[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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Post by someone else » Tue, 12. May 09, 18:00

interesting... so if I find this file (can an experienced modder point me in the right direction?)
I can say that "some" ships will have the beam weapons on board... interesting...
This will mean that much more Commonwealth ships will be boarded after this mod... :D

and for now the "no IBL on Commonwealth M2" will be on hold... I need to scan trough guides and game files... 8)

@others: where is delray? :P
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Post by Alith-Ahnar » Tue, 12. May 09, 22:20

@someone else
Could be the "types\Jobs.pck"?

For X3-TC 2.0a it is in the 06.cat

btw.
No i did not cheat the weapons in, there are places to find them.
And i modified my TShips and TCockpits so the hughe split ships can mount them. ;)
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Post by apricotslice » Wed, 13. May 09, 02:21

If you change a pirate Nova to carry PPC's, then the game will spawn all new pirate Nova's with PPC's. So be careful about gun changes in ego ships.

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Post by Pisces1 » Wed, 13. May 09, 08:47

Despite being good at maths and logic I decided not to contribute to the OOS combat thread because it is 9 pages long and I'd never catch up. So for now you have my full attention. I'm glad to see your discovering how many things you need to take into consideration to do good balancing, it is easy to think one thing is a good idea but miss some of the consequences.

I took a look through the stats compendium last night and picked up some inconsistancies.
First, the tokyo is way too cheap, it has 5 GJ shields, 50 hanger, infinite laser gen. It's only downside is it's small cargobay, especially when given all the terran equipment. Compare it to the Zeus at 86M and it is superior in every aspect & has a similiar cargobay. I'd guess the tokyo is worth about 80M.

Second. The Zeus, the most expensive carrier and for some reason it has inferior shields rather than the usual paranid's superior shields. I'd give it 4 GJ shields (I'm tempted by 5 but no other commonwealth carrier has 5) and/or 9000MW shield gen. Currently many other carrier are superior to the Zeus in almost everyway possible, the extra shields puts it second only to the terran one.

Personally I think the Odin should have 2000MW of laser gen. this makes it an almost destroyer but not absurd (still <half common wealth laser & 1/4 terran tokyo/destroyers). It's cargobay is also way to huge, I'd give it 8500 upgrade to 9000.

Onto M2s, I'd give the Ray either an extra 2 GJ shield or an extra 1k to the gen. Knock the cargo down to 10k.

The python like mentioned needs more weapon slots for unnerfing. I'd give a warning that if it was given more weapon slots & FAA then it could be overpowered given it's excellant speed, weapon & shield gen.

Oddy needs more shields. Given it can't take FAA or IC where it needs them, it's stats should look more like the current Boreas. Since it is slower it definitely needs to be as tough!

Never flown a M7 so no comment.

Ok, now I'm out of time, I'll have to finish the rest later.

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Post by Snowship » Wed, 13. May 09, 09:34

If you're going to add pirate weapons to pirate ships, can you add PBG's to M1/2/6(?) turrets aswell? (I know where're range short but they are a pirate weapon and no shorter than the Ions / PBE of the universe.
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Post by someone else » Wed, 13. May 09, 13:49

Splitboy wrote:@someone else
Could be the "types\Jobs.pck"?
thanks for your aid!
that file has some parameters on what CAN and CANNOT be spawned on ships... but is not very precise... I cannot wipe out IBL spawning from that.
Apricotslice wrote:If you change a pirate Nova to carry PPC's, then the game will spawn all new pirate Nova's with PPC's. So be careful about gun changes in ego ships.
are you sure? I can test that... where's the Nova in TShips.... :twisted:
I will remove IBL compatibility from all Commonwealth M2 and see what happens.

Pisces1 wrote: First, the tokyo...
got your point... but a Cost Raise is not a Rebalance... all ships can be boarded (I have payed NOTHING for my 5 M7, 2 M2 and 2 M1)
Remember that the weapons that it can munt are Terran, so power hungry (PSP and SSC) or pointless to mount on it (MAML and EMPC).
(EEEEK! MORE LASER REGEN THAN OSAKA!)
I think that taking down the laser energy and regeneration to values similar to Odin/Woden would be nice.
Cost raised to 77 milions... :P
Pisces1 wrote:Second. The Zeus...
4 GJ shields and/or 9000MW shield gen, Ok for me.
I was thinking of giving 5 GJ shields to Odysseus too... all this Shielding is really Paranid! (I was disappointed that only the teladi M2 had 5 shields...)
Pisces1 wrote:Personally I think the Odin should have 2000MW of laser gen.
Normally I didn't care too much for ATF, but after you pointed it out, I noticed it has 4 more slots for PSP, so some more regen would be nice. (no difference for SSC).
Pisces1 wrote:Onto M2s, I'd give the Ray...
Nope! I think the Ray is perfect. I fly often on it and it is fine as it is.
(it can shoot left/right turrets on a front target... 24PPC on a single enemy)
Pisces1 wrote:The python like mentioned needs more weapon slots for unnerfing.
ok for that... I'll give him 8 slots on the sides. (they have learned a dirty trick... just noticed!) No flaks, No anti-fighter.
Pisces1 wrote:Oddy needs more shields.
So it wasn't only me... 5 shields to Oddy! (and a bigger shield generator)
Pisces1 wrote:Never flown a M7 so no comment.
no problem for them... I'm a M7-flyer and I can say that only the Cerberus is crying for help "Put me some IBL on front! please...."

Pisces1 wrote:Ok, now I'm out of time, I'll have to finish the rest later.
so you have more? glad to have you here! :lol:
Snowship wrote:can you add PBG's to M1/2/6(?) turrets aswell?

Why not? Ok for that.
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Post by Gazz » Wed, 13. May 09, 14:41

someone else wrote:no problem for them... I'm a M7-flyer and I can say that only the Cerberus is crying for help "Put me some IBL on front! please...."
Yah, but do you really want to create yet another generic M7?
What for?

By it's description it's been designed as an anti-fighter platform.
Why not... make it so? Make it something special!

Add real Flak to the cockpit lasers, increase rear/up/down turrets to no less than 6 lasers each, and boost the laser generator to well above Panther/Tiger (so it can actually fire all that Flak...).
With it's small number of IBL the laser generator won't be overpowering vs cap ships.

Increase cargo bay to 4500 to account for more weapons.

Sure, it would still be weak vs capital ships (only 2 IBL...) but the bane of fighters - and nimble M6.
I might actually use the mouse targeting with Flak main guns.
Would be like a Deer Hunter game! Closer... closer... cloooooser... 8 Flak say BOOOOOOOOM!
(Do you feel lucky, punk?)


I'd also increase the speed to 135-140. Why design a light M7 specifically to battle fighters if it can not possibly catch them?

And why not 8 hangars instead of 6? Wouldn't be overpowering IMO, but add a little bit of yumminess. Just because.


Right now it has no role whatsoever. Neither vs fighters nor cap ships.
A Panther does everything better so the Cerb is 100% pointless.
Panther has 3 x 4 laser (main) Flak batteries and 2x2 which will usually be used for IBL.
So unless the Cerb get at least 3x6 and a superior laser generator, it's a lost cause.


Obviously, the easiest form of balance is to make all ships fight the same way.
2 heavy lasers in side turrets, 6-8 heavy lasers front.
Doesn't require a lot of creativity but the result is... boring.
It doesn't add any diversity to the game. No new tactics... nothing. So why bother?
The real challenge is to make ships situationally stronger.
A Shrike is a complete failure if you fly it like a Tiger or Agamemmnon. But if you fly it like a Shrike, it's a killer.

The argon and boron are allies anyway. So why not let their M7 complement each other?
The Thresher is the closest analogy to a WW2 anti-tank gun. Not extremy mobile but don't ever get in front of it.
If the Cerberus is excessively mobile and able to cover the Thresher while it does it's job...
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Post by someone else » Wed, 13. May 09, 15:22

This is an awesome point, and well explained. Your idea will be surely implemented.

I never looked at the Cerberus description, and never bothered to look at it at all... :D

So we have a new Cerberus here.... thanks Gazz! :D

This is why I have started a thread.... to receive good imputs like that on ships that actually I never flown/bothered too much myself.

Now I need to open my mind... why those ideas all of you posted never came to me? I thought to be a creative person but... :o
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Post by Gazz » Wed, 13. May 09, 16:30

someone else wrote:This is an awesome point, and well explained. Your idea will be surely implemented.
Don't tell anyone but on my days off I am (secretly) a used car salesman.

someone else wrote:I never looked at the Cerberus description, and never bothered to look at it at all... :D
...because it sucks? Well, we all knew that. I'd never fly one of those, either! =P


But there are many things that can be done.
Like the boron heavy M6. Beautiful ship but essentially useless.
What a terrible waste.

Based on nothing but coolness of model you could turn it into the first M6M.
Add a missile turret with 2 tubes and limit the ship's missile selection to light/medium missiles. Nothing like Hammer or Tomahawk.
Missiles of maybe up to 70-90k damage.
Maybe a bit more cargo space, too.

The missile turret must be on the top. Boron ship = submarine -> vertically launched Tomahawks =)
The scene file would only need 2 additional path entries but that requires no lengthy model change. (and no big download =)
Hmm. Should be arranged behind one another and at an angle. So they look like fins when launching.

You can also do some fun stuff with scene files but most of it is probably fine tuning when the framework of a ship is defined.

Now I need to open my mind... why those ideas all of you posted never came to me? I thought to be a creative person but... :o
First, cut some triangle shaped holes into your tinfoil hat. It may save you from certain mind control rays but you can also use it to tap into the aliens' communication!
Or did you think those were all my ideas?
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Post by Pisces1 » Thu, 14. May 09, 05:53

Pefect idea for the cerberus. Those are the kind of ideas this mod needs. I'd buy a car.

The heavy hydra idea is...creative...Now your trying to sell me an American car, it has some enthuasium behind it but I'm afraid of everything that could go wrong. It can already launch missiles after all (the hydra not the car).

To me there is little wrong with the heavy hydra, it is definitely fast & tough, and the exact middle for everything else. It has 2 less weapon slots than all other M6+ & costs 10M more. If you line it up with the heavy centaur you can see your choices, more agility, cargo & weapons for the argon & more speed, weapon gen. & shield gen for the boron. It seems about right, the H. centaur would win in a dogfight but the boron have more staying power. Except the H. hydra cost 10M more...I'd either drop the cost by 10M or give the hydra more weapon slots, I think in the form of a new turret or more slots for the turrets, the plain hydra already fills the front on assault role, the heavy hydra can protect the hydra.

Also, someone suggested increasing the hydra's weapon gen. to 2000. Every other M6 has 300-500, why does the hydra have so much more? (perhaps there is a good reason for this). Also it has very large cargobay.

Now the springblossom, I think the whole forum needs to sit down and have a discussion about the springblossom and what to do about it. I personally love the speed and we can presume the aldrins constantly tuned it faster so they could get around their nightmarish sector (why didn't they just tow the stations all to one place?). For some reason these tunes seemed to come to the expense of nothing. I'm a supply/demand sort of guy (despite being a hippie) & I don't think it is a question of whether it should cost more, it is a question of how many times more? Double? Triple? The cargobay should never max more than 1000, I just accumulate junk in mine because I am never going to fill the cargobay. Other potential nerfs include agility, speed (even though I like it), no PSSCs, less guns on main turret, less laser gen. I don't know what is best.

The hyperion's cargobay could also do with a nerf.

The truelight seeker is begging for more shields BUT this would likely f with the quest to board it, I think enough people have trouble with it as is.

On to M3s. For some reason almost every boron fighter seems to be the cheap option.

The barracuda seems to be the exception to this, not that it isn't a cheap fighter, it's just that it is expensive. Why pay 200'000 less for a barracuda which is vastly inferior in every possible way except speed to a nova, or 100'000 less compared to the all-round superior (except agility, which in M3s is excess anyway) mamba? I don't think boron should be filling the cut-price fighter role, I think the argon, OTAS (if they sold M3s) & teladi should and at least if you're going to make cheap fighters, give some value for money. With 3 25MJ shields and 750 shield gen. then it will still be the least dangerious fighter, but atleast it would have some toughness.

The falcon sentinel needs 5*25MJ shields instead of 2 * 200 and maybe an extra 30 to the cargobay. This makes it still the toughest M3 around equal to the scimitar and put it in line with the other falcons as the slightly slower and slightly tougher cousin. Importantly it will me there will be more arguements on the forum over which ship to use in carriers, the sentinels still rule if you love survivable-ammo using fighters but now some people might start considering M3+s or even different M3s!!

The M3+s are actually fairly well balanced, this is interesting because they are new and egosoft usually screws up everything new. I have quite a few grumbles about boron having the cheapest ship but it is still useable. Maybe the boron need more shields and less lasers but I'd be quite worried about fixing something which isn't broke.


My posts are always way too long. I'm out of time again! You should also note that I'm not saying anything about inter-class balancing, because it is too easy to get wrong and I like being right. And I'm not saying anything about OTAS or terran. I think both are quite overpowered but I'm not sure how they should look if they were changed.

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Post by Gazz » Thu, 14. May 09, 10:50

Pisces1 wrote:The heavy hydra idea is...creative...Now your trying to sell me an American car, it has some enthuasium behind it but I'm afraid of everything that could go wrong. It can already launch missiles after all (the hydra not the car).
The difference is, this would be a missile turret. It would fire missiles without "being in a dogfight".
So enemies would be engaged at a greater range, changing the way the ship fights.

A limited missile selection for the ship is needed to let a missile turret work efficiently. 20 different ones are unlikely to do much good since ES missile turret scripts rely on Friend-Foe missiles.
They do not spread their fire but empty the whole cargo bay on one ship so the missiles must be smart to counter the extreme stupidity of the turret script.
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Post by Terradoct » Thu, 14. May 09, 12:46

Maybe it is possible to make missiles hitbox smaller, as it is now it is way to easy to shoot them.

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Post by Gazz » Thu, 14. May 09, 22:10

I suggest:

increase the cargo capacity of all M1 by about 33 % but leave all the mini-carriers (TM, M7, whatever) as is.

A carrier is supposed to be a one-ship-fleet and it needs to be able to store supplies / ammo for up to 60 fighters as well as itself.

M2 could probably do with a 15-20 % cargo bay increase.


That these huge ships require fresh supplies/fuel every hour is so... amateurish.
It's not like they would suddenly be overpowered by being able to become armed universe traders...
All this does is lighten the burden that fleet supply is now.

This would also have a very beneficial side effect for the effectivity of AI cap ships as enemies.
Right now their laser selection is quite random so that many laser types are installed. This leads to having lots of different lasers but very few of each...
And if the ships massively stocks up on PPC, it may run out of space for Flak.
Especially the K is notoriously underequipped. Scan a few and see for yourself...
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Post by someone else » Thu, 14. May 09, 23:48

Phew! I finally made up something that can be called "first release"... I used hours to mod that few things.... but learned a lot from it, this will speed up the process for further changes (that will come).

I tried myself the modified ships and they are good for me... but I need your opinion!
So pick your M6/M6H of chioce for a trip in a Pirate/Xenon/Kha'ak sector and see how it performs now... :P

I tried the Flaks... but they are quite power hungry and really, really, really inaccurate! Probably I'll take them out... in the future.
PSG are quite devastating on small ships, and not so power hungry, this is good news for you Paranid enthusiasts!
SSC do their work as they did before, accurate and deadly.

p.s. I read all your suggestions and will post what I think of them tomorrow, I need to sleep now.
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Post by Pisces1 » Fri, 15. May 09, 01:56

I don't have internet at home but I have put it on my USB so when I get home (maybe a few days from now). I will test it.

Like Gazz said, carriers could do with some more cargo. Odin has about the right amount already. I have 12 PSPs + 'SSC on all other turrets' +2000 energy cells+1500 MD ammuntion+2000 energybolt chaingun+missiles+loot and I still have tons of space left over.

The K on the other hand has 5000 cargobay. If it took all PSP than it wouldn't have room for shields let alone other equipment. Taking all PPCs on the other hand it has plenty of space. 7000 would let if fill it's load with whatever silly weapons it wants, 8000 and it has some energy cells too.

On M4+s The pike is begging for more shields (on it's tail with fins clasped). 2 25 M5 & 500 gen. this is still less 2/3 of a nova with 1/3 with not much gen so it isn't encroaching on the M3 class. The Asp strangely enough could do with more laser gen. 85.

The kite vangaurd needs 2 (not 4) 25 MJ shields and 265 shield gen (not 612). It isn't a buyable ship but it definitely doesn't fit in the game as is.

The Makos need a 300'000 price hike each, with 1 more 5 MJ shield each and 50 more MWs shield gen each. The buzzards need 100 extra cargobay units each. The Pericles need 10 more weapon gen each (no MD after all). If anyone else notices a ship with strange weapons gen in this class then your imagining it; your not touching my baby!!

Octopus needs 1 5MJ, 20 laser gen. Raider needs 2 1MJ shield & 18 laser gen. Sentinal needs 2 5MJ shields & 34 laser gen. Vangaurd needs 1 5 MJ shield and 24 laser gen.

The jaguars all need an extra 5-10 laser gen. For those crazy split who want to take a fast unshielded M5 into combat.

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Post by Alith-Ahnar » Fri, 15. May 09, 13:13

Gazz wrote:I suggest:

increase the cargo capacity of all M1 by about 33 % but leave all the mini-carriers (TM, M7, whatever) as is.

A carrier is supposed to be a one-ship-fleet and it needs to be able to store supplies / ammo for up to 60 fighters as well as itself.

M2 could probably do with a 15-20 % cargo bay increase.


That these huge ships require fresh supplies/fuel every hour is so... amateurish.
It's not like they would suddenly be overpowered by being able to become armed universe traders...
All this does is lighten the burden that fleet supply is now.
The Cargobay is way to Small thats right but just a set percental modifier would justify the standard EGOsoft aproach but not the real neds of a Player.

I allready modified some M1/M2 in my personal TShips while the modifier is quit similiar to the value Gazz suggests. Did i add an additional component.

Split M1 Raptor EGOsoft version 8800 cargobay
Split M1 Raptor SplitBoy version 7000 cargobay with max upgrade up to 11.000 cargobay. The max value is a modification about the 30%-33%.

To set the modifier for all races would not be right even if from the math fair teladiships allready have hughe Cargobays. And Terrans on the other hand have so few weapons to choose from they do not need gargantuan Cargobays. Paranids on the other hand have wonderful useless ships because of the literally none existing Cargobay.

No benefit without drawback in this case credits to get the option
gazz wrote:This would also have a very beneficial side effect for the effectivity of AI cap ships as enemies.
Right now their laser selection is quite random so that many laser types are installed. This leads to having lots of different lasers but very few of each...
And if the ships massively stocks up on PPC, it may run out of space for Flak.
Especially the K is notoriously underequipped. Scan a few and see for yourself...
In case of the K the problem is not the Cargobay. The Laser rechargerate is more the problem. As long as the toaster do not start shoting at you with Gauss.
Pieces1 wrote:The jaguars all need an extra 5-10 laser gen. For those crazy split who want to take a fast unshielded M5 into combat.
@Pieces
What do you mean by crazy? :D
The Jaguar is a fine Ship. Bigest fail of it is the lake of 12 front mounted HEP or the option to mount PPC, besides the fact that i mostly got killed by collisions with Spaceflys and not through enemyfire.
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Post by someone else » Fri, 15. May 09, 14:07

Splitboy wrote:No benefit without drawback in this case credits to get the option
well... when you have a M1 or M2.... the credits spent do buy the cargo extensions are not a big drawback, isn't it?
I prefer to have more worthy enemies than having to pay for upgrade cargo. (dunno if AI ships can get enough cargo to load sufficient weapons if I leave a "random" factor like upgrades)
In case of the K the problem is not the Cargobay. The Laser rechargerate is more the problem.
both are major nerfs to a ship that is one of the main enemies of the Player...

As I said in "to do" list, the xenons will return DEADLY as they were... seem that other races improve and evolve but Xenons and Kha'ak evolution is on hold form the times of X2... (in X2 they were a good enemy, but now... well... unbalanced or weak)

@Pisces1: your last comments will be useful to rebalance the Boron fighters!
but why raise the weapon energy on a M5? that is silly! :D

@Gazz: I think that we already talked about that issue... mmmh... :roll: that must be a Deja Vu! :D
I checked the thread linked (I registered before), and have taken some ideas from it.

@All: Main post has been updated with a link to a more comprehensive "To Do" list.
I'm still modding :D
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Post by Dumminion » Fri, 15. May 09, 19:29

-All M6/M6H can now mount Flak cannons everywhere. Paranid M6/M6H can mount PSG instead. (not the Hyperion) Terran ships mount SSC instead.

-Split/Argon/Paranid M6H can now mount their prototype beam cannons in the main slot.
This is totaly unbalanced!
These are capitalship guns, the range is 6+ km and they are instahit guns.

I have moded all.
My tships, tcockpits, tlasers, tjobs, tjobwings, tshields, tbullets, tlasers, tglobals and the rest.
Do you like to use some of those?


Tships:
-hitpoints m1/m2 *2
-hitpoints m6/m7 *1,5
-speed m2/m4 110%
-m6 turnrates *2
-all argon and teladiships speed upgraded
-sentinel ships speed modificator 0.88
-khaak m2/m1 -khaak m2/m1 could use 1 more gun in eatch turret
-m6 hydra -khaak m2/m1 could use 1 more gun in eatch turret
-m2 raptor could use 10 front guns and/or 6 side guns
-fixed hawks milan
-all otas aldarin ships price rebalanced
-ts 1 Freighter price *2
-ts 2 Freighter price modificator *2
-ts 3 Freighter price modificator *2,75
-ts 5 Freighter price modificator *4
-ts 2 Freighter freight modificator *1,8
-almost all prices rebalanced
-Boronships shield + weapon generator upgraded
-titan 5*2 GJ shield, price *1,2
-boreas 4*2 GJ shield, price *1,5
-xenon m1/m3 more weapon generator
-pirate m3/ts/m7 more shields + speed
-tm 300% price
-m3+ 37% less price
-m6+ 10% less price
-xenon m3/m4 no pbe (pulse cannon) (aimbots with instahit weapons are bad and that x3reunion guys knew it)
-that aldarin part is RETARDED! (you can't mod the aldarin m6/m3 without hurting aldarin economy)

Tbullets
-all damage round 40% less
-energy use round 40% less
-rebalanced all guns with high hull dmg to shield dmg
-gamma khyonen emitter 30% more dmg? speed 2500 m/s
-beta khyonen emitter 3 km range speed 3000 m/s
-alpha khyonen emitter 1,57 km range speed 3500 m/s
-flamethrower 75% less dmg
-psp point singularity gun 80% more dmg
-all flak and laser guns max 2800 m/s speed
-all medium guns about 100 m/s more speed
-optimized for better frame rates
-more complicated stuff


ps: This is the first game i bought without playing it!
Till now I am just trying to fix this crap!

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Fri, 15. May 09, 20:19

This is totaly unbalanced!
These are capitalship guns, the range is 6+ km and they are instahit guns.
nope. I am trying to unnerf the M6 class.

As I said the Flaks don't work very well and will be removed soon.

SSC was on Springblossom and so I tried to move it to other Terran ships as well

PSG work good and are balanced. (mainly because of the big area of effect, if you don't want the sector to turn red you must use it cautiosly)

Prototype beams are anti-fighters, not anti-capital. (this from seeing them in game... awful against anything bigger than a M6...) they are sluggish and not precise, their "deadly" range is from 1 Km fron the ship to 2.5 Km from the ship. (like a Flak) If the target is too far (even if beam can "theorically" hit it if it is in the 6km range) the beam misses most of the times.

Regaring your other modifies...

-I am interested by the Raptor's Main guns, I was planning to give it 16 main guns and leave the 4 turrets as they are.
but I have no Idea on how to create a "frontal gun"... can you help?
that aldarin part is RETARDED! (you can't mod the aldarin m6/m3 without hurting aldarin economy)
interesting... can you explain more in depth? I'm nerfing Springblossom, and Spitfyre... so... I don't wanna hurt anyone... :D
Tbullets optimized for better frame rates
interesting too.. please explain this!


EDIT: why the devs did this? Instead of creating new entries in TCockpit for pirate ships they used the Argon's TCockpit entries for Pirate and Yaki ships... what the? (now I need to spen hours creatiing new entries just for them... to allow them exclusive use of IBL... boring). :x
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.

Dumminion
Posts: 38
Joined: Sun, 26. Apr 09, 22:22

Post by Dumminion » Fri, 15. May 09, 22:47

nope. I am trying to unnerf the M6 class.

As I said the Flaks don't work very well and will be removed soon.

SSC was on Springblossom and so I tried to move it to other Terran ships as well

PSG work good and are balanced. (mainly because of the big area of effect, if you don't want the sector to turn red you must use it cautiosly)

Prototype beams are anti-fighters, not anti-capital. (this from seeing them in game... awful against anything bigger than a M6...) they are sluggish and not precise, their "deadly" range is from 1 Km fron the ship to 2.5 Km from the ship. (like a Flak) If the target is too far (even if beam can "theorically" hit it if it is in the 6km range) the beam misses most of the times.
These beam guns do up to 50% more dmg then medium guns + they got a range of 6+km.
PSG is designed as capitalship gun this time.
I don't care what the springblossom can use because it is unbalanced.
interesting... can you explain more in depth? I'm nerfing Springblossom, and Spitfyre... so... I don't wanna hurt anyone... Very Happy
Because aldarin is so huge, the springblossom and spitfyre are used as traders/military.
When you lower there speed, then the economy and defence of that sector get out of balance.

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