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

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paulwheeler
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Post by paulwheeler »

Roger L.S. Griffiths wrote:
paulwheeler wrote:I've tweaked the Kha'ak Destroyer and Carrier a little more...
... Oh... and I've doubled their size. :D
Do they fit through the jump gates/TOAs?
Of course they do. I only doubled them... They are absolutely tiny in vanilla.

They are just a tad smaller than Cadius' Destroyer.
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Sorkvild
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Post by Sorkvild »

Originally, aren't they supposed to be tiny thus more agile ? Anyways the bigger the better :)
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paulwheeler
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Post by paulwheeler »

Originally, they were designed for X2, where the capital ship size was much smaller. For X3 things got scaled up, except for the Kha'ak which were simple ports straight from X2.
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Dread
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Post by Dread »

I am running in the following installed order:

Version 3.1
Bonus Pack 4.1.01
SRM 1.06 - Fake Patch
SRM Cockpits pack - Fake Patch
SRM Rebalance Pack - Fake patch
SRM Shipyards - Plugin Installer
SRM Hulls - Plugin Installer
SRM Weapons Dealers - Plugin Installer
CMOD 4.9 - Fake Patch
CMOD Scripts - Plugin Installer
SRM Trails - Fake Patch
Some of Cycrows scripts like Salvage Claimer software etc - Plugin Installer

My question is that if I want to update to SRM 1.07 (and future versions) how do I do it without screwing up my save game?
Mizuchi
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Post by Mizuchi »

Jump to an empty sector (The Unknown Sector next to Montalaar is good) and then save and quit.

(At this point, backing up your save file might be a good idea, just in case.)

Rename SRM 1.07 to whatever you have SRM 1.06 named as in your load order (I'm guessing 15.cat/dat going by your posted list?).

Copy the new 16.cat/dat over the old one.

Do the same for any other updates (such as the Hull Rebalance pack, etc).

Load the old save game, save again, and then load again just to be safe (rituals).

Done!

It's basically a case of just copying the new ones over the old ones and paying attention to any "these ships need cloning" comments or additional warnings in the release notes.
Last edited by Mizuchi on Mon, 16. May 11, 23:05, edited 1 time in total.
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Inras
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Post by Inras »

Hello paul

This is a Bugreport. The Mammoth MK1 seems to be buggy. No Frightdrones are able to dock with it OOC and IS. Maybe you should take a look on it.
TS can't dock too.
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Dread
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Post by Dread »

(I'm guessing 15.cat/dat going by your posted list?)
Bit concerned as my DRM CAT\DAT are 14 for this?? Is my installation right?
Copy the new 16.cat/dat over the old one
I am guessing that to copy over the old ones I have to rename them from 16 to whatever number the old ones are in my case 14??
and paying attention to any "these ships need cloning" comments or additional warnings in the release notes.
And what do I have do when the release notes say this??

Much obliged for the help!
killerog
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Post by killerog »

X2X_Freakazoid wrote:Hello paul

This is a Bugreport. The Mammoth MK1 seems to be buggy. No Frightdrones are able to dock with it OOC and IS. Maybe you should take a look on it.
TS can't dock too.
If i remember correctly the version used in SRM (and my latest versions) have no docking as the version that I added docking to got over written and no one here has a copy so I need to redo it. This is planed for the second re-textured version (along with pirates). Which will be worked on after my exams are finished (early beta version is already out located here http://forum.egosoft.com/viewtopic.php?t=297065 ).
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paulwheeler
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Post by paulwheeler »

X2X_Freakazoid wrote:Hello paul

This is a Bugreport. The Mammoth MK1 seems to be buggy. No Frightdrones are able to dock with it OOC and IS. Maybe you should take a look on it.
TS can't dock too.
I wouldn't call it a bug, a TS dock has just never been added. Ill see if I can stick one on for the next update.
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Post by Mizuchi »

Dread wrote:I am guessing that to copy over the old ones I have to rename them from 16 to whatever number the old ones are in my case 14?
Yep.

So let's say you have a list like this:

13.cat/dat - X3TC Patch 3.1
14.cat/dat - SRM 1.06
15.cat/dat - SRM Cockpits
16.cat/dat - SRM Hull Rebalance
17.cat/dat - CMOD
18.cat/dat - SRM Trails

When you download SRM 1.07, you just rename it to 14.cat/dat, and then copy over the old one in your X3TC directory.

It's generally the same thing for updating other Fake Patch mods, too.

As for the ship cloning thing, basically what it means is this: if a recent revision alters the stats of a ship you - the player - owns, that/those changes might not take effect on any existing ships.

So what you do is you have to either sell that old ship and buy a new one, OR you use the cheat package to give yourself a new one, and then destroy the old one.

That really one affects player-owned ships, however, as you never notice changes to the AI ones that often.

These kind of "needs cloning" ships/issues are usually uncommon and more often than not you can make do without the "fixed" stats unless it's a vitally important thing that's been fixed (like turret alignments).
paulwheeler
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Post by paulwheeler »

Dread wrote:
(I'm guessing 15.cat/dat going by your posted list?)
Bit concerned as my DRM CAT\DAT are 14 for this?? Is my installation right?
Copy the new 16.cat/dat over the old one
I am guessing that to copy over the old ones I have to rename them from 16 to whatever number the old ones are in my case 14??
and paying attention to any "these ships need cloning" comments or additional warnings in the release notes.
And what do I have do when the release notes say this??

Much obliged for the help!
To upgrade to from one version of the SRM to the next is fairly straight forward.

In the release notes I state two lists of ships.

The first are ships the must not be in sector. So, before you upgrade, take a quick look at the sector you are in. Are any of these ships present? If so, change sector, rinse and repeat till you are all clear.

Second are a list of ships that will need cloning. This is due to changes to things like shield slots, gun numbers etc. You only need to worry if you actually own one. After upgrading simply run Cycrows cheat scripts and hit the clone ship option.

The actual upgrade is as simple as overwriting the cat/dat of the previous version. Don't forget to upgrade any addon packs too.

To be extra safe, backup all your current cat/dats before upgrading. If your save wont load, just restore the old cat/dats and it will be fine.
Mizuchi
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Post by Mizuchi »

Mizuchi - Posted: Mon, 16. May 11, 22:32.
paulwheeler - Posted: Mon, 16. May 11, 22:32.

C) All of the above.
:3
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Post by Sn4kemaster »

paulwheeler wrote:I've tweaked the Kha'ak Destroyer and Carrier a little more...

:twisted:

[ external image ]


Oh... and I've doubled their size. :D
Bloody hell.......

Now that does look good :D
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Dread
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Post by Dread »

Cheers for the help guys.

Another thing is on my mind regarding the HUD DL's.

Firstly i would like a poll on those who like the (blue-ish) glass tints and those who do not.

Secondly for those who do not like them, why is there not a Mod type that has the Full HUD with Gravidar but no tint?


Oh I guess a Thirdly too (whoops), is it possible for the cool person that made all those CP\HUD Mods to make the tint to be a little less Blue, I like the idea of glass tint to give the 'Inside a spacecraft cockpit' look and feel, but they are too bluey and therefore take away too much of the colours of the game - which is why I don't use them and asked initially about a full Mod with no tints as its an option as I want Gravidar, but would prefer tints but no so blue!
Right gonna get off my soapbox and play the game now :)
paulwheeler
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Post by paulwheeler »

UPDATE RELEASED v1.08
-----------------------------------

1. Changed Advanced Perseus model to Raider model.
2. Changed Aamon Prototype turret gun mounts to 2.
3. Retextured Xtra Kha’ak ships to be more consistent with vanilla Kha’ak.
4. Added Kha’ak Advanced Destroyer (Asura from Xtra mod).
5. Retextured all vanilla Kha’ak ships up to X3 quality and for consistency with new Kha’ak ships.
6. Doubled model size of Kha’ak Carrier and Destroyer.
7. Fixed docking on Kha’ak Carrier.
8. Fixed model alignment issue for Chikyu.
9. Updated textures for Hyperion and Appallox for correct colouring.
10. Updated all Yaki textures for a slightly smaller file size.
11. Reallocated ware sizes throughout the game. The Tiny Containers size has been removed. All wares that were previously “tiny” are now “Small Containers”. New ware size “Huge Containers XXL” between XL and ST. All M1s, M2s and Superfreighters are now XXL.
12. Updated SSRP to take advantage of new ware size. Triplex scanner is now XXL. Duplex Scanner is M, Docking computer is now XXL. MARS is XL. Carrier Command Software is XL.
13. Updated many descriptions to reflect recent changes (Thanks to Mizuchi for this).
14. Fixed missing shields on Yaki Equipment Dock (Shipyard Pack).
15. New ware sizes means EMR is now available on all Terran TSs, TPs and TMs.
16. In order to keep compatibility of CMOD with vanilla X3, Experimental SSC has to remain as XXL, which means it can no longer be mounted on the Springblossom in the SRM – However, an M6 class ship should not be able to mount a flak weapon anyway.
17. Added two TS docking slots to the Mammoth Mk1.


COMPONENTS THAT REQUIRE UPDATING:

Base SRM, Hull Mods, Shipyard Pack, SSRP, Trails.


SHIPS THAT MUST NOT BE IN SECTOR:

Advanced Perseus, Aamon Prototype, Mammoth Mk1, Chikyu


SHIPS THAT REQUIRE CLONING:

Aamon Prototype, Mammoth Mk1.


NOTE - You will not see the new Kha'ak destroyer/carrier model sizes until you change sector.



INSTALLATION:

Due to the complex nature of the ware size changes, I highly recommend backing up your current cat/dat configuration and saves before you install. While I am 99% sure it will all be OK, there is always the chance of some unforeseen consequence of the changes.


---IMPORTANT---

After updating you MUST open the plugin manager before running the game so that it can integrate the new SRM TWareT into its own TWareT.

Failure to do this will result in you seeing incorrect ware sizes in the game.

Also, if you have manually installed the EMP you MUST remove it - the EMP is now fully merged with the SRM.

Please ensure you are using no other mods that alter TWareT.



After updating the shipyard pack, go into the configuration and turn off the Yaki Equipment Dock, hit update, then turn it back on again. Otherwise you will not see the shields on the dock.



YOU MUST UPDATE THE COMBAT MOD 4 TO VERSION 4.11 BEFORE YOU RUN THE GAME.
Last edited by paulwheeler on Thu, 19. May 11, 00:17, edited 2 times in total.
paulwheeler
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Post by paulwheeler »

Dread wrote:Cheers for the help guys.

Another thing is on my mind regarding the HUD DL's.

Firstly i would like a poll on those who like the (blue-ish) glass tints and those who do not.

Secondly for those who do not like them, why is there not a Mod type that has the Full HUD with Gravidar but no tint?


Oh I guess a Thirdly too (whoops), is it possible for the cool person that made all those CP\HUD Mods to make the tint to be a little less Blue, I like the idea of glass tint to give the 'Inside a spacecraft cockpit' look and feel, but they are too bluey and therefore take away too much of the colours of the game - which is why I don't use them and asked initially about a full Mod with no tints as its an option as I want Gravidar, but would prefer tints but no so blue!
Right gonna get off my soapbox and play the game now :)
I tend to make up alternate versions of the cockpit packs as people ask for them. No one has asked for no tints but with full HUD.

I'll put one together for you when I get a chance - probably tomorrow. As for changing the colour of the tints - probably better to ask PSCO1 in the Cockpit mod thread.

Personally I don't like the tints so run without them.
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Post by Requiemfang »

lol I remember asking a while back for the no tints version paul, though you provided me the means for having no tints since I have the editing program on hand :wink:
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Gazz
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Post by Gazz »

I wonder if something like this could be scripted.
At least the missile bay concept. (see summary a bit down)
Balancing the ships seems a phyrric victory when mass quantities of missiles can completely trash all that work.

It would require to intercept all "launch missile" instructions.
In (basically) vanilla, that's about 3 sripts / occurrences.
Select best missile instruction / script, too.

Bay management would be rather trivial via dynamic menu. Very few values to mess with.

Intercept all manual missile launches on the playership, forcing the player to use the "real" [launch missile bay] hotkey instead.
Easy enough.
The active missile on the HUD could probably still be used as a display device.

Would also require missiles with smaller hitboxes. Someone had already modded that but I haven't looked for quite a while.


IMO, the main effort would be assigning / balancing the launch tubes.
Could have a low default setting that is loaded per ship class, overwritten for specific ship types via TFile entry.
Would no doubt be very messy with completely random installation of additional XPS ships because they can land on any ship ID and would need to be detected correctly.


Would pretty much mean a serious missile overhaul as well, because a lot of them are very very useless - for a reason.
If missile use could be balanced, that would change everything.
All of a sudden, missiles could be allowed to be powerful. Fast. Dangerous.
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Sorkvild
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Post by Sorkvild »

Downloading now, can't wait these new ships.

From what I see you have decided to change the ware class ...
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Antick952
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Post by Antick952 »

Just noticed the SSRP changes the jumpdrive to XXL stopping any of the TMs using it.

The info in the post and the pdf states it should be XL so either the wares been wrongly sized or the TMs need to be able to carry XXL wares :oops:

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