X3 Mod for Armada II
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on November 26th, 2011, 4:40 am
Last edited by Korloros on November 26th, 2011, 6:43 am, edited 1 time in total.
I'm a big fan of the X-franchise of games made by Egosoft (it's a german game), it has a storyline with remarkable potential (it wasn't elaborated to satisfaction), very original species, some familiar and others a staple of sci-fi, and incredible starships and weaponry. I began to wonder, "I wish there was an RTS spin-off of this universe". Post thoughts in comments below (and don't be bashful about telling me more info needs to be added). 
Potential Factions
Paranid
Terrans
Teladi Company
Argon
Split
Boron
Khaak
Xenon
Sohnen
Pirates
Yaki

Potential Factions
Paranid
Terrans
Teladi Company
Argon
Split
Boron
Khaak
Xenon
Sohnen
Pirates
Yaki
posted on December 7th, 2011, 11:30 am
I'm not familiar with it, but unless you are a modeling genius or find one to do the work for you, I don't see how you can get models & textures for these.
posted on December 7th, 2011, 3:39 pm
What I think: Leave the X-Universe in the X-Universe and Star-Trek in Star-Trek. The engine for Armada 2 just dont cuts the game-design of X and other way around.
Trade, Build, Fight, Think and all that from YOUR cockpit and later through a automated hub... but still in your cockpit. For this to work you dont need a mod, you need a whole new game engine, game-design, balance, economy, physics, dependencies and so on. The list on points can be printed from here to the moon.
I think you underestimated the work behind it.
Trade, Build, Fight, Think and all that from YOUR cockpit and later through a automated hub... but still in your cockpit. For this to work you dont need a mod, you need a whole new game engine, game-design, balance, economy, physics, dependencies and so on. The list on points can be printed from here to the moon.
I think you underestimated the work behind it.
posted on December 7th, 2011, 9:10 pm
Last edited by Atlantis on December 7th, 2011, 9:12 pm, edited 1 time in total.
Sheva wrote:What I think: Leave the X-Universe in the X-Universe and Star-Trek in Star-Trek. The engine for Armada 2 just dont cuts the game-design of X and other way around.
The engine that Armada 2 uses was not designed for the Star Trek universe either...
Armada was revolutionary in how it fitted Star Trek's universe into an RTS. All previous Star Trek games had been story based, away-team based, and the space battles aspect was either cockpit-based (25th Anniversary, etc) or board-game based (originally adapted from water ship board games) (SFC). So any universe can be put in any type of game, you just need to "think outside the box", and not limit a universe to a single game type.
posted on December 7th, 2011, 10:08 pm
That was not my point. The X-feeling was based on YOU exploring the universe, adapt to it and bring yourself into a position, that you can be seen as an own fraction after a while. You know what I want to say?
Sure, if you are creative, you can build up a third-person-view of it.But how do you manage the whole system to the Armada-II engine? You will have to cut many things out and are free to involve up to now nearly unkown ones into it. The idea would be nice to see as an idea-scetch, but to be honest: You should rather try to implement it into the upcoming Excalibur-game in form of a mod... (but then you can just take X itself... yeah I know)
The work behind it is in both cases nothing to do "just parallel to work and family". I hope you know what you are doing. If yes: Good luck!
Sure, if you are creative, you can build up a third-person-view of it.But how do you manage the whole system to the Armada-II engine? You will have to cut many things out and are free to involve up to now nearly unkown ones into it. The idea would be nice to see as an idea-scetch, but to be honest: You should rather try to implement it into the upcoming Excalibur-game in form of a mod... (but then you can just take X itself... yeah I know)
The work behind it is in both cases nothing to do "just parallel to work and family". I hope you know what you are doing. If yes: Good luck!
posted on December 7th, 2011, 10:39 pm
I think you're misunderstanding what my point was, there.
Does the Armada style of game match the feeling of Star Trek? Not really.
The Star Trek feeling is about people exploring the universe in one ship. It's about interlinked storylines, it's about away teams, it's about decisions made on a personal basis, it's about all kinds of things that Armada really isn't.
But they tweaked the BattleTech engine around and changed how it worked so that eventually it did kind of fit, in some limited ways, as well as making it's own feeling that meshed the two. And got a great game out of it.
If it can be done with Star Trek, it can be done with X.
Does the Armada style of game match the feeling of Star Trek? Not really.
The Star Trek feeling is about people exploring the universe in one ship. It's about interlinked storylines, it's about away teams, it's about decisions made on a personal basis, it's about all kinds of things that Armada really isn't.
But they tweaked the BattleTech engine around and changed how it worked so that eventually it did kind of fit, in some limited ways, as well as making it's own feeling that meshed the two. And got a great game out of it.
If it can be done with Star Trek, it can be done with X.
posted on December 9th, 2011, 1:16 am
Im not exactly a scripting/programming genius, but I've already designed 3 games so far, doing all the story writing, balancing, and laying out the gameplay myself. On my own I can't program the mod, but I sure as hell can work out the details. I look at things from a military point of view, it doesn't matter at all that X is a one-man focused game, it has all the details and data I need to turn it into something else. I've done more with less. 

posted on December 9th, 2011, 7:35 am
already designed 3 games
I did so as well...for even more but non was realized due to the fact that you need many ppl doing the actual implementation.
posted on December 9th, 2011, 7:58 am
Korloros wrote:Im not exactly a scripting/programming genius, but I've already designed 3 games so far, doing all the story writing, balancing, and laying out the gameplay myself. On my own I can't program the mod, but I sure as hell can work out the details. I look at things from a military point of view, it doesn't matter at all that X is a one-man focused game, it has all the details and data I need to turn it into something else. I've done more with less.
I don't question that. But ideas and concepts are one thing, models are another. Are you a modeler? Can you make 3D models and textures? If you answer both of these questions with no, then you will have a problem. 'Cause it'll be hard finding someone with both the talent and the willingness and time to help you out. And oh, even if you have a way of getting models, it will take years. Just talk to TUN, the creator of Sigma (best FO mod ever).
posted on December 9th, 2011, 9:54 pm
I do make models (although Blender gives me some probems, the little sunnuva bitch), Im actually trying to get a team of friends together for a few projects. I thought Sigma was unfinnished? (also I know the guy who made it, UndyingNephalim I believe his name is.
posted on December 9th, 2011, 10:11 pm
Korloros wrote:I do make models (although Blender gives me some probems, the little sunnuva bitch)
Most people have problems with it. I can't model, and I know many people around here who can't as well, which is why I asked.

Korloros wrote:I thought Sigma was unfinnished? (also I know the guy who made it, UndyingNephalim I believe his name is.
It's not complete, but quite playable. I think the latest version is v2.1.1...
posted on December 9th, 2011, 10:27 pm
I'm probaby going to wait to get Maya or another professional 3D software before I do any modeling, last thing a project needs is setbacks. Most I can do with the mod is write the lore, do the balancing/stats, tech trees, really anything that doesn't require software. 

posted on December 10th, 2011, 12:51 am
great idea. So the problem is how to convert X-models to models FO can use? Since I have nothing to do with modelling myself my moral support is everything I can give. :-(
posted on December 10th, 2011, 3:19 am
It is not nescessary to conver them, I just need to study the vertex points of the models from X3, then apply the same points in a brand new file that has no connection to the original. That way it isn't copyright infringement and I get the look I want. You can protect files under law, not vertex points.
posted on December 10th, 2011, 2:36 pm
so... I guess recreating all the ships isn't done easily as well? :-/
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