[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Tue, 21. Apr 09, 08:05

enenra wrote:@draffut

The change you did to the Eclipse doesn't match up with what we know from Reunion. The banana-eclipse is the original version of the Eclipse done by Egosoft and added in Patch 2.0 for Reunion. The model of the pirate Eclipse is from the XTended Mod and was the replacement of the original Eclipse model because in a vote it was decided to swap them.
This essentially means that both models are the Eclipse. The Notus Hauler has - like some other ships as well - no own model. This is why it uses the Egosoft Eclipse model.

So technically it would make more sense to replace the Notus Hauler's body with the XTM Eclipse as the Egosoft Eclipse Model is known from Vanilla Reunion to be the Eclipse. ;)
thanks for pointing that out. i'll go about swapping the graphics once that computer is back up and running.
Alkaiser wrote:Not sure if this is common knowledge or not... but the ATF M4 Mjollnir has 7 guns, one of them appears to be leftover from the design phase and makes its load out lop-sided.
i noticed that as well. at least now i am not the only one that thinks it is lop-sided. i'll take a look at it again in a couple of days.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

Alkaiser
Posts: 30
Joined: Thu, 18. Dec 03, 22:28
xr

Another one...

Post by Alkaiser » Tue, 21. Apr 09, 19:21

Looks like the ATF M5 Valkyrie has exactly the same problem as the M4. 5 guns with one on the left without one on the right. For an M5, this is overkill. It is also pointless given the amount of weapon energy this ship produces.

User avatar
XDrake
Posts: 133
Joined: Wed, 29. Oct 08, 19:48
x3tc

Post by XDrake » Wed, 22. Apr 09, 08:55

Interested in this mod. I have a question.

I have Exteral Docking Mod and PHQ Mod installed.

I can't any posts on it. Is there any known issues with this and other mods together?
XDrake
-------------------------------------------------------
NECORE Inc.

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Wed, 22. Apr 09, 22:51

XDrake wrote:Interested in this mod. I have a question.

I have Exteral Docking Mod and PHQ Mod installed.

I can't any posts on it. Is there any known issues with this and other mods together?
any mod that makes changes to the files included in my mod will not work until you make the necessary changes. I.E. the external docking i believe makes changes to the Tships.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

Melcahya
Posts: 4
Joined: Sat, 22. Nov 08, 01:22

Post by Melcahya » Thu, 23. Apr 09, 01:40

I have the cmod 3, improved ships, ATF shipyard, signal boost, hard mod, marine repairs, and improved boarding.

I want to know if this patch, will cause any conflict with this mods?
I don't know much about scripts or modding

Thanks and very good work draffutt!! :thumb_up:

Meros
Posts: 83
Joined: Thu, 4. Nov 04, 21:44
x3tc

Post by Meros » Thu, 23. Apr 09, 02:08

It will intefere with your improved ships (I use cmod 3 and the improved ships is really not needed for it imo).

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Thu, 23. Apr 09, 02:24

Melcahya wrote:improved ships, ATF shipyard.

I want to know if this patch, will cause any conflict with this mods?
I don't know much about scripts or modding
yes this will cause conflicts with improved ships and atf shipyard.

@alkaiser i have to disagree about the M5 and the number of guns. after reviewing the M5 class i have to agree with how ego set this up.

*update*
1) reason for the cockpit problem that was pointed out by bigdan6248 for the Perseus Vanguard is somehow i did not include the updated scene file :oops:

2) per enenra pointing out the eclipse. i have change the graphic files again. the "eclipse" class now looks like the standard ego graphic from reunion and the notus hauler now looks like the XTM eclipse model.

3) the valkyrie and Mjollnir; (they both use the same model) i have moved one of the weapons so the weapon loadout on the model no longer looks lopsided.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

LTerSlash
Posts: 1355
Joined: Mon, 27. Oct 08, 03:19
x4

Post by LTerSlash » Thu, 23. Apr 09, 03:15

What exactly you did to the Kite stats? the Kite is an M4+ not an M4, in vainilla has wrong shield type equiped, it should be 4x25mj not 4x5MJ, and the Kite Vanguard is just a variation of him only avalible via corp missions.

The wrong base ship fix means that, for example, the Perseus Raider and Advanced Perseus now uses the Perseus model and no the Susanowa one?

I think the springblossom changes where intended.

Another changes i whould suggest:
-Nova Sentinel shields, is has to be a bug, i recomend 5x25MJ.
-OTAS Rewards: 2 of 3 of those rewards are ships avalible at the shipyard, with seems to be wrong, i recomend change the 1st reward from Solano to Eurus and the 3rd one from Skiron to Auster Hauler or Notus Hauler.
-Add the Merlin Hauler to Boron shipyards and Boron sector patrols(tweak the laser pool and cargo bay first)
-Fix Ghoul missile speed, it should be something similar to flair
-Check if there is any non-added fab to the Terran shipyard (protein paste L, M/A-M Warheads fabs, Ghoul and Spectre fabs, Ice mine...)
-If possible fix the Wraith missile, all of them explode if any 1 of the swarm is hit.
-Fix Advanced Eclipse and Eclipse Prototype model(maybe already fixed?) and stats, those are worse than the original eclipse.
-Nothing can be done about CFA and FBL?

Those are all i remember now.

Cuddly_Tomato
Posts: 50
Joined: Sat, 22. Nov 08, 14:27
x3tc

Post by Cuddly_Tomato » Thu, 23. Apr 09, 16:17

draffutt wrote:
Melcahya wrote:improved ships, ATF shipyard.

I want to know if this patch, will cause any conflict with this mods?
I don't know much about scripts or modding
yes this will cause conflicts with improved ships and atf shipyard.
I am using the pre-22nd April version of this mod and the ATF shipyard apparently without conflicts. Is the conflict in the new version?

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Thu, 23. Apr 09, 22:12

Cuddly_Tomato wrote:I am using the pre-22nd April version of this mod and the ATF shipyard apparently without conflicts. Is the conflict in the new version?
i was thinking of another shipyard/eq mod. this is compatible with mine since it is only a script. so you are good to go. :thumb_up:

LTerSlash wrote:What exactly you did to the Kite stats? the Kite is an M4+ not an M4, in vainilla has wrong shield type equiped, it should be 4x25mj not 4x5MJ, and the Kite Vanguard is just a variation of him only avalible via corp missions.

as stated in the op i swapped their stats. they have retained their class rating.

The wrong base ship fix means that, for example, the Perseus Raider and Advanced Perseus now uses the Perseus model and no the Susanowa one?

the susanowa uses the same body file as the perseus for the most part. the only real difference is the susanowa comes prepainted with yaki colors.

I think the springblossom changes where intended.

i have to disagree. what i think happened was rather then create a ts terran rear cockpit they used one they thought wasn't in use. each class of ship has a cockpit create/assigned. but the terran ts rear turret cockpit does not exist.

Another changes i whould suggest:
-Nova Sentinel shields, is has to be a bug, i recomend 5x25MJ.

i have to agree with CBJ on this. why do you think this ship deserves 5x25MJ? if i were to do that then what would be the point in trying to aquire the nova prototype for example? it only has 4x25MJ. overall the sentinel would have more shields, it has more weapons choices, built in equipment, and slightly smaller cargo space compared to the prototype (starts off with 4 less cargo space then the prototype). the only real thing going for the prototype is that it would be 1/3 faster and larger laser energy storage. what i think needs to happen is all the fighters needs to be redone. but that is just my opinion

-OTAS Rewards: 2 of 3 of those rewards are ships avalible at the shipyard, with seems to be wrong, i recomend change the 1st reward from Solano to Eurus and the 3rd one from Skiron to Auster Hauler or Notus Hauler.

this deals with the MD and i am not going to touch that. there is already enough problems with the missions as it is.

-Add the Merlin Hauler to Boron shipyards and Boron sector patrols(tweak the laser pool and cargo bay first)

for the moment i don't see a point in adding this ship as it doesn't even remotely look like a boron ship (it uses the argon ship body). i have been considering checking out other boron models and maybe reusing one of those then add it to the game. but as for adding it to sector patrols i'm not up for modding the jobs file for the moment. i am sure it is easy and i may at some point. now that you brought it up i may since i wasn't aware of this. :wink:

-Fix Ghoul missile speed, it should be something similar to flair

i've been considering fixing this as well as the specter missile.

-Check if there is any non-added fab to the Terran shipyard (protein paste L, M/A-M Warheads fabs, Ghoul and Spectre fabs, Ice mine...)

i am going to wait and see what the 2.1 patch fixes. for the moment i am trying to keep my mod save game compatible. i figured out how to fix the problem with the drone factories but in order for me to fix it would require to game to be *modified*.

-If possible fix the Wraith missile, all of them explode if any 1 of the swarm is hit.

i don't think i could fix this

-Fix Advanced Eclipse and Eclipse Prototype model(maybe already fixed?) and stats, those are worse than the original eclipse.

all the "eclipse" models look the same now. as for stats did you notice both the "base" eclipse's are classed as M3+'s and the advance/prototype are only M3's? so if i changed those 2 ships they wouldn't even compare to other M3's classed ships

-Nothing can be done about CFA and FBL?

this is something GAZZ or Ulifus would be able to fix. as they are much more experienced with the ingame weapons.

Those are all i remember now.

if you know of anything else thou let me know
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

LTerSlash
Posts: 1355
Joined: Mon, 27. Oct 08, 03:19
x4

Post by LTerSlash » Fri, 24. Apr 09, 05:44

Something really strange is going on the classification of some ships it seems them...

I mean is strange that a ship, will be an M3+ and a M3 in one of their variations.

Thats why i think something is wrong with those Eclipses versions... either where NOT intended to be Eclipses or is a mistake/unfinished job of the devs. Is hard to ask you to mod their stats because you shouldt have to do so, you will be altering the ship balance. But i dont know, it feels wrong... mostly for the Eclipse Prototype, since the player has to work hard to get it.

The Prototype one is of the Argon version, and ends to be slower, undershielded, and the only gains seems to be 30 units of cargo, and well hull points... that why i think something is wrong here, at least it should have the same amount of shields, and even so it seem unfair that this is the reward of the 10 rank of Terracorp... for 120m/s i think it should have the same amount of shielding of the Falcon Sentinel. But again this is mesing up with the ships balance, i have to idea of what the devs intended for this ship.

The Advanced one... it seems to be the Advanced PIRATE Eclipse, i dont know why is slower but it seems to be the Advanced version of the Pirates one, so this one looks right, atleast is easy to get.

For the Kite... the Kite is the Teladi M4+ and im sure that someone misstyped a "2" in those shields, it has to be 4x25MJ, it makes no sence to be 5MJ ones, the fact that the Vanguard has 25MJ ones support this. The Vanguard is also an M4+ and it just a improved version nothing more.

The Nova Sentinel... i dont know if it needs 5x25MJ... but it needs something to compensate the 40m/s loss in speed... just compare it with the standart Nova and you will know it, also is the only Sentinel variant that i know that has no change in the amount of shielding compared to the standart version.

Anyway, great job :)

P.D. About the Perseus and Susanowa, this is what i mean.

This is the Perseus and Perseus Sentinel
http://eng.x3tc.ru/screenshot/ship.php?MjMzOTM0MDM

This is the Perseus Raider, Vanguard and Advanced Perseus
http://eng.x3tc.ru/screenshot/ship.php?OTQyMjM2OTE

We known from X3R that the first one is the correct model for the Perseus...

Now the Susanowa is using the same model than the Perseus, and the Susanowa Hauler, Raider and prototype is using this model.

http://eng.x3tc.ru/x3_tc_ships/x3-ship. ... jM0NzU2NTk

With is the same than the Perseus Raider, etc...

What i think is going on here is, Perseus Raider, Vanguard and Advanced is wrongly using the model corresponding to the Susanowas, and the standart Susanowa is wrongly using the Perseus model.

someone else
Posts: 2970
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Fri, 24. Apr 09, 16:24

What i think is going on here is, Perseus Raider, Vanguard and Advanced is wrongly using the model corresponding to the Susanowas, and the standart Susanowa is wrongly using the Perseus model.
bah... I disagree. Some Yaki ships are not unique models, they are the same as another ship in game, (shuri is a Colossus, the two frigates are the Argon and Paranid M7, and the same for fighters) I think that this is intended, they have stolen plans or a ship and reverse engineered it (they are pirates).
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Sat, 25. Apr 09, 01:32

LTerSlash wrote:Something really strange is going on the classification of some ships it seems them...

as i mentioned i thinks it needs to be redown or re looked over

The Vanguard is also an M4+ and it just a improved version nothing more.

actually the vanguard is a M4 only

P.D. About the Perseus and Susanowa......

to be honest i wouldn't go by what x3 reunion had with these ships graphically.
here is an example why:

Image

i have circled the scene files in use by these ships in a vanilla game. did you notice there is no paranid_m3_var2_scene file in use even thou it exists? that is because it has been broken since reunion. rather then fix it like i did they just reused one that worked. so if you play a vanilla game you end up with 3 ships using 1 scene file in TC. same goes with the susanowa var2 and var3 have been broken since reunion and no one fixed them. there are several other ships like this so to say they are using the wrong models is an incorrect statement as they were never fixed.

so now you have this with my mod. 4 models for 5 ship classes of perseus:
Image

compared to plain vanilla 3 models for 5 ship classes for the perseus. :wink:

now as far as the perseus raider and susanowa raider not matching for example; i went with someone else's logic. the yaki used the ships as they saw fit rather then how the paranid may have used them. that is why they are called susanowa
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

milp
Posts: 100
Joined: Sat, 26. Jul 08, 20:39

Post by milp » Sat, 25. Apr 09, 13:53

Hey guys,

Could someone please tell me how to verify that the fixes work?

Because i just installed it, went ingame, spawned a Terran Fusion Beam Cannon Forge and it still produces delaxian wheat :(

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Sat, 25. Apr 09, 14:56

that is because that forge hasn't been fixed by this mod. :wink:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”