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SWLU is a mod for X3AP Litcube's Universe 1.7.2 built from the ground-up using ship assets from Mikhail Skatchkav's Star Wars Reborn Mod for X3AP. All ships have had their thruster effects, camera positions, and gun placements fixed or tweaked in addition to the many gameplay changes that come with LU. 188 total Star Wars ships (counting variants) are added in addition to all ~400 vanilla/LU ships, and can be bought in special sectors. With LU, you can finally have the massive X3AP star wars space battles you have always dreamed of!

All credit for ship models goes to MikSka and his team behind Star Wars Reborn. Also thanks to Litcube for making LU and his extremely useful Excel editors.

Star Wars LU 1.2.4

Core Features:

- 188+ ships and variants from across the Star Wars universe and timelines, including the Old Republic Era, Clone Wars Era, Galactic Civil War Era, and Legends ABY Era.

- Full overhaul of effects, sounds, and ship compatibility for all lasers in the game to make them resemble star wars laser effects for their respective factions.

- Each star wars faction is assigned to a specific X3 faction, and their NPCs will use a mix of star wars ships and their normal ships.

- Some ships like the YT-2400 have multiple faction variants that feature different engine color/sound and different laser compatibility.

- Some ships like the Delta-7 Jedi starfighter have many color variants available.

- All ships are balanced around their LU counterparts so they fit in naturally with LU's adjusted combat balance. Please message me if you feel the need for balancing updates!

- Gamestarts for each faction are available featuring a wide variety of scenarios across all difficulties. Play peaceful, start with a massive fleet, start at war with a faction, start with factories already set up, start with a billion credits, start with only a basic ship. There are 21 gamestarts in total, allowing you to play how you want.

- Creative mode(?). There is a gamestart that puts you in a secluded sector with access to all guns, missiles, shields, and star wars ships in the game along with target practice, 2 billion credits, and a god-mode ship that can use any weapon. This will let you explore all of SWLU's content in-game and try out all the ships without having to obtain them in an actual game.

- Repair ships. There are two un-purchasable repair ships hidden away in the universe waiting for you to find them. There are also about a dozen repair lasers hidden throughout the universe for them to use, but you can't buy or sell them anywhere. Your reward for finding these is a 4x repair speed from mounting four of the repair lasers. Good luck looking for these!

- Tweaked versions of PSCO1's and Mikska's cockpits for all star wars ships.

- NPCs fight each other according to Star Wars lore. This means you can happen across Empire/Rebel battles in the universe as well as Republic/Separatist.

Gameplay Changes:

- All lasers have double range and duration than regular LU.

- All "Heavy" lasers (PAA, TBC, PALC, FBC) have double rate of fire and half damage from regular LU.

- SCHs, PHQ, OTAS MLCC Docks, LU advanced software, Teladi/Argon trading stations are now purchasable in both Terran and Commonwealth space to allow the player to stay at war with one or the other while still being able to progress.

- Corporation HQs are now purchasable throughout the universe near the actual ones. They are basically cool-looking equipment docks.

- 10% of all pirate ships (not from missions) will be randomized from all ships to emulate the effects of ship piracy. This makes pirate encounters more interesting.

- Added civilians, traders to the Yaki and beefed up their economy.

- Added "Recon" patrols to all factions that venture around the universe.

- Made many of the suns brighter in key sectors to allow for more ship visibility.

- NPCs mostly don't care if you kill other factions in their territory now.

LU Overview:

For the uninitiated, Litcube's Universe is a massive overhaul of X3's core mechanics focusing on massive combat, automation, performance, and simplicity. More information on the official wiki: Litcube.xtimelines.net


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Changelog 1.2.4

News 1 comment


------| Version 1.2.4 (July 7, 2019) |------

Turbo Booster is Here!

Although you need to use your imagination a little bit...

Turbo Booster

Key:

(-) New features that should work in existing saves from old versions.

(+) Features that will not work without a new gamestart, but you can keep playing your old save anyway. Note that you can get ALL the features on an old save using Litcube's Import/Export.

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

- Implemented Cycrow's Turbo Booster from the old X3AP bonus package. Buy it at equipment docks and use it with a hotkey you can now set in the control menu under "interface". Sold by the Mandalorians, and also in the Star Wars special sectors.

+ Rebel Recruit gamestart now starts with a turbo booster and fuel.

+ Complete rebalance of fighter stats (M5, M4, M3).

- Doubled forward acceleration on the space suit (no more needing to fly sideways).

- Added SETA to the space suit.

- Trade stations now require race rank 3 instead of 6 due to how important they are to mobile mining setups, setting up quickshuttles, and TUG.

- Fixed and standardized all marine capacities for ships based on class:
- M3/M4/M5: 0 Marines
- TP: 20-40 Marines
- TS: 5 Marines (not actually boardable)
- TM: 5 Marines
- M6: 8 Marines
- M8: 5 Marines
- M7: 20 Marines
- TL: 20 Marines
- M2: 22 Marines
- M1: 22 Marines

- Renamed some vanilla goods (like Teladianium) to star wars names, such as Durasteel, Power converters, Motivators, Bacta, Plasteel, and Blue Milk just to name a few.

- Renamed Goner to Jedi

- Renamed "Nividium" to "Amdium" in favor of the company I work for IRL rahter than our competitor Nvidia (lol).

+ Unknown Sector Omega (The Final Battle) now has a much cooler background fitting for the OCV homeworld

+ Turned up the brightness of the ambient lighting for every single sector in the game (with a few exceptions) so that ships don't appear as dark silhouettes with only thrusters visible. Note that the game also contains gamma settings.

- Clone Commando gamestart now has less marines on the starting Nu-class Shuttle, so that you can use it to store excess marines while boarding M6 ships without having to launch all 20 and then watch them not be able to fit on the ship.

- Re-added the boarding music/shooting sounds so that boarding isn't silent anymore.

- Added more life to the Jedi Order sector.

- Made those random small Xenon fighter squadrons that spawn all over the place 10% as frequent as they used to be. I know they are annoying, they were actually added by me in the first place. Still debating whether I want to keep them in the game in the future.

- Made CCDS Mk.1 availible at the Star Wars sector equipment docks.

- Drastically reduced the price of CCDS Mk.2 from 5 million to just over 1 million.

+ Removed more hard-coded Litcube vanilla X3AP ships from the map generation (in Split Fire).

+ Munificent Frigate (Separatist M7)
+ Removed ability to use heavy guns on left/right turrets, only medium now

+ Action VI (Separatist/Mandalorian TS)
+ Shield capabilities fixed from 2 x 1MJ to 2 x 25MJ

- Crusader Corvette (Mandalorian M6)
- Fixed left/right turrets not working
- Improved camera positions for top/bottom turrets

- Gozanti Vanguard (Empire TM)
- Fixed rear turret not rotating freely
- Revised camera positions

- Consular Corvette (Republic M6)
- Completely removed top/bottom turrets for balance

+ U-Wing (Rebel TP)
+ Reduced shileds by half
+ Reduced hull strength to half


## Huge thanks to Tormox for the following! ##

- Gozanti Super Freighter (New Republic/Empire TS)
- Fixed rear turret not rotating freely
- Revised camera positions

- YT-1300 (Rebel/Empire TS)
- Reduced polygon count in model, slightly reduces loading times
- New optimized ship textures for both variants that load in a fraction of the time.

- Venator Star Destroyer (Republic M1)
- Complete turret rework
- Revised camera positions
+ Reduced ability to use Ion Cannon due to the increase in turrets (uses only Fusion Beam now)

- MC80 Liberty Hauler (Rebel TL)
- Fixed broken camera position

- Assault Frigate MK2 (New Republic M2)
- Fixed broken turrets detached from model

- Legacy Star Destroyer (Republic M2)
- Fixed broken turrets detached from model

- Recusant (Separatist M2)
- Turrets completely fixed
- Cameras fixed
- Thruster effects fixed

- Munificent Frigate (Separatist M7)
- Replaced static turrets with fully-animated ones

- Dynamic-Class Freighter (Old Republic TS)
- Made model larger to be correctly scaled compared to other SWLU ships
- Ship now uses animated weapons/turrets
- Main guns can now use corvette-grade weapons

- Nebulon-B Frigate (Rebel M7)
- Complete turret overhaul with animated turrets
- Added docking support for a TS ship

Most Important New Feature:

- In this update, as stated above, I renamed a lot of the goods and wares to fit in to the Star Wars universe. This means that Admiral Ackbar Breakfast Cereal is now replacing Boron BoFu as the New Republic's sole food item, complete with factories all over the universe and traders shipping it everywhere, contributing to the galactic cereal monopoly. Your tongue can't repel a flavor of that magnitude!

Admiral Ackbar Cereal (I hope everyone knows this old meme...)


Share Your SWLU Battles!

Share Your SWLU Battles!

News 2 comments

I'd love to see you guys show off your fleets in action! Comment down below and I will add the video to this article for everyone to see!

Welcome to the Team, Tormox!

Welcome to the Team, Tormox!

News 2 comments

The SWLU modding team now has two members. Welcome aboard, Tormox!

Changelog (Old Versions)

Changelog (Old Versions)

News

Documentation of changes for older versions of SWLU.

Installation/Update Instructions

Installation/Update Instructions

Feature 10 comments

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...

Add file RSS Files
SWLU 1.2.4

SWLU 1.2.4

Full Version 55 comments

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...

Example Savegame for 1.2.3

Example Savegame for 1.2.3

Tutorials 2 comments

See for yourself how station agents, dock agents, dockware manager, freighters, universe traders, mobile mining, player headquarters, MLCC, TUG, quickshuttles...

(Old) SWLU 1.2.3

(Old) SWLU 1.2.3

Full Version 63 comments

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...

(Old) SWLU 1.2.2

(Old) SWLU 1.2.2

Full Version 21 comments

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...

Comments  (0 - 10 of 499)
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MoffWibbles
MoffWibbles

Hi there!
I've really enjoyed this mod so far - my Imperial playthrough has reached the point where I have a PHQ and have started to slowly acquire the stations needed to start my own TIE production, but I've hit a snag.

...Where exactly do I find Plasteel? I've checked out just about every faction that doesn't want me dead (AKA, except the Rebels, New Republic and Jedi) and nowhere sells them.

Any help would be greatly appreciated.

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biggie1447
biggie1447

Plasteel is found from the Rebel faction. It replaces cloth rimes so..... Check your in-game encyclopedia, look under factories tab to find who sells the factories and under the wares tab to locate the actual plasteel to purchase.

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MoffWibbles
MoffWibbles

Ah, that explains it. The Encyclopedia only reveals places I have explored, and the Rebels were hostile from the start, so I didn't have the means to safely penetrate their sectors.
Thanks for the pointer :)

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XenonArchitect7 Creator
XenonArchitect7

I'll add plasteel factories for sale in the Empire sector in the next update.

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biggie1447
biggie1447

That reminds me. Xenon the Saturn complexes... weren't they suppose to be available in on of the rebel sectors as well as saturn 3? Makes it really hard to run the game on my laptop unless I can compress all the stations into one. I started getting issues in sectors where I had a complex of less than 10 stations before I managed to figure out the saturn complex.

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XenonArchitect7 Creator
XenonArchitect7

Try Circle of Labor

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jamex590
jamex590

what system let's your ships take goods from your station and sell them?

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biggie1447
biggie1447

There are several, easiest to manage is the Station Agent, it will buy and sell goods for your station on its own kind of like a universal trader but without using a jump drive and only for your station/complex. Have a station with a freighter home based to it. Make sure to have Trading software MK1 & 2, Trading System Extension, special command software installed along with Station agent software otherwise the SA will not initiate.

There is also Dock Agent which requires some setup of the station and its goods to manage but they can be set to only buy stock or sell excess.

Then there are simple traders which are essentially the vanilla traders.

If you are trying to set up a headquarters or resupply complex for yourself you can use couriers to simply move wares from one station to another. You select the ware, quantity and station to pick up from and then what station you want to drop them off at. They can be set to travel between multiple stages and move wares between any of your own stations but they don't pay for what they pickup so you have to make sure that the stations are self sustaining.

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jamex590
jamex590

That was really detailed thanks for the help. :3

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XenonArchitect7 Creator
XenonArchitect7

This is mostly correct. Any TS worker can (and SHOULD) use a Jumpdrive. Just set its autojump settings to min of 0 and resupply of 50. Station agents only work for singular factories like a Wheat Farm, they will not work for any non-producing station. So if you are using "freighters" to bring all your goods to a central dock, you will need "Dock Agents" to sell from that dock. They will sell anything that you don't specify to keep in the "Dockware Manager" menu. They also sell anything that is over the stock you specify in that menu. I suggest using Dock Agents for most of your selling.

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biggie1447
biggie1447

I have issues with the Station Agents using jump drives. Every time one of my SA ships gets attacked and I have time to check it has a hyperdrive equipped and settings set but has no energy cells in its hold to jump with despite that. Dock agents, couriers and UT traders are fin other than running out of E-cells occasionally for some reason.

I also noticed that SA don't seem to limit themselves to the jump range set in the station settings. They seem to do their own thing as they want.

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XenonArchitect7 Creator
XenonArchitect7

What autojump settings are you using?

And we sre setting up an official Discord server soon so we all don't have to keep using these ModDB comments...

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biggie1447
biggie1447

Auto Jump Yes
Minimum distance 0
jump fuel range 20

I have been thinking about bumping up the jump fuel range some more.

The stations are set up with only 4-5 sector jump range yet I constantly find my Herron's Nebula based ships down in Hatikva's Faith, Danna's Chance and other Pirate/Xenon Infested sectors.

As for the discord server, sweet, I will actually have a reason to keep discord up to date now.

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XenonArchitect7 Creator
XenonArchitect7

Everything looks fine... your settings are good. For a homebase maximum jump range of 5, you should set your ships to refuel at 10, that way they have exactly enough for a round trip 5 sectors away, and don't waste cargo with excess fuel.

I think traders only operate in sectors with player property present. So if you have a satellite in Danna's Chance, you should remove it. Also, I think you can blacklist sectors in the player console, but this might only apply to UTs.

I recommend setting the station's max jump range to 25 and the ships to refuel to 50. That way they can access the whole universe for the best possible deals, but again, this isn't required and I'm not sure why your setup isn't working...

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