Roguey's TC mod (-- Version 1.0 released --)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
6th August update
More ships added (30 now), here's the current list of ships:
I have changed the old M7's to M6+ because TC M7 size is much bigger. This change also allows those ships to land like normal fighter ships like X3.
With the fighting, do you want me change how it works? so, basically shields last longer but recharge slower? I would need to lower the damage of the guns also. I plan to reduce the amount of bullets fired also - to help improve fps.
I have already removed all the mini-asteroids (seize-well is faster now and less to smash into), reduced the amount of civilian ships and removed the slow-down on the PAC effect.
More ships added (30 now), here's the current list of ships:
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-- Crip 67 --
(M0) Xenon V,
(M0) Argon Goliath,
(M6+) Argon Themis (changed from M7),
(M6+) Yaki Omega,
(M3) Pirate Bayamon MKIII,
(M3) Pirate Bayamon MKIII Sentinel
(M3+) Pirate Bayamon MKIII Vanguard
(M6+) Khaak Cruiser (changed from M7),
-- =DC=Shadow --
(M1) TerraCorp Notus,
(M2) TerraCorp Aquilo,
(M3) TerraCorp Hunter,
(M4) TerraCorp Protector,
(M5) TerraCorp Seeker,
(M6) TerraCorp Zephyr,
(M1) Pirate Galleon (needs a name change, suggestions?),
(M2) Pirate Man-O-War,
-- killertide --
(M3+) Boron Hammerhead,
(M3) Goner Defender,
(M4) Goner Preacher,
(M5) Goner Priest,
(M3+) Yaki Psi,
(M3) Yaki Chi,
(M4) Yaki Phi,
(M5) Yaki Upsilon,
-- PJM --
(M6+) Split Wulfen (changed from M7),
(M3+) Perseus Proto,
(M3+) Argon Nova-X,
-- Roguey --
(M0) Khaak M0,
(M1) Xenon J v1,
(M2) Xenon K v1,
With the fighting, do you want me change how it works? so, basically shields last longer but recharge slower? I would need to lower the damage of the guns also. I plan to reduce the amount of bullets fired also - to help improve fps.
I have already removed all the mini-asteroids (seize-well is faster now and less to smash into), reduced the amount of civilian ships and removed the slow-down on the PAC effect.
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- Posts: 128
- Joined: Thu, 19. Jun 08, 23:51
Well, a small update:
Pirate's now use a purple engine effect,
Xenon use red engine effects,
Shields have been changed to the following:
This makes the shield upgrade smoother. There was a leap of x6 faster regeneration of the 200MJ over the 25MJ in the vanilla game. This also meant that the 200MJ also had around x 45 times regeneration than a 1MJ - crazy! Small ships have less shielding, so less to buffer the damage but shouldn't spend 40-50 times longer to regenerate their small buffer (I know they get hit less but not that less).
I will now look at the weapons. One quick thing I have noticed with the guns is that the Pulsed Beam Emitter fires bullets at nearly 7,000 m/s (so unmissable), at 1153rnd/min (ie. 19.2 bullets per second - crazy!), which does 945 shield damage each!
Working that out:
The PBE can remove 75MJ of shields within 4.13 seconds! This seems completely is unbalanced to me. So 75MJ worth of shields on a Nova would take around 111 seconds to restore but gone within 4.13 seconds! Or a Buster, 0.82 seconds and 111 seconds to restore.
You cant even dodge it (especially a M4/5), although its only weakness is its 1km range.
Regeneration not took into calculation, but its not high enough to counter it ie (111 seconds vs 4).
Pirate's now use a purple engine effect,
Xenon use red engine effects,
Shields have been changed to the following:
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1MJ, drain: 50kw ... WAS 33kw,
5MJ, drain: 100kw ... WAS 83kw,
5MJ, drain: 150kw (Military)
10MJ, drain: 200kw (Military)
25MJ, drain: 250kw ... unchanged,
75MJ, drain: 350kw (Military)
200MJ, drain: 500kw ... WAS 1500kw,
500MJ, drain: 1000kw,
800MJ, drain: 1500kw,
1,000MJ, drain: 2000kw ... unchanged,
2,000MJ, drain: 2500kw ... WAS 2000kw,
I will now look at the weapons. One quick thing I have noticed with the guns is that the Pulsed Beam Emitter fires bullets at nearly 7,000 m/s (so unmissable), at 1153rnd/min (ie. 19.2 bullets per second - crazy!), which does 945 shield damage each!
Working that out:
Code: Select all
1153 x 945 = 1,089,585 shield damage/minute, or:
(1153 x 945) / 60 = 18,159.75 shield damage per second!
You cant even dodge it (especially a M4/5), although its only weakness is its 1km range.
Regeneration not took into calculation, but its not high enough to counter it ie (111 seconds vs 4).
- Deadbeat_Spinn
- Posts: 6483
- Joined: Wed, 19. Nov 08, 20:47
This is what I have currently:
All guns refire rates have been reduced by 4, and the HEPT is my benchmark gun.
This now means a Nova takes around 83 seconds of 1 x PBE without any shield regeneration (compared to the 4 seconds in vanilla). If you say 8 PBE's are fitted (which I have to guess is), then: 75MJ takes around 10 seconds to zero (0.515 seconds compared to vanilla TC).
Another comparison a Argon Heavy Centaur has 800MJ of shields. In the vanilla game 8 x PBE can reduce the shields to zero just over 5.5 seconds. Now its 110 seconds - which I think its lot more fair!
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(Bullet damage x rnd/min ) = DMG/SEC (easier than showing over a minute),
Before Shield New shield New Hull per sec
--------------------------------------------------------------------------------------------------------
IRE (220 x 400) = 1,467 (300 x 100) = 500 (60 x 100) = 100
PAC (1155 x 314) = 6,045 (592 x 76) = 750 (143 x 76) = 181
MASS (15 x 185) = 46 (ignores shields)
PRG (680 x 638) = 7,231 (320 x 160) = 853 (72 x 160) = 192
EBC (1357 x 395) = 8,934 (545 x 99) = 899
FBL (2793 x 189) = 8,798 (1149 x 47) = 900
HEPT (1995 x 283) = 9,410 (998 x 70) = 1,164
Ion D (1575 x 127) = 3,334 (2450 x 32) = 1,307
PBE (945 x 1154) = 18,176 (187 x 289) = 901
PBG (468 X 55) = ???
EMP (2000 x 157) = 5,233 (2000 x 39) = 1,300
CIG (7845 x 75) = 9,806 (2920 x 19) = 925
This now means a Nova takes around 83 seconds of 1 x PBE without any shield regeneration (compared to the 4 seconds in vanilla). If you say 8 PBE's are fitted (which I have to guess is), then: 75MJ takes around 10 seconds to zero (0.515 seconds compared to vanilla TC).
Another comparison a Argon Heavy Centaur has 800MJ of shields. In the vanilla game 8 x PBE can reduce the shields to zero just over 5.5 seconds. Now its 110 seconds - which I think its lot more fair!
Last edited by Roguey on Mon, 9. Aug 10, 23:54, edited 1 time in total.
I really like engine trail color change effects so, I want to ask will all races have an engine trail color change effect also will there be a lens flair effect? I'm also curious I know not a priority but will there be custom cockpits for your ships if not will any cockpit mod be compatible?
I'm no moder but by the sound of it seem a whole lot better. I know pbe is heavy damage on shields but so far from what you said I think its fair. I use to have two pbe on m3 and kill and cap everything it almost felt like cheating.
I'm no moder but by the sound of it seem a whole lot better. I know pbe is heavy damage on shields but so far from what you said I think its fair. I use to have two pbe on m3 and kill and cap everything it almost felt like cheating.
hi there,
for the moment only pirate and xenon use a coloured engine effect.
I have completed rebalancing of the guns now, the chart looks like this:
Any thoughts about the guns? anything you think i need to increase or lower?
for the moment only pirate and xenon use a coloured engine effect.
I have completed rebalancing of the guns now, the chart looks like this:
Code: Select all
(Bullet damage x rnd/min ) = DMG/SEC (easier than showing over a minute),
-------------------------------------------------------------------------------------
SMALL WEAPONS
-------------------------------------------------------------------------------------
Before Shield New shield New Hull per sec
-------------------------------------------------------------------------------------
IRE (220 x 400) = 1,467 (300 x 100) = 500 (60 x 100) = 100
PAC (1155 x 314) = 6,045 (592 x 76) = 750 (143 x 76) = 181
MASS (15 x 185) = 46
PRG (680 x 638) = 7,231 (320 x 160) = 853 (72 x 160) = 192
EBC (1357 x 395) = 8,934 (545 x 99) = 899
FBL (2793 x 189) = 8,798 (1149 x 47) = 900
HEPT (1995 x 283) = 9,410 (998 x 70) = 1,164
Ion D (1575 x 127) = 3,334 (2450 x 32) = 1,307
PBE (945 x 1154) = 18,176 (187 x 289) = 901 (35 x 289) = 169
PBG (468 X 55) = ???
EMP (2000 x 157) = 5,233 (2000 x 39) = 1,300
EXp. EMP (2000 x 35) = 1,167
CIG (7845 x 75) = 9,806 (2920 x 19) = 925 (2615 x 19) = 828
-------------------------------------------------------------------------------------
MEDIUM WEAPONS
-------------------------------------------------------------------------------------
IPG (12563 x 63) = 13,191 (12563 x 16) = 3,350
ISR (2671 x 231) = 10,283 (2671 x 58) = 2,581
Matter (8350 x 72) = 10,020 (8350 x 18) = 2,505
Exp. MAM (8350 x 16) = 2,227
SBG (10 x 20785) = 3,464
-------------------------------------------------------------------------------------
HEAVY WEAPONS
-------------------------------------------------------------------------------------
IBL (50860 x 14) = 11,867
PPC (63778 x 11) = 12,500
GAUSS (28540 x 22) = 10,465 (39546 x 22) = 14,500
PSP (252310 x 6) = 25,231 (200000 x 6) = 20,000
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KHAAK WEAPONS
-------------------------------------------------------------------------------------
A KHAAK (960 x 50) = 800
B KHAAK (2727 x 33) = 1,500
G KHAAK (9545 x 22) = 3,500
That look's balanced to me maybe the pbg could be a bit lower that thing just kills all the fun in a dog fight. I don't get how do they have a flame thrower in space. I saw a science show about plasma and it applications, as far as the game goes it would be more clause able to have a missile that ignited plasma on impact then a blow torch in space just my option.
I guess some would argue that it may not be 'fire' but something which looks like fire and got a slang name?
At-least the weapons are bit more fair at-least - I guess im gonna some people to really test the new adjustments soon.
I have completed a small sneak peak video:
http://www.youtube.com/watch?v=U7H9mqwErhM
At-least the weapons are bit more fair at-least - I guess im gonna some people to really test the new adjustments soon.
I have completed a small sneak peak video:
http://www.youtube.com/watch?v=U7H9mqwErhM
Last edited by Roguey on Tue, 10. Aug 10, 23:45, edited 2 times in total.
thanks!
I just had an idea. I could make a small mini-mod from the 'big' mod which includes my laser/shield changes only. That way, they can be tested and changed without having to upload a 60-70mb mod each time.
So, if youre willing and able to give me good feedback about the changes, then PM me and help me test the changes! I need people who are willing to give a good 'test' ie not just 10 minutes.
I just had an idea. I could make a small mini-mod from the 'big' mod which includes my laser/shield changes only. That way, they can be tested and changed without having to upload a 60-70mb mod each time.
So, if youre willing and able to give me good feedback about the changes, then PM me and help me test the changes! I need people who are willing to give a good 'test' ie not just 10 minutes.
- Aragon Speed
- Posts: 818
- Joined: Sat, 10. Dec 05, 13:30
thanks everyone
I have hopefully managed to get some of my X3 scripts working, which include:
- Auto Hull repair system (when shields are 100%),
- Random Event generator,
- Random enemy attacks (from Pirate, Yaki, Khaak and Xenon),
- Race Response to Khaak capitals (2 or more, send in a M2),
Would anyone else like to test the rebalance changes?
I have hopefully managed to get some of my X3 scripts working, which include:
- Auto Hull repair system (when shields are 100%),
- Random Event generator,
- Random enemy attacks (from Pirate, Yaki, Khaak and Xenon),
- Race Response to Khaak capitals (2 or more, send in a M2),
Would anyone else like to test the rebalance changes?
Well another update:
I have got the following scripts working now:
- Random attack generator (creates weak to medium khaak, yaki, pirate, xenon ships),
- Random event generator (I think this one works but its 'untested'),
- Auto-hull repair system (changed a little: now 5m, repairs once a min),
- Race response to Khaak's M1/2's (2 or more in race sector, send a M2),
I have also changed the mass driver effects - it now fires a white bullet. Only the looks have changed.
I am now working on flak cannon's - making them more like a flak gun than a flak-oh-gone gun. The new design will fire multi-able fragments out, which many will miss. ie. like a fighter screen.
Current status of the mod is that 175mb large with 738 files, with 16 script files. I hope it compresses well
-----
[update] The mod is ready for alpha testing now. If youd like to test it please PM me. Please bare in mind that this version is a 'test' one, so backup your saves and be willing to restart your game. The mod is around 70mb.
I have got the following scripts working now:
- Random attack generator (creates weak to medium khaak, yaki, pirate, xenon ships),
- Random event generator (I think this one works but its 'untested'),
- Auto-hull repair system (changed a little: now 5m, repairs once a min),
- Race response to Khaak's M1/2's (2 or more in race sector, send a M2),
I have also changed the mass driver effects - it now fires a white bullet. Only the looks have changed.
I am now working on flak cannon's - making them more like a flak gun than a flak-oh-gone gun. The new design will fire multi-able fragments out, which many will miss. ie. like a fighter screen.
Current status of the mod is that 175mb large with 738 files, with 16 script files. I hope it compresses well
-----
[update] The mod is ready for alpha testing now. If youd like to test it please PM me. Please bare in mind that this version is a 'test' one, so backup your saves and be willing to restart your game. The mod is around 70mb.