only bought 2 from what I read on it. >.<


Two questions for ya Mik.

1) Is there a mod that makes more ships for sale at shipyards?

2) How hard would it be to fix compatibility with the Pirate Guild mod? (you broke it in .97 or so)

Some ships will see wider faction usage.

1. I dont think so, what ships do you mean?

2. Ill try make it compatible, when i get time.

Nov 4 2017 Anchor

One more request - can you add "no gate" mod to your mod? It remove gate rings and leave only game vortex - that way even Executor can fit the jump gate when you are in sector.

Edited by: kgocb001

Nov 5 2017 Anchor
kgocb001 wrote:

One more request - can you add "no gate" mod to your mod? It remove gate rings and leave only game vortex - that way even Executor can fit the jump gate when you are in sector.

Ill probably have soon eh.

Imperial Gozanti TM update

gozantiAA

gozantiImp


gozantiImp2

Nov 5 2017 Anchor

Sweet pics, Mik.


I don't know why you made the hanger doors on both sides of the ship (it's only 1 side from the old games) but this is the correct one.


If you needed to because of the game or something, that's fine. I just wanted to make sure you had your info correct at least. :) Btw, found another bug, adding it to the ole' bug thread

Edit:

Wait a minute.... "Nebulon B Carrier".... WTF. The only two variaions of the NebB I'm aware of are the original design (24 tie or 12 regular fighters) 12 RH8 anti-fighter and 12 anti-starship guns, or the "Medical Frigate" configuration, which has far fewer guns (current configuration is fine here IMHO), a bit more storage (and increased marine count would probably be useful here).

I'm not seeing a reason for a "carrier" version here Mik, just a fix of the original release version, or do ya know something I don't? *.*

*eagerly waits for reply*

Edited by: vanguardian1

Nov 6 2017 Anchor
vanguardian1 wrote:

ole' bug thread

Edit:

Wait a minute.... "Nebulon B Carrier".... WTF. The only two variaions of the NebB I'm aware of are the original design (24 tie or 12 regular fighters) 12 RH8 anti-fighter and 12 anti-starship guns, or the "Medical Frigate" configuration, which has far fewer guns (current configuration is fine here IMHO), a bit more storage (and increased marine count would probably be useful here).

I'm not seeing a reason for a "carrier" version here Mik, just a fix of the original release version, or do ya know something I don't? *.*

*eagerly waits for reply*

Have a look here, under "Alliance Standard " Swfanon.wikia.com

First type is the standard Nebulon B with imperial weapons swapped out and a stronger shield added, second and well known in the Medical frigate with a lot of space converted into medical facilities. The Third (in paragraph 2 of "Alliance Standard") had a hanger built along the forward part to increase fighter cap, also sacrificing systems.
Another thing is that we are 20 years post Battle of Endor, other mods have been made.

The Nebulon-B was know to be a versatile ship, and I'm just giving people options, 3 to be precise,

1: Hard hitter (Best weapons) I would call it the Assault type

2: High survivability (best shields) This one is great for keeping enemy capital ships busy, or making runs through enemy territory being able to take a punch.

3: Fighter carrier (high on-board ship cap) sacrificed power generators and weapons. If you like carriers, personally in think x3 fighter Ai is too crap for that.


and I'm actually still gonna add a Imperial variant which I should've done ages ago.

Nov 6 2017 Anchor

The different variants sound interesting though with just the size of the Frigate its hard to see how it could carry more than 12 T.I.E.s internally without some sort of expansion. Could it carry them externally as I have seen discussed in some other forums? One ship that might be cool to tinker with for different variants could be the Strike Cruiser since it was supposed to be modular and could be set up to perform different missions like light carrier or cruiser or ground assault. Can't wait to see what all you come up with, your ships look great.

Edited by: heyiforgot

Nov 6 2017 Anchor

WIP


nebulonb2

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