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

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someone else
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Post by someone else » Fri, 15. May 09, 23:09

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.
have you tried that beams in game? if you read only the stats you don't know the real power/weakness of a weapon 8)
(like reading the stats of PSP... they do not say that when 8 PSP are charged they can wipe out anything in two volleys)

Anyways... my idea to unnerf the M6 was to make the whole M6 class more similar (in terms of weapons installable and manouverability) to Springblossom or to the Vidar, that are two of the best M6 (and in Vanilla they sound like cheat because all the rest of M6 are rubbish).

If all M6 can install decent anti-fighter guns and are more manouverable the whole class will be reevaulated... at least this is what I thought... :P

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.
I don't think defence will be a problem... there is an Invincible Tyr there... and a lot of ATF frigates/fighters/whatnot.

For the trading... from patch 2.0 the aldrin stations have been moved in two big spots next to gates, to make navigation and trading easier.
I think that if the Aldrin ships will remain faster than all other ships of the same class there won't be any problem.

p.s. can you tell me how you have done the Python with front guns? :D
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Pisces1
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Post by Pisces1 » Sun, 17. May 09, 09:41

I made a mistake, the hydra doesn't have a weapon energy of 1500MW, that is just a mistake in the stats compendium. I didn't suggest doing anything with it anyway.

M5 laser energy probably is a waste of time, that is just me being pedantic.

I still haven't given any thought to transports but pelican could do with 100 speed.

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Post by someone else » Sun, 17. May 09, 12:27

any comment on the mod "to do" or "done" list?

has anyone tried some ships? can he give some feedback?
Pisces1 wrote:I still haven't given any thought to transports but pelican could do with 100 speed.
I think that to rebalance transports we need a player that focuses on commerce (like mad_axeman) to give advice on what can be done.
(I'm not a trader and thus I have no idea on how to rebalance the TS/TP... apart from nerfing the mistral SF of course, that thing is ruining the market for all other SF in game like Boreas is doing on M2)

@Gazz: I was thinking of the Teladi M6 and M6H (instead of Heavy Hydra) to become missile corvettes... I had that "gut" feeling that they would look cool as missile platforms...
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Post by Gazz » Sun, 17. May 09, 13:23

someone else wrote:any comment on the mod "to do" or "done" list?
Unlikely since the links in the 1st post result in 404 errors. =)
Longblathername URLs that look fishy even at first glance.

@Gazz: I was thinking of the Teladi M6 and M6H (instead of Heavy Hydra) to become missile corvettes... I had that "gut" feeling that they would look cool as missile platforms...
Whatever you say.
When people post ideas for my projects I only take what I like, occasionally using the idea but in a 180° reversed way or applying it to a wholly different area. =)
Your mod, your way. Simple, isn't it?

I still think the Heavy Hydra should be somehow special - simply because it has a cool model. =)
Maybe add a script that constantly spawns 2 Fighterdrone Mk2 for any heavy hydra in the game.
Neutral race for player Hydras so the player can not just scoop them up for an infinite supply.
They would use the AI Protect script, which means they automatically attack the leader's attack target instead of waiting until the leader is attacked.
They are refreshed every 9 min (Lifetime = 613 sec).
If one is destroyed (before it's 10 min timer runs out), it respawns about 10 min later, hurting the Hydra for 100 hull points.

So many possibilities...
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Post by someone else » Sun, 17. May 09, 13:37

@ All: FIXED LINKS (forgive my noobness...)
Gazz wrote:I still think the Heavy Hydra should be somehow special
yep! a "Mk2 drone Carrier" sounds cool... I wanted it to fight, not to sit and launch his missiles, a such cool ship need to be something unique and never seen before... but in a dogfight!

Anyways... I have no idea on how to implement the feature... :D
(I have yet to begin my scripting career)
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Post by Gazz » Sun, 17. May 09, 14:09

someone else wrote:Anyways... I have no idea on how to implement the feature... :D
(I have yet to begin my scripting career)
That is a typical case for an AL Plugin.
These carry their own "uninstall" with them because if you turn it off under gameplay, all objects / scripts that it uses can self-destruct / exit peacefully if they routinely check that flag.
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MutantDwarf
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Post by MutantDwarf » Thu, 21. May 09, 03:52

Do remember that if you want to give something missile turrets, you need to remove all of its front guns. It makes me very sad:(

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Post by someone else » Thu, 21. May 09, 12:24

why removing front guns? :?

anyways...
for the future we will have M6 that:
-fight like big fighters, so are more nimble but have not much turrets (probably standard M6, but not all)
-fight like small Capitals, so are not a lot nimble and have most of the firepower in turrets, and bigger shields (probably M6H, but not all)
-fight like small M7M (I thought of Teladi ones, they are clumsy and slow even after the rebalance... this will spice them up a bit)
-do something odd (probably the Heavy Hydra)
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Post by MutantDwarf » Fri, 22. May 09, 02:36

You need to remove front guns in order to give something a missile turret due to the way missile turrets are set up - they're just turrets with no weapons in them. However, if you set up a turret with no guns in it then it automatically uses the front guns as the turret guns.

The only way to give a ship a missile turret is to make it so it has no front guns whatsoever.

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Post by Gazz » Fri, 22. May 09, 08:55

Is that a problem? An M6 with like an 8x front turret could be interesting, too. =)
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Post by Doc Quixotic » Sun, 24. May 09, 18:36

Would there be any way to fix the M8's? Although they are fine when used by the player, AI bombers seem to function horribly. The main problem seems to be that they don't fire nearly enough missles. I doubt it'll be easy to fix the source, but we might be able to treat the symptoms. During the second world war, several air forces experimented with anti-tank guns built into planes for ground attack purposes. A similar approach could give bombers some punch versus capital ships...

Also, looking through the M4+ designs in the Model Viewer, it seems the Kite is in need of an update. It is slow, turns like a brick, has a horribly small M cargo bay and it has no redeeming features. It is supposed to be a quick but more heavily armed variant of the Buzzard, but the only difference is 6m/s and the ability to deploy more missles. They would have been better off had they stuck to the bbuzzard Vanguard.

EDIT:
Wow... taking a look at the Kite Vanguard, I'm shocked and amazed. Not only does it go significantly faster, it also steers better, carries L cargo, has twice the laser generator and five times the shielding... how's that for sore eyes.
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Post by someone else » Mon, 25. May 09, 02:18

Would there be any way to fix the M8's? Although they are fine when used by the player, AI bombers seem to function horribly.
yep. but that is an AI problem... scripters can easily do that... i'm not good at scripting (for now), I think Gazz fixed that with MARS.

for the "cure", yeah, I've been thinking of things like that, but would be a M9 class ship, a REAL bomber, not a smaller cousin of a M7M.

for the Kite/Kite vanguard... I made some improvements already, but I'll see what I can do... :D

maybe you can try some of the new ships.... and see how they perform in a xenon sector... :D
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Post by Gazz » Mon, 25. May 09, 23:36

FYI:

It does work without adding turret "models" but not the way I said. (Hey! Don't believe everything you hear! =)


Works: (creates 8 individual bullets)
[ external image ]

Does not work: (only creates 4 bullets)
[ external image ]

So that's how Idunnit last time. Been a while...
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Post by someone else » Tue, 26. May 09, 10:56

I did the last one but the bullets were "merged", only one visible per barrel but damage dealt to my "dummy" (my Ray) and energy used by the ship were ok.
I think I've missed something.... :?

anyways, I'll use that method, if the bullets can be seen the thing is cooler.
Thanks Gazz! :D
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Post by Gazz » Tue, 26. May 09, 12:04

I tried it the "wrong" way and got 4x damage, then the "right" way and got 8x damage.
Very visible result.
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Post by someone else » Tue, 26. May 09, 12:13

version 0.0.3 is out!

now xenons and Kaaks are more dangerous, Teladi ships have a Teladized cargo hold, turrets have been fixed.


still need some feedback... :D
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Post by Doc Quixotic » Tue, 26. May 09, 14:02

You'll have some as soon as I'm running a clean install again - I noticed just yesterday that Cerberus in my game was able to mount PPC in several turrents... I have no idea what else was screwed up :S
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Post by someone else » Tue, 26. May 09, 15:30

in my mod? that is strange... I don't see any PPC installable on Cerberus... hope that my fixes have fixed that thing too.

p.s. To see real difference from Vanilla to Modded ships you need to spawn a new one using cheats (or buy a new one)... I've not found a way to do that updating in a automatic way... if a experienced scripter can do that... :D
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Post by Doc Quixotic » Tue, 26. May 09, 15:32

No, not your mod. I haven;t installed it yet. But apparently one of the (few) scripts I use has some side-issues.
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Post by MutantDwarf » Tue, 26. May 09, 17:31

What changes actually require you to destroy and respawn ships in order to see the new stats? As far as I know, the only thing that requires that is if you alter docking points or, possibly, add gun turrets. Most of the other stats should be automatically figured in no matter if they're old or not.

Changes in gun layouts and cargo space require you to remove all the ships guns and then add default wares to the ship again, but you don't need to actually destroy the ship to do that.

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