X Rebirth

X Rebirth

Terratech's Shippack
129 Comments
Draconix26 29 Apr, 2017 @ 12:52pm 
Do your mods work in 4.1
thanks
TiGeR 8 Aug, 2016 @ 1:36pm 
Very good job with the modification, great balance.
I miss only the possibility of Hacking these ships :(
Erios 30 Jul, 2016 @ 6:00pm 
My minotaur is shooting my own ships with the missile barrages, owies. Had to sell it for now. Really love the wolf, its my main patrol/escort ship now. Every station and capship gets one. Doing the plot I had about 9 of them and a olmekron for the final missions in maelstrom and the fights were really epic having all of them flying around blasting at all the targets.
Furykuiku'l 25 Apr, 2016 @ 11:07pm 
it does work on 4.00 only issue is the spwaning of ships they only spwan for me about once every 3 days and by the time i board them im dead lol
afederowicz 20 Apr, 2016 @ 12:22am 
Please check and affirm this can work for X-R 4.00
Draconix26 9 Mar, 2016 @ 11:52am 
any ideal what this means?

[] 0.00 Cannot match path '/ships/ship[@id='hev_plunderer']/@macro' in patch file 'extensions\terratechs_shippack\libraries\ships'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[] 0.00 Cannot match path '/ships/ship[@id='sov_plunderer']/@macro' in patch file 'extensions\terratechs_shippack\libraries\ships'. Skipping node.
Alpha-methyl 20 Aug, 2015 @ 6:15am 
Great shippack, thanks for this.
NeroAmatam 29 May, 2015 @ 10:43am 
Will the Titurel Engine Fix mod fix the ones in this mod? The Mainsails are different and it looks really odd.
Geekin 1 May, 2015 @ 11:21am 
Masterfail #yolo, here is a link to a forum where the second and third post show how to work around the problem, hope it helps http://forum.egosoft.com/viewtopic.php?p=4459036
overwerk 30 Apr, 2015 @ 6:23am 
i have a problem, eatch time i try to give ammo to the minotor (or any ship who need ammo) the trading computer say that i have an error 8192. any help?
Geekin 29 Apr, 2015 @ 8:53am 
Also I found a mod you could use for inspiration for the ships of pirate generals, it's a mod of the Taranis (I'll post the link at the end) but it added weapons like retractable HIVI/MA turrets and blended them into the ship. I think if you used the titurel or even a modified Scaldis as a base you could do something similar. Just thought I'd try to help because I love your mod. http://www.nexusmods.com/xrebirth/mods/406/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxrebirth%2Fajax%2Fmodfiles%2F%3Fid%3D406&pUp=1
Geekin 23 Apr, 2015 @ 5:37pm 
I was wondering if you could add a additional mod pack to this that would add the optional to build the modified Titurel ships.
undercover 11 Apr, 2015 @ 1:35am 
@Gtadam: Can you please add drone bays to the Wolf? Like it was done by ES for the Balor in one of the latest updates. Btw: I love your Mod! ;)
Walker Evans 13 Feb, 2015 @ 8:44am 
I wasn't able to find the file/s where the scan and hacking points are specified, although I think they might be in the various xml files in assets\units\size_xl\[ship_type].xml and assets\units\size_l\[ship_type].xml

But in case it helps, the scanning and hacking points are generated in md\RML_Scan_TargetPoints.xml via:

<create_target_points cue="$MissionCue" groupname="$Targets" object="$Object" tags="$TagList" sequence="$ObjectBuildSequence" stage="$ObjectBuildStage" type="scan" />

in Boarding.xml, $TagList is defined as:

<param name="TagList" value="[tag.ship_xs, tag.scan]"/>
docwho 9 Feb, 2015 @ 11:21am 
Love the new ships have been playing with them since I saw this come up. Only issues I have is while trying to do boarding on most of them the hacker drone has no points to hack. Same with the scanner drone( useing another mod that has scanning as part of the boarding operations.) While I do mod stuff. I am not sure how to fix that issues as i have been looking for the information as well.
Fazer 6 Feb, 2015 @ 2:58am 
Hi, there is a funny thing with "player shipyards" cause I can build the wolf at my own AL-SY but I have to bye the Minotaur from a faction-SY.
DeluzionConfuzion 23 Jan, 2015 @ 12:30pm 
:D sweet. when i first started this game (and actually got to devres), i found that tiurels were my favorite ships for a while. moedratly good armements, and a gargo bay the size of my stating rahanas., as well as giving to the fact that is was a universal cargo ship, i was just dissipointed that there wernt more variations of it. then i find this mod, as well as one otehr that lets me build them, and now i happy. the titurel is still one of my faves, but now i can build mamoth cargo ships (still class as a large not XL), and use tiurels as destroyer escorts, and tish mod gives me so many new options on the makeup of the escort group. thanks for the work man, keep it up.
Gtadam  [author] 23 Jan, 2015 @ 8:34am 
@DeluzionConfuzion i will investigate it at least.
Gtadam  [author] 23 Jan, 2015 @ 8:33am 
@DeluzionConfuzion just to clarify the mod is in english, its just that some shipnames (titurels) use standard phrases that already exists in the game.
DeluzionConfuzion 22 Jan, 2015 @ 12:54pm 
darn, well, i suxsors at translations, and i cant read german. but i still love thes ships.... so.... i guess i cant complain. much..... but i do have a sugestion, the vanila ship the sanahar (i think thats right, its a cargor ship like the rahanas and is build in albion.) is there any way you could make an XL version of that? ive been looking for a masive transport ship and that one looks the best in my opinion. less like a Sul, and more like an actuall transport.
Fazer 22 Jan, 2015 @ 10:42am 
@DeluzionConfuzion
My XR is running in german, so it's perfect :)
Gtadam  [author] 22 Jan, 2015 @ 7:38am 
well, the titurel ships should be fully localized, so they should actually be displayed in german/ french/english. The rest of the ships are not atm, but if anyone wants localized language you could help out with the translation.

The rest of the ships should get placeholders in english
DeluzionConfuzion 22 Jan, 2015 @ 3:45am 
wait, i havnt goten in today. do you mean your running an english games, but the ships onfo for this mod is showing german? or are you running in german?
Fazer 21 Jan, 2015 @ 12:27pm 
Wow, now it's not only readable, it's german :)
Thx a lot!
Gtadam  [author] 21 Jan, 2015 @ 10:59am 
Everything should work now.
Gtadam  [author] 21 Jan, 2015 @ 10:37am 
So hullpatch users will get textid not found until i can upload it
Gtadam  [author] 21 Jan, 2015 @ 10:35am 
Turns out the servers are a bit overloaded so i cant update the hull patch at this time... :(
Gtadam  [author] 21 Jan, 2015 @ 10:14am 
I've reimplemented the localization language mapping. Hopefully you wont get Text--ID-NOT FOUND. Please inform me if it doesnt work.
Gtadam  [author] 20 Jan, 2015 @ 12:19pm 
Yeah i introduced a new station to supply the minotaur with special missiles, and at least in this patch, you have to build that station in order to get the new missiles that it needs. The wolf doesnt use ammo since the original balor variant didn't.
DeluzionConfuzion 20 Jan, 2015 @ 12:11pm 
DERP!!! i knew that.... duno why i didnt remeber it. the minotaur has special weapon that comes with a name, but i dont remeber what its called. but i havnt come across the other much to know if they use new weapons. the wolf shows that is has missle launchers and the other three types all have names as well. i just dont remeber the names either. XD its been 8 hours since i last played.
Fazer 20 Jan, 2015 @ 12:01pm 
@DeluzionConfuzion
You can bye the Wolf at any AlbionSY (PMC, HOA + Transcend).
Gtadam  [author] 20 Jan, 2015 @ 12:01pm 
thanks for the info, that you get partial localization is a bit interesting. wolf should be available in albion shipyards including heart of albion. I have not used the player shipyards mod so i cant say really, depends on how he implemented it.
DeluzionConfuzion 20 Jan, 2015 @ 11:48am 
thanks for getting back to us. in my case, the turrets have names, but the ships dont, in both the world, and in the build ships menu, as well as in the encyclopedia. does this mod work well with "Player shipyards"? also WOLF!!!!! AWSOME!!!! WANT!!!!! WHERE CAN IBUY?!?!?
Fazer 20 Jan, 2015 @ 11:04am 
Don't hurry, it's not that big problem and well known from other shipmods ;)
For testing I started a new game and your showcase and there is the =TextDNotFound= too.
Gtadam  [author] 20 Jan, 2015 @ 10:46am 
I will look into this, might have to create a new dedicated localization page. Won't be solved today though.
Gtadam  [author] 20 Jan, 2015 @ 10:31am 
Hmm... strange.... I downloaded the german localization and i get correct english subtitles
Fazer 20 Jan, 2015 @ 9:41am 
In my german game there are no names for ships and created turrets only the =TextDNotFound=, in your LootMod the placeholders are working perfect and gives the original english textfiles.
Gtadam  [author] 20 Jan, 2015 @ 9:33am 
I'm downloading another localization to check it out
Gtadam  [author] 20 Jan, 2015 @ 9:16am 
Do you also experience the =TextIdNotFound= Fazer? I have created placeholder language files so its a bit strange
Gtadam  [author] 20 Jan, 2015 @ 9:14am 
Gonna check the localization files to see if they are up to date
Gtadam  [author] 20 Jan, 2015 @ 9:13am 
Hmm thanks for the information.
Fazer 20 Jan, 2015 @ 8:08am 
I think the problem with =TextDNotFound= at shipnames and turrets is a languageproblem, some placeholders like in the LootMod would help. This time I rename every bought or capped ship and the easiest way to look which titurel you have is looking at the hp of the hull.
DeluzionConfuzion 19 Jan, 2015 @ 10:26pm 
also, i found one of the titurels from this mod, a marader=TextNotFound=, i didnt think this was right.... i wonder, does this mod not like other custome ship mods?
DeluzionConfuzion 19 Jan, 2015 @ 10:02pm 
for some reason, the ships provided by this mod show up, but there Desc and name show up as, =TextIDNotFound=. i also get these as erros, 1 "[gamestart: 3] - [01/20/15 05:07:39]: Error: Cannot match path '//page[@id='20104']' in patch file 'extensions\terratechs_shippack\t/0001'. Skipping node." and 2 "[gamestart: 3] - [01/20/15 05:07:39]: Error: Cannot match path '//page[@id='20101']' in patch file 'extensions\terratechs_shippack\t/0001'. Skipping node.". ive not yet seen if this does it in anyother systems, but this is definetly in albion.
Gtadam  [author] 19 Jan, 2015 @ 12:29pm 
Thats probably a good approach.
@Universe, anyway i've found a way to solve the incorrect astrobee launchers seen when inspecting the minotaur. (They are infact of the type Flail Barrage Turret). Fix will be ready tomorrow.
xamluz 19 Jan, 2015 @ 12:14pm 
i still havent modded yet figured id play through ther campaign before i did that
Gtadam  [author] 19 Jan, 2015 @ 9:18am 
Any issues after yesterday's patch?
Gtadam  [author] 19 Jan, 2015 @ 9:12am 
Yeah there's a lot of possibilities. Homeworld is a great game if you want inspiration.
xamluz 18 Jan, 2015 @ 11:59am 
I have been looking at the ships as i see them like the teladi freighter reminds me of homeworld one the higaran offshoot that lived in the nedula that retooled into a support vessel of some kind could be interesting
Gtadam  [author] 18 Jan, 2015 @ 9:23am 
Not sure how the turret upgrade works with the new turret type for the minotaur, will have to fix that tomorrow if there is any problems.