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[转帖] Welcome to X-Tended - Terran Conflict 1.2a

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发表于 2012-2-16 19:35:10 | 显示全部楼层 |阅读模式
This is the first version of the mod and we have not yet implemented everything we want to have in it.

Until the next release of the mod (2.0), X-Tended - Terran Conflict will not feature any of the missions from our new plot. It will also not include various modelling and graphical assets that are still in the works.

Warning: Save game compatibility between this release (1.2a) and the next release (2.0) will not be possible. We are working on things that will not update when you load a save from this version of the mod (1.2a) into the next version (2.0) of the mod.

IMPORTANT INFORMATION FOR STEAM USERS:

 楼主| 发表于 2012-2-16 19:35:34 | 显示全部楼层
本帖最后由 oror 于 2012-2-16 19:39 编辑

之后自己看吧·· 出1.2A了

http://forum.egosoft.com/viewtopic.php?t=293490


存档继续不兼容


安装 XTC 1.2 a  
1.完整干净的X3TC
2.安装到3.0
3.安装到3.1
4.安装XTC1.2A
5.开始新游戏

不支持AP

更新内容

Feature List

General.



XTC has been designed and built to be highly modular. Don't like something we have added? Switch it off.

New working in-game difficulty settings. Make the game as hard or as easy as you want on the fly.

Redesigned weapon, missile, and shield systems.

57 new player usable weapons added to the game.

Entire game rebalanced.

Combat is now more lethal.

New custom built jobs/jobwings/fightwings engine.

New custom built ship spawn engine.

BBS system added with hundreds of new static articles specific to XTC.

Dynamic news articles that inform you of what is actually happening in the universe around you.

New statistics centre added. Displays a detailed breakdown of your assets, your profits and losses, how each of your stations are doing, and much more. A highly powerful and dynamic system that is much better than the standard games 'your property' menu for traders.

New generic missions available at stations.

New mission to obtain the Leviathan M2+.

New race relations menu. This shows your relation to every race in the game, also by clicking on a listed race you will be able to see that races relation to the other races as well. Race relations are now colour coded and numbered for each rank to aid 'at a glance' assessments.

64 new ships added. (1 unused ES model, 39 imported from XTM, 24 totally new.)

New engine flame effects.

New engine smoke trail effects.

New bullet FX.

New sound FX.

New sector music.

New combat music.

New weapon and missile icons.

Hundreds of performance tweaks.

Fluffy Dice

Fully working manual.  



Universe.



Dynamically expanding universe. This is a new region of space, new sectors are being discovered and linked to the universe while you are playing.

A new custom universe map containing 199 new sectors for you to explore. (Once it is fully expanded.)

Larger sector sizes. The Teladi haven't been around this area long enough to have dragged the gates to more convenient locations.

New custom made sector backgrounds.

New planet and cloud textures.

All 6 races are now set up ready to fully work as independent races. (Argon, Boron, Split, Teladi, Paranid, Terrans.) The Aldrians are now also a seperate race with their own sectors.

Terrans now have a fully working economy.

Bounty Hunters added. Watch who you annoy.

Custom Safe Jump AL that will put ships arriving through a gate at a safe distance.

Most capital ships hulls will slowly regenerate as repair crews fix them.

New lifeforms added. Lifeforms now have their own unique life cycles and behaviours.



Stations.



Custom built npc station GOD engine.

New wharves added. Ships from M5-M6/TS/TP will now be sold at wharves instead of at shipyards. Shipyards now only sell M7 and up ships and stations.

New player mini-complexes added for shield/weapon/ammo production where you can change products as needed. Player mini-complexes can be added to complexes, but once added they will be fixed to producing the ware they had set at the time they are connected.

Custom safe undocking scripts for capital ships.

Solar power plants (both NPC and player owned) are now affected by the sun(s) strength in a sector.

New player owned shipyards and wharves. Build your own ships.

Automatic renaming of ships built by your own construction facilities now added.

Fully functional player equipment docks.



Ships (NPC).



NPC capital ship behaviour reworked

NPC Carrier behaviour improved

NPC Capital ships automatically restock used ammunition and missiles

Custom built NPC ship equipment scripts and templates. These will equip ships based on the race, ship type/size (M5, M4, etc.), and on the difficulty level set in the XTC difficulty options.

Custom built NPC loot drop scripts. Giving you more varied loot drops. NPC's will scavenge dropped loot themselves if you are not quick enough. (Hey, they are worth creditsss after all.)

Custom built NPC bailing scripts. All ships can now be forced to bail, even capital ships. Bailing chance now depends on the difficulty level chosen in the XTC difficulty options.

Exploding capital ships and stations now have crew that try to escape in life-pods.

If and when smaller ships try to evade enemy fire now depends on the pilot aggression.

Race ships in the M5-M3 classes now have a full set of variations available. (Vanguard, Sentinel, etc.)

Teladi, Boron, and Split now have their own M2+.

New M2+, TP+ and TS+ classes.

NPC M7M's and M8's are now more lethal.

Capital ships now have a blast shock-wave that will damage nearby ships when they explode.

Destroying any ship that has missiles/mines/ammo on-board can cause these items to explode, resulting in damage to nearby ships. On capital ships this damage is additional to the normal blast shock-wave.



Ships (Player).



Custom claim ship scripts. You can now claim all ships you find adrift in the universe, including capital ships using a hotkey or shipcommand.

New missile warning system. Now gives more information about what nasties are heading your way rather than the standard "Incoming missile" warning. Now you know if you can shrug it off or if it will make space-dust out of you.

Players now have a personal escape pod on Bigships.

Capital ship ammo and missile production facilities. Allows capital ships to produce their own missiles and ammo.

New 'Choose best missile for target' hot-key.

Transfer credits to player account command on stations now works in both directions.

New weapons to shields power transfer hot-key. Reduces your laser energy by a set percentage and adds an equal amount to your shield energy.

New shields to weapons power transfer hot-key. Reduces your shield energy by a set percentage and adds an equal amount to your laser energy.

New missile electronic counter-measures (ECM) added for bigger ships. NPC's will use these too if installed.

New anti missile chaffs added for smaller ships. NPC's will use these too if available.

New emergency jump. Forces your ship to execute a random jump out of it's current sector. Useful in desperate situations, does not require energy cells, but it destroys your jumpdrive.

Engine boost. Temporarily boosts your ship’s speed by diverting your weapon energy to the engine. It can result in harm to the engine however, and larger engines are more likely to be damaged.

Notifications on ship loss. Displays a message whenever a player-owned ship gets destroyed.

New Boarding Teleporter Upgrade added, this allows players to skip the space walk part on marine boarding.

New Freight Teleporter Upgrade added, this allows the teleporter to pickup crates.

New factory ships. Produce wares while on the move.





--------------------------------历史更新--------------------------------
Release History. [DD/MM/YYYY]

1.0 - Initial release. [20/11/2010]

1.0a - Installer fix. [02/01/2011]

1.1 - Bug fix release. [05/01/2011]
Fixes/changes:




TShip entries for Skiron and Scimitar Variants fixed.

Removed "connected sector" debug message.

Imperial police police fix.

Emergency Jump fixed thanks to Trickmov.

Adjusted crush ore command to count installed weapons too.

WareTemplate entry for Paranid SPP XXL fixed.

Fixed bad cargo bay extensions on cloned ships. (Ghost wares.)

Fixed claimable / comm-able lifepods.

Attackers will break off attack sooner. (Based on the pilot's aggression.)

Adjusted khaak config to new shields (we forgot to do that for 1.0) and increased timer reliability.

Leftover, docked ships from bailed MD pirate carriers are now decloacked automatically.

Blocked TP Liner Civilian ships from landing on player owned stations.

HUD tweaked to make graphical hull and shield indicators more visible.

Engine smoke trails tweaked to look better.

Removed the need for advanced satellites in cargo hold from recon drone command.

Fixed "missile only" command not displaying on player turrets when set. (It worked before, just didn't display the command had been set.)

Disabled unused ECM animation. (Until we make a proper effect for it.)

Added command check for transport boarding using "launch all marines".

Otana Prime and Otana III sector names (inc Spoken) swapped and descriptions edited. Now Otana Prime is 11/6 and Otana III is 10/5, so it makes more sense with the univ. expansion stages. (Will only show up on a new game. Won't cause errors on a save game though.)

Removed credits from buildable wares list.

Ware consumption on trading stations and equipment docks added with vanilla values.

Exchanged the repair ships installed jumpdrive check.

Mining Laser corrected.

Swordfish hull adjusted. (Will only be the new value with newly spawned ships.)

Merged in camera fixes from draffutt. (Thanks.)

Swapped pirate and non-pirate Kestrel versions (the used models were mixed up).

Swapped "Terran Supply Kobe" to "Goner Supply Ozias" so you can hire a TL in terran space now.

Swapped all Complex Construction Kits back to the original Argon entry.

Lowered chances for MD / ID usage on npc ships.

Fixed "config production" search function. (Player owned configurable missile fabs etc should now work correctly.)

Added ware consumption to player trading stations in race territory.

Decades changed to decazuras in gns articles.

Fixed ice resource on player (newly) built water purification plants.

Yaki M7 model shaders updated to X3TC shaders. (Should fix the issue some people have had with half of the ship visually missing.)

Added EQD script hooks to Pirate Bases so buying Cargobay Shielding etc. works on these.

Various Typos and text errors corrected.



1.2 - Bug fix release. [25/06/2011]
Fixes/changes:




Fixed missing claim option for bailed ships. (While in a spacesuit.)

Blocked ware consumption task from consuming upgrades.

Restored ware stock on upgrades. (Related to above.)

Adjusted factory rel vals.

Merged in more camera position fixes from Draffutt. (Thanks.)

Added a fix for Statistics Center.

Added automated drone repairs on player owned drone carriers. Drones will now be repaired when they are docked.

Added dummy entries into Tfactories for Gaz's Complex Cleaner.

Fixed ECM. (Some parameters were wrong because we shifted the shield indexs by one prior to release. Example: Capital ship ECM was way too weak)[/I]

Added Player Owned Shipyard fixes.

Blocked equipment docks from spewing tunings when they are repackaged.

Added new effects to stop Kyon beams from lagging the hell out of your system.

Changed all Kyon variations to safe values in order to solve the reported lags on several customer systems. Kyons are a even deadlier than before, especially the bigger ones.

Changed the IBC to match the expectations on the weapon.

Changed the IBC to give it more OOOOMPH. It's now close to the beta Kyons.

Added fix for the bailing crash.

Akurei fix fixed.

Fix to remove leftover 'buy ship' mission ships.

Bombers have their range reduced, some Bomber missiles are toned down a bit.

Bombers have also had changes to yaw pitch roll and speed/acceleration, which are too complex to write a short explanation here.  

When changing products on a factory, playership is now properly un-docked automatically.

Laser rel. values adjusted. (Fixes stalled production for some weapons.)

Switched Complex Construction Kits back to Argon default ones. (At least the Terran ones were broken.)

Fixed some ghost tasks slowing down the game over time

Emergency jump code added.

Added the R6 console (Repair, re-arm, etc, etc.) for player ships and activated automated hull repairs, docked fighter repairs, docked fighter reammunition, recall damaged fighters and automated retreat.

Hull regen values adjusted.

Fixed some vanilla signal_attacked bugs which blocked subsequent calls.

Added new Salvage Insurance AL (disallows saving in hostile sectors but makes sure you can always save in friendly ones - if you can afford it).

Lasertowers are now properly shielded again.

The repair laser is now added to the spacesuit on easy difficulty. (In-game difficulty menu.)

Weapon/shield production complexes limited to one product to make them "complex safe", also you are automatically asked to configure them on placement now (can still reconfigure them as needed).

Lifeform loot now decays.

Yaki shipyard changed to fix docking problems.

Fixed a performance leak in the GNS which was responsible for game stutters / freezes if the GNS was not used for a while

USC TS+ turrets fixed.



1.2a - Bug fix release. [26/06/2011]
Fixes/changes:




Fixed bug which was causing the game to lock up/crash while browsing the shipyard stock list.

Removed reported lag in shipyard stock list.




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发表于 2012-2-16 19:47:36 | 显示全部楼层
.....XTC ?!....
说好的2.0呢。。。。
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发表于 2012-2-16 20:25:49 | 显示全部楼层
有没有关于不是2.0的解释。。。
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 楼主| 发表于 2012-2-16 20:59:49 | 显示全部楼层
没有任何关于2.0的东西
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发表于 2012-2-16 22:56:24 | 显示全部楼层
静等翻译大神....
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发表于 2012-2-16 23:16:29 | 显示全部楼层
1.2a不是出了很久了么。。

点评

是么 不知道啊 我以为出到1.1了  发表于 2012-2-17 00:01
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发表于 2012-2-17 00:27:27 | 显示全部楼层
呃,这算是火星了吗?

现在就等2.0了,但还是一片沉寂。
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