[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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sTeeL86
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Post by sTeeL86 »

Okay so with this script, you need to play with the settings in the AL Section to add the new ships to shipyards?

I didnt know that.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

sTeeL86 wrote:Okay so with this script, you need to play with the settings in the AL Section to add the new ships to shipyards?

I didnt know that.
You need to turn it on in the Artificial Life settings.

Then use Cycrow's Community Plugin Configuration script (link is in the main post) to configure which SRM features you want turned on.
builder680
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Post by builder680 »

sTeeL86 wrote:Okay so with this script, you need to play with the settings in the AL Section to add the new ships to shipyards?

I didnt know that.
It depends on which parts. The OP has clear instructions for everything, but they're rather lengthy, and it's easy to miss things.

What you can do is copy and paste the complete instructions (usually a paragraph or three each) for each individual addon pack into a separate document. This will give you a much more manageable pile of checklists when you're trying to verify that you installed and configured everything correctly.
paulwheeler
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Post by paulwheeler »

I've tweaked the Shipyard Pack installation instructions from the main post a little:

-To install the shipyard pack extract the contents to a temporary folder. Copy all scripts into the X3TC "Scripts" director, or install the SPK version via the plugin manager. Run X3TC and load your game. Go to OPTIONS > GAMEPLAY > ARTIFICIAL LIFE SETTINGS and switch the SRM Shipyard Pack on. Then you need to go into the Community Plugin Configuration Menu (via a hotkey - see the CPC thread), and turn on the features you require.
navetta
Posts: 415
Joined: Wed, 19. May 10, 20:24
x3ap

Post by navetta »

actually ATF headquarters, electro magnetic repater forge and maybe others are having this problem as well.

ATF headquarters arent even using the right model, so i doubt you can buy a M1-M2 from there.

this issue happened after installing

wings hotkey
http://forum.egosoft.com/viewtopic.php?t=218976

bounce
http://forum.egosoft.com/viewtopic.php?t=295405

i dont see how they would affect factories. i disabled srm factories and then enabled them again but the problem is still there

i will try a new X3 install when the new SRM is available, but first i would like to know if there are know issues with those scripts.

thanks
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

navetta wrote:actually ATF headquarters, electro magnetic repater forge and maybe others are having this problem as well.

ATF headquarters arent even using the right model, so i doubt you can buy a M1-M2 from there.

this issue happened after installing

wings hotkey
http://forum.egosoft.com/viewtopic.php?t=218976

bounce
http://forum.egosoft.com/viewtopic.php?t=295405

i dont see how they would affect factories. i disabled srm factories and then enabled them again but the problem is still there

i will try a new X3 install when the new SRM is available, but first i would like to know if there are know issues with those scripts.

thanks
If you are not seeing the correct model for the ATF headquarters then you must have a conflicting TFactories from another mod. That would also explain the other error as well.

List all the mods you use and I'll take a look.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

UPDATE RELEASED -v1.06
------------------------------------

Changelog:

1. Removed hyphens from placeholder name for compatibility with the Bounce script.
2. Improved retexturing on Sirokos.
3. Added Elite weapon dummy fix to Eurus and Enhanced Elite.
4. Fixed engine effects on Chokaro and Advanced Chokaro (trails pack).
5. Fixed engine flares on Lofn (trails pack).
6. Added engine trails to Baldric Miner (trails pack).
7. Fixed Eclipse engine colour.
8. Added trails to Mistral, Mistral Superfreighter and Zephyrus (trails pack).
9. Fixed name of Orbital Shipyard when deployed.
10. Cleaned up TShips, TFactories and TDocks placeholders as much as possible so they now appear in one place at the end of the relevant lists when cheating them in.
11. Reduced size of Sirokos model to bring it in line with other M6s.
12. Increased speed and price of Sirokos.
13. Changed Kha’ak Advanced Interceptor cargo compatibility to “M” so it can mount its max shields.
14. Mjollnir switched to use Thor Prototype model (previously sharing model with Valkyrie). Model size is reduced by 20% so it sits between Thor and Valkyrie. Added engine emitters.
15. Thor Prototype now uses standard Thor model with rear turrets.
16. Ranger switched to use XTM Fighterdrone Mk2 model. Size increased to match M3+ size. Merged with Elite model for cockpit and to clean up nose of the ship.
17. Ranger shields reduced to 1x200MJ. Added limited laser energy. Engine and rudder tunings reduced to 15, base speed increased to keep max speed the same.
18. Added single defensive turret to Ranger. Limited weapon compatibility.
19. Added C, G and Z to Xenon Shipyards via the shipyards plugin. Will be added when you turn on mod ships.
20. Fixed Susanowa Raider cockpit.
21. Fixed Susanowa Prototype rear turret.
22. Increased and balanced M8 laser energy.
23. Set all Heavy Assault M7s to use the M2 cockpit.
24. Heavy Centaur gains two guns on left and right turret. Main gun hardpoints up to ten.
25. Heavy Hydra main gun hardpoints to eight. Front turret now has unique turret models for each gun.
26. Heavy Nemesis gains two guns on left and right turret. Main gun hardpoints up to ten.
27. Heavy Dragon gains new bottom turret. Main gun hardpoints up to ten.
28. Heavy Osprey gains two guns on front turret. Main gun hardpoints up to ten.
29. Skiron gains two guns on left and right turret.
30. Vali gains two guns on left and right turret. Main gun hardpoints up to ten.
31. PX gains two guns on left and right turret. Main gun hardpoints up to nine.
32. All MM6 laser energies increased by 4000. Max speeds decreased by 10m/s.
33. All MM6 changes copied into prototype/advanced versions.
34. Cyclops laser regen increased.
35. New engine sounds for all Xenon ships.
36. Retexture of Hyperion.
37. New Yaki ship – Appallox, based on the Hyperion.
38. Updated Xtra ships and stations to 1.93, including new Osprey Sentinel and Nemesis Sentinel. New Kha’ak Destroyer and Split Cobra model left out for the time being.
39. New ships added to Shipyard Pack.
40. Fixed incorrect trails on Advanced Scout and Interceptor and removed trail from Kha’ak Military Transport.
41. Altered all docking on Sentinel M6s to only allow M5 docking.




YOU NEED TO UPDATE MAIN SRM, HULL PACKS, SHIPYARD PACK AND TRAILS


SHIPS THAT MUST NOT BE IN-SECTOR WHEN YOU UPGRADE:

Ranger, Eurus, Enhanced Elite, Mjollnir, Thor Prototype, any MM6, Susanowa Prototype.

I think the rest should be OK, but backup your current cat/dats anyway, just in case you get a save loading error.



SHIPS THAT REQUIRE CLONING:

Ranger, Eurus, Enhanced Elite, Mjollnir, Thor Prototype, any MM6, Susanowa Prototype.

I don't think the Sentinel M6s will require cloning with the changes to their docks, but if you have trouble you may need to.


Only the two trail packs with capital ship effects have changed. The rest do not need updating.


For shipyard pack, just copy the new scripts in overwriting the old ones. Changes will be automatic when you reload.



YOU MUST UPDATE THE CMOD TO 4.9 FOR EVERYTHING TO WORK CORRECTLY.



EDIT -

42. Added trails to Truelight Seeker (trail pack).

Redownload the trail pack if downloaded before 15.15 BST.
Last edited by paulwheeler on Wed, 27. Apr 11, 16:20, edited 4 times in total.
sTeeL86
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Joined: Wed, 27. Apr 11, 06:48
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Post by sTeeL86 »

Cheers for update. I assume this will need a new jobs file though?
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

I should probably know this, but what constitutes an "MM6" exactly? I have a Vidar, Hyperion, and about 30ish Truelight Seekers as CAG's, CLS's, and EST's/UT's (which took several days of pilot and job switching from originally being TS's).
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Sorkvild
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Post by Sorkvild »

I've been waiting for this, dude

Will be giving a look & doing some testing soon
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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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

builder680 wrote:I should probably know this, but what constitutes an "MM6" exactly? I have a Vidar, Hyperion, and about 30ish Truelight Seekers as CAG's, CLS's, and EST's (which took several days of pilot and job switching from originally being TS's).
None of them are MM6s.

All the "Heavy" variants, plus Vali, PX and Skiron.
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

paulwheeler wrote:
builder680 wrote:I should probably know this, but what constitutes an "MM6" exactly? I have a Vidar, Hyperion, and about 30ish Truelight Seekers as CAG's, CLS's, and EST's (which took several days of pilot and job switching from originally being TS's).
None of them are MM6s.

All the "Heavy" variants, plus Vali, PX and Skiron.
Right on. Can't wait to get everything updated, thanks!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

sTeeL86 wrote:Cheers for update. I assume this will need a new jobs file though?
It will work just fine with the current jobs file. You won't see the new Osprey or Nemesis Sentinels or the Appallox till there is a new Jobs release.
Last edited by paulwheeler on Wed, 27. Apr 11, 15:53, edited 1 time in total.
builder680
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Post by builder680 »

Just noticed Truelight Seeker doesn't have a mention in the changelog for getting engine trails. I assume you didn't get around to it this time, or is it intentional?
paulwheeler
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Post by paulwheeler »

builder680 wrote:Just noticed Truelight Seeker doesn't have a mention in the changelog for getting engine trails. I assume you didn't get around to it this time, or is it intentional?
Its coz I forgot. :cry:

I'll sort it for next time - promise :wink:
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

No worries, I don't spend a lot of time eyeballing my CAG's anyway!

:)

It's like Christmas when you do these releases, thank you!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

builder680 wrote:No worries, I don't spend a lot of time eyeballing my CAG's anyway!

:)

It's like Christmas when you do these releases, thank you!

Actually... redownload the trail pack again in about five minutes and your Truelight Seeker will have trails.

(engines are in the same position as the Centaur so it was just a simple copy and paste of the scene file)



EDIT - Upload complete. The TLS is now trail enabled.
builder680
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Post by builder680 »

Sweet!
navetta
Posts: 415
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x3ap

Post by navetta »

paulwheeler wrote:
navetta wrote:actually ATF headquarters, electro magnetic repater forge and maybe others are having this problem as well.

ATF headquarters arent even using the right model, so i doubt you can buy a M1-M2 from there.

this issue happened after installing

wings hotkey
http://forum.egosoft.com/viewtopic.php?t=218976

bounce
http://forum.egosoft.com/viewtopic.php?t=295405

i dont see how they would affect factories. i disabled srm factories and then enabled them again but the problem is still there

i will try a new X3 install when the new SRM is available, but first i would like to know if there are know issues with those scripts.

thanks
If you are not seeing the correct model for the ATF headquarters then you must have a conflicting TFactories from another mod. That would also explain the other error as well.

List all the mods you use and I'll take a look.
the mods i have installed are SRM 1051, CMOD4, TRAILS PACK.
scripts are: CODEA, military and personnel transport, SRM shipyard pack, SRM weapons dealer, CMOD factories, SRM jobs, bounce, wing hotkeys.

i noticed the problem after installing wing hotkeys and bounce (i installed them at once). i think bounce might be the cause because it says it has to do with new ships and stations. please check the thread if you have some time http://forum.egosoft.com/viewtopic.php?t=295405
i might not have understood correctly how to install it because my english is not so good.

thanks
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

navetta wrote:
paulwheeler wrote:
navetta wrote:actually ATF headquarters, electro magnetic repater forge and maybe others are having this problem as well.

ATF headquarters arent even using the right model, so i doubt you can buy a M1-M2 from there.

this issue happened after installing

wings hotkey
http://forum.egosoft.com/viewtopic.php?t=218976

bounce
http://forum.egosoft.com/viewtopic.php?t=295405

i dont see how they would affect factories. i disabled srm factories and then enabled them again but the problem is still there

i will try a new X3 install when the new SRM is available, but first i would like to know if there are know issues with those scripts.

thanks
If you are not seeing the correct model for the ATF headquarters then you must have a conflicting TFactories from another mod. That would also explain the other error as well.

List all the mods you use and I'll take a look.
the mods i have installed are SRM 1051, CMOD4, TRAILS PACK.
scripts are: CODEA, military and personnel transport, SRM shipyard pack, SRM weapons dealer, CMOD factories, SRM jobs, bounce, wing hotkeys.

i noticed the problem after installing wing hotkeys and bounce (i installed them at once). i think bounce might be the cause because it says it has to do with new ships and stations. please check the thread if you have some time http://forum.egosoft.com/viewtopic.php?t=295405
i might not have understood correctly how to install it because my english is not so good.

thanks
I think Bounce is the problem. The BounceWall.cat/dat contains a TFactories file. This will cause the errors you are seeing.

I believe the BounceWall.cat/dat are only used when generating the wall file. Once you have a wall file I think these should be removed and the SRM will work correctly.

Instructions for generating a wall file are in the Bounce thread. Or alternatively another SRM user may already have one you can use... either way, the SRM won't work till the BounceWall cat/dat is removed.

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