[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

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

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paulwheeler
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Post by paulwheeler »

vkerinav wrote:Excalibur and Shamshir could both use variation 8. Shamshir could even use 20, which is blank for the USC's M6 class.

Jobs updated.
I set them to what they were in Cadius' mod. I'll change them to the above in the next release.
Sinnerman264
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Joined: Sat, 21. Feb 09, 19:57

Post by Sinnerman264 »

Congratulations on the new version! Makes me really excited.

This is slightly off topic, but since you know what files are being modified here and there, which mod that deals with race modified behavior, race wars and/or diplomacy, sector takeovers etc. would you suggest? Asking mostly about compatibility, which one doesn't mess with files you use?

Also, what do you think about OOS changing scripts, like Gaz's OOS Rebalance? It probably does not conflict with your work through files, but what about in game changes? Would it make the game unbalanced in a different way?
paulwheeler
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Post by paulwheeler »

Most of the scripts that deal with race behaviour such as Improved Races, Military Base Responce Revamp, Race Responce Fleets, Pirate Guild etc. are simply scripts. They are not mods and don't alter any game files. So compatibility wise they are all fine.

You only need to worry about mods/scripts that alter game files. Look at the main post. Authors usually state if they alter any game files, usually towards the end of the post.

Personally I use MBRR, IR, PG with no problems at all.

I highly recommend OOS combat rebalance. Its not perfect, but its far better than vanilla.
Varek Raith
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Post by Varek Raith »

Advanced Interceptor and Frigate are unable to mount their default shields due to the fact their cargo can't hold them.
:wink:
paulwheeler
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Post by paulwheeler »

Varek Raith wrote:Advanced Interceptor and Frigate are unable to mount their default shields due to the fact their cargo can't hold them.
:wink:
Damn... well spotted. I guess ill have to up the Gamma Kyon ware size to ST and set them to XL.

One more for the next update!

I'm busy the next few days but ill try and get this sorted next week.
0o0o0
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Post by 0o0o0 »

working now . . . last night (US) the german host site was asking me to upload a file when I clicked on the download icon. But i got it - thanks! Great script.
builder680
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Post by builder680 »

Hello. After turning off the SRM Weapons dealers plugin, and deleting the files you said to delete:
BEFORE INSTALLING:

Switch off the Weapons Dealers AL Plugin

From your "Director" folder delete old SRM Shipyard scripts (its essential you do this if starting a new game):
ADVPROTO_SHIPYARD.xml; ATF_HEADQUARTERS.xml; EXPLORER_M5S_IN_SHIPYARDS.xml; GONER_SHIPYARD.xml; OTHER_SHIPS_IN_SHIPYARDS.xml; OWPS_IN_SHIPYARDS.xml; PAR_SHIPYARDS.xml; X2_SHIPYARDS.xml; XTRA_FACTORIES_IN_SHIPYARDS.xml; XTRA_SHIPS_IN_SHIPYARDS.xml; YAKI_SHIPS_IN_SHIPYARD.xml

From your "Scripts" folder delete: al.srm.weaponsdealers.main.xml
I installed the update. Now, I have no AL plugin for SRM Weapons Dealers. Your instructions said it would be turned off on game load, but I can't even see it at all, much less see if it's still turned off (and turn it back on again). Do I just need to reinstall the Weapons Dealers plugin? This is what I've done (reinstalled it), hoping it's right.

Also, all the shipyard xml files you said to delete are still gone. I'm guessing I'm supposed to reinstall those, right? So I did so (reinstalled it as well). A bit before this update, you had said the shipyards would be AL plugins, but I can't find them in the Esc-->Gameplay-->AL Plugins. Kind of confused about that.

:?
Last edited by builder680 on Wed, 23. Mar 11, 23:57, edited 3 times in total.
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Sorkvild
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Post by Sorkvild »

A Few questions for Paul..

- I'm using SRM Exlusive Trails Pack with Capital Ships Effects v1.0c, and engine effect for Goner Ranger is vanilla. Can you add trail and flare to this one ?

- Is it possible to add EQ dock to Senator's Badlands because there's no way to tune and equip Yaki ships at start :/

- How many ship names Betty can say, and what are these actually - unused names left by Ego?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

builder680 wrote:Hello. After turning off the SRM Weapons dealers plugin, and deleting the files you said to delete:
BEFORE INSTALLING:

Switch off the Weapons Dealers AL Plugin

From your "Director" folder delete old SRM Shipyard scripts (its essential you do this if starting a new game):
ADVPROTO_SHIPYARD.xml; ATF_HEADQUARTERS.xml; EXPLORER_M5S_IN_SHIPYARDS.xml; GONER_SHIPYARD.xml; OTHER_SHIPS_IN_SHIPYARDS.xml; OWPS_IN_SHIPYARDS.xml; PAR_SHIPYARDS.xml; X2_SHIPYARDS.xml; XTRA_FACTORIES_IN_SHIPYARDS.xml; XTRA_SHIPS_IN_SHIPYARDS.xml; YAKI_SHIPS_IN_SHIPYARD.xml

From your "Scripts" folder delete: al.srm.weaponsdealers.main.xml
I installed the update. Now, I have no AL plugin for SRM Weapons Dealers. Your instructions said it would be turned off on game load, but I can't even see it at all, much less see if it's still turned off (and turn it back on again). Do I just need to reinstall the Weapons Dealers plugin? This is what I've done (reinstalled it), hoping it's right.

Also, all the shipyard xml files you said to delete are still gone. I'm guessing I'm supposed to reinstall those, right? So I did so (reinstalled it as well). A bit before this update, you had said the shipyards would be AL plugins, but I can't find them in the Esc-->Gameplay-->AL Plugins. Kind of confused about that.

:?
Sounds like you haven't downloaded and installed the new versions of the Weapons Dealers and Shipyards Pack.

Download them from the links in the main post and install them as per the instructions in the main post.

Do not put the files I said delete back in. They are old and obsolete.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Sorkvild wrote:A Few questions for Paul..

- I'm using SRM Exlusive Trails Pack with Capital Ships Effects v1.0c, and engine effect for Goner Ranger is vanilla. Can you add trail and flare to this one ?

- Is it possible to add EQ dock to Senator's Badlands because there's no way to tune and equip Yaki ships at start :/

- How many ship names Betty can say, and what are these actually - unused names left by Ego?
The answers to all three are "yes".

Betty has a few spare names. They are unused, but we're running out. I can also make names out of fragments of other phrases. For example, "Wolf" and "Hawk" are fragments from other ships' descriptions.
darkelfsin
Posts: 157
Joined: Sat, 2. Sep 06, 00:05

Post by darkelfsin »

Finally updated ,thx man!!!!, so we have to down all updated file again, a little pain but thx....... :roll: :D
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

paulwheeler wrote:
builder680 wrote:Hello. After turning off the SRM Weapons dealers plugin, and deleting the files you said to delete:
BEFORE INSTALLING:

Switch off the Weapons Dealers AL Plugin

From your "Director" folder delete old SRM Shipyard scripts (its essential you do this if starting a new game):
ADVPROTO_SHIPYARD.xml; ATF_HEADQUARTERS.xml; EXPLORER_M5S_IN_SHIPYARDS.xml; GONER_SHIPYARD.xml; OTHER_SHIPS_IN_SHIPYARDS.xml; OWPS_IN_SHIPYARDS.xml; PAR_SHIPYARDS.xml; X2_SHIPYARDS.xml; XTRA_FACTORIES_IN_SHIPYARDS.xml; XTRA_SHIPS_IN_SHIPYARDS.xml; YAKI_SHIPS_IN_SHIPYARD.xml

From your "Scripts" folder delete: al.srm.weaponsdealers.main.xml
I installed the update. Now, I have no AL plugin for SRM Weapons Dealers. Your instructions said it would be turned off on game load, but I can't even see it at all, much less see if it's still turned off (and turn it back on again). Do I just need to reinstall the Weapons Dealers plugin? This is what I've done (reinstalled it), hoping it's right.

Also, all the shipyard xml files you said to delete are still gone. I'm guessing I'm supposed to reinstall those, right? So I did so (reinstalled it as well). A bit before this update, you had said the shipyards would be AL plugins, but I can't find them in the Esc-->Gameplay-->AL Plugins. Kind of confused about that.

:?
Sounds like you haven't downloaded and installed the new versions of the Weapons Dealers and Shipyards Pack.

Download them from the links in the main post and install them as per the instructions in the main post.

Do not put the files I said delete back in. They are old and obsolete.
Ok, I understand now. I just didn't see any part of the update post telling me to get new versions of those packs, just to delete the ones you said to delete. I suppose it probably goes without saying though. Thanks!

P.S. I'm assuming for the sake of a new game, it would be a good idea to wait on unlocking Terran factories and HQ/Outpost sales? Or do those not unlock even with the mod until you finish the respective plots?
builder680
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Post by builder680 »

Ok, I'm not sure if this is a new thing with the update, but I just flew to Nyana's Hideout, and in the far SW portion of the sector there are 20+ Kha'ak Mammoths. Flying around doing nothing. Never seen a Kha'ak Mammoth, let alone 20 of them all out on the edges of a sector doing nothing...

Weird.

Below is a list of mods I'm using for X3TC 3.1
_______________________________________________

Cat/Dat pairs and their order (1-13 = Vanilla):

14 - SRM 1.04
15 - HULLHIGH
16 - CMOD 4.7
17 - CMOD4_APPC
18 - TCM Tubeless Complex Mod
19 - 500km Comm Range
20 - 100km Draw Distance
21 - Resized Aldrin Big Rock

Other mods I'm using:

X3TC Bonus Pack
CMODSCRIPTS
ImprovedRaces_R15_22
AP.Libraries_r2.2
SRMWDEALERS
SRMSHIPYARD
CommunityPluginConfiguration-V1.41-17.01.2010
ExplorerCommandExtension-DeploySatelliteNetwork-V1.1.2-28.07.2009
ExplorerCommandExtension-V1.2.2-11.07.2009
ff.global
SalvageInsuranceContract-V1.00-28.11.2009
UniversalBestBuysSells_251_FR
ImprovedRaces_addons_1.8
Enhanced Equipment Spawner v1b
SRM Jobs v3.6b
ai_ammo_cheat + damage mitigation
AutomatedSatelliteNetwork_133 (can't figure out how to delete this one yet)
Befehlsbibliothek_X3TC_V3508 (Libraries)
Factory_Complex_Constructor_4.02_PLUS
Grax.remove.rocks
numeric_ranks_tc
Wirtschaftshaendler_X3TC_V3305 (Eco&Supp Trader)
TegVtec
Posts: 19
Joined: Tue, 10. Oct 06, 02:30
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Post by TegVtec »

Hey Paul,

Updated everything according to your instructions. I'm updating a saved game and everything seems to have gone properly but have a small issue. I have Corporate HQ's turned off, but every time I load my game, I get a message that corporate HQ's and system extensions have been installed. Is it creating these even though I have the setting to off? I was assuming that it would go away after the first message.

Thanks!
vkerinav
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Post by vkerinav »

builder680 wrote:Ok, I'm not sure if this is a new thing with the update, but I just flew to Nyana's Hideout, and in the far SW portion of the sector there are 20+ Kha'ak Mammoths. Flying around doing nothing. Never seen a Kha'ak Mammoth, let alone 20 of them all out on the edges of a sector doing nothing...

Weird.

Below is a list of mods I'm using for X3TC 3.1
I can't imagine how it might have happened, but I'll check and make sure there's no mistakes in Jobs. Other than that, the only thing I can think of is, did you update the high hull pack?
builder680
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Post by builder680 »

vkerinav wrote:
builder680 wrote:Ok, I'm not sure if this is a new thing with the update, but I just flew to Nyana's Hideout, and in the far SW portion of the sector there are 20+ Kha'ak Mammoths. Flying around doing nothing. Never seen a Kha'ak Mammoth, let alone 20 of them all out on the edges of a sector doing nothing...

Weird.

Below is a list of mods I'm using for X3TC 3.1
I can't imagine how it might have happened, but I'll check and make sure there's no mistakes in Jobs. Other than that, the only thing I can think of is, did you update the high hull pack?
No, I didn't touch that. Should I? Does that have some effect on jobs, or spawning ships, or tships? I though it just made hulls bigger.... not sure what it touches though. I'm no modder, heh.

If it helps, I'm using the Unleashed No Civilians version of Jobs.txt

P.S. I'm uploading a video to Youtube right now of something else I'm seeing. An Argon Pericles (which is normally a Paranid ship) attacking an Argon Centaur. Dunno if that's handled by jobs or not, but it seemed really weird. I'll give you the link when it finishes uploading. To hear Betty announce the ship names you'll have to turn up your speakers pretty dang loud, for some reason I had Fraps set to record from my Mic instead of my speakers. So Betty's VERY faint, but she's there. I guess you can also see the target's name on the bottom of the screen too, though.

Maybe it's Improved Races mod? I have Paranid and Argon set to At War in IR. But, this Pericles clearly says it's "Argon." So I can't tell...
Last edited by builder680 on Thu, 24. Mar 11, 05:09, edited 2 times in total.
builder680
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Post by builder680 »

Ok, here's the youtube link. Wondering why Argon is attacking Argon...

Video
orion84
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Post by orion84 »

@ Builder

EDIT: Argon Escort Pericles Raider? That's very peculiar. Sounds like a pirate.

EDIT2: What are the other ships doing? what's happening in the sector during this incident. should help pinpoint which script is causing it.
Last edited by orion84 on Thu, 24. Mar 11, 06:38, edited 1 time in total.
***modified***
builder680
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Post by builder680 »

orion84 wrote:@ Builder

EDIT: Argon Escort Pericles Raider? That's very peculiar. Sounds like a pirate.

EDIT2: What are the other ships doing? what's happening in the sector during this incident. should help pinpoint which script is causing it.
It was Argon Escort Pericles Raider vs Argon Military Centaur.

You can also set to full screen to get a better view of the targets and their names.

Or... try turning up the volume VERY loud, I had Fraps set to record from my microphone for some reason. So you can hear Betty, but she's very quiet.

EDIT: This post was responding to the post above... asking what the ships involved were... that post has since been edited. :p

To respond to your EDIT2: There was nothing else of note happening, except the Centaur had just destroyed a TP or TM, something with that icon... (which was also blue to me, but I didn't catch the name of it) that was attacking the nearby Solar Power Plant solo. I'm guessing the Escort Pericles was aligned with the TP somehow, but even so, both of these ships on screen have Argon in their name, with Argon pilots when I comm them.
Last edited by builder680 on Thu, 24. Mar 11, 06:53, edited 1 time in total.
orion84
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Post by orion84 »

I hope this isn't noobish.. I read through the Jobs thread and the readme included from the .zip.

You're using the Unleashed No Civilians version of Jobs.txt

I inferred from the readme that this is used when using the X3 Unleashed mod. Not saying this is the cause but its one thing i saw standing out. :)

Maybe using a no civs jobs.txt?
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