[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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taskforce3
Posts: 77
Joined: Tue, 29. Dec 09, 19:02

Post by taskforce3 »

paulwheeler wrote:
taskforce3 wrote:Thanks for the new update!

Anyways, I don't use the hull packs and it only happens with Teladi ships and their OWP. I started a new game as a Terran and right off the bat, the FBC forge had FBCs and not delaxian wheat. As for the Cadius shipyard scene, the update replaced it back to Cadius but my Tern is docked at the shipyard so it might be fixed.
So it sounds like maybe there was an issue when the FBC forges were created, but they're OK now...

IIRC - the beam forge script checks for their existance at each start up. So destroy the existing ones, save and reload.
Cool, that fixed it :D and now to find out whats up with these missing hulls.
h2o.Ava
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x4

Post by h2o.Ava »

Is it possible to create update only downloads?
That way we don't need to redownload everything?
Moizo
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Joined: Thu, 20. May 10, 09:12
xr

Post by Moizo »

I've been trying for a couple hours to get these things to work but it just...wont...

Script (plugin manager)
CMOD4 script only factory

Mods (cat/dat)
13 = EMP
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails

latest versions.

CMOD4 works, red main menu, sound effects, guns etc. all working.
SRM sent me messages new shipyards etc. (19 messages total incl. CMOD)

But im lacking all new SRM ships, redesigned mistral, centaur sentinel, kingtiger etc. etc. nothing.

There are some shipyards around the universe that werent here before, info and the trade menu lists nothing, just shield/armor of the station and the rest is blank.

About an hour (ingame) after i got the 19 installed messages i cheated in a centaur prototype to test trails, but no luck either. old mistrals look the same, newly created ones look as well.

From what i gather, everything is not working except CMOD4, yet i think i did everything as instructed (three times), tried all the SPK versions as well as the RAR's.

Any help would be appreciated!

Other scripts i have installed:
AP Libraries, Auto-rename (your), Cheat, Imperial Libraries, Improved races, universe explorers, medusa, wing hotkeys, hotkey manager and community plugin configuration.

Regards

Edit, also the civilian script (unleashed srm version) doesn't appear to work but i understand that takes time. I've tried all the no civ ones, none appear to work for me.
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TrixX
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Post by TrixX »

Moizo wrote: Mods (cat/dat)
13 = EMP REMOVE THIS
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails
The plugin manager has EMP by default. Adding it a second time causes unpredictable issues. Remove that and have SRM at position 13 and all will be well and puppys will be saved :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
aka1nas
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Post by aka1nas »

TrixX wrote:
Moizo wrote: Mods (cat/dat)
13 = EMP REMOVE THIS
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails
The plugin manager has EMP by default. Adding it a second time causes unpredictable issues. Remove that and have SRM at position 13 and all will be well and puppys will be saved :lol:
Has that always been the case? That would explain a lot of issues that I've had in the past.
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TrixX
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Post by TrixX »

At least since 1.20, I wasn't around before that so you would have to ask Cycrow for confirmation :)

Having it in twice can cause wares to malfunction...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
WhoCares01
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Joined: Mon, 22. Mar 10, 21:08
x3tc

Post by WhoCares01 »

A quick question if I wanted to make a little change there myself.

If I reassign the weapon types that the ships can use in tships.txt, will the AI be able to use the ships in that new configuration as well or will I have to touch another resource (jobs.txt?) to have the game spawn the new conifgs?!

Just as an example, if I gave a Boron M5 just Ion Disruptors (which it doesn't have and don't fit in vanilla, too big & too much energy) and removed the standard weapons, would I end up with Boron M5 patrols with some standard weapons in the trunk but no weapons mounted to the gun pods?!
Last edited by WhoCares01 on Sat, 13. Nov 10, 11:33, edited 1 time in total.
nap_rz
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Post by nap_rz »

does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
vkerinav
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Post by vkerinav »

Moizo wrote:Edit, also the civilian script (unleashed srm version) doesn't appear to work but i understand that takes time. I've tried all the no civ ones, none appear to work for me.
If you've installed it on an old game, then the first sign its working should be scores of unnamed military ships. On a new game, it should take effect right away, so the all new ships will appear.

The only thing that should block the altered jobs is a compressed Jobs.pck file in your types folder.
taskforce3
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Joined: Tue, 29. Dec 09, 19:02

Post by taskforce3 »

nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:
paulwheeler
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Post by paulwheeler »

WhoCares01 wrote:A quick question if I wanted to make a little change there myself.

If I reassign the weapon types that the ships can use in tships.txt, will the AI be able to use the ships in that new configuration as well or will I have to touch another resource (jobs.txt?) to have the game spawn the new conifgs?!

Just as an example, if I gave a Boron M5 just Ion Disruptors (which it doesn't have and don't fit in vanilla, too big & too much energy) and removed the standard weapons, would I end up with Boron M5 patrols with some standard weapons in the trunk but no weapons mounted to the gun pods?!
Weapons are set by both TShips and TCockpits. Generally TShips sets whats in the main guns and TCockpits sets whats in the turrets (for most ships...)

AI ships will only spawn what they can mount. So if you took away all weapons except for the IonD they would all spawn with IonDs. However, if the weapon is M cargo size and the shp is only S it won't spawn them.

Jobs does not control which weapons are spawned. It is hard coded into the game and depends on ship/weapon compatibility, order in TLasers, ware size and some other factors.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
The SRM alters turrets on a few vanilla ships, mostly to fix bugs rather than alter them significantly (although there are a few ships that get this treatment - The XShuttle gains rear turrets for example).

If you find out what the best M7 is then please let me know - it means I've not balanced it correctly! :wink:

There should be no single ship that is the best. Thats the whole ethos of the SRM.
Mad_CatMk2
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x4

Post by Mad_CatMk2 »

@vkerinav

any progress of the fixed xenon spawning with the latest SRM jobs?
I fly an OWP. What about you?
taskforce3
Posts: 77
Joined: Tue, 29. Dec 09, 19:02

Post by taskforce3 »

Hmm, still having problems with Cadius's shipyard, can't buying anything bigger than a m6. I told a rented TL to dock at the shipyard, it just circles it.
nap_rz
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Joined: Sun, 25. Dec 05, 10:42
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Post by nap_rz »

taskforce3 wrote:
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:
ah well it was in vanilla....

still, can I have suggestion for M7? since vanilla rules don't work....
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
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Post by Igor.tverd »

nap_rz wrote:
taskforce3 wrote:
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:
ah well it was in vanilla....

still, can I have suggestion for M7? since vanilla rules don't work....
Well if you can afford to arm it, I would go with Sendai Variant B, it's a M7M & M7 hybrid, very fun, powerful ship, capable of dealing some serious damage.

I once took out two stations by accident while shooting at Pirate M2. :twisted: :twisted:
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
nap_rz
Posts: 1383
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Post by nap_rz »

Igor.tverd wrote:
nap_rz wrote:
taskforce3 wrote:
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:
ah well it was in vanilla....

still, can I have suggestion for M7? since vanilla rules don't work....
Well if you can afford to arm it, I would go with Sendai Variant B, it's a M7M & M7 hybrid, very fun, powerful ship, capable of dealing some serious damage.

I once took out two stations by accident while shooting at Pirate M2. :twisted: :twisted:
ah but it is classified as M2 in SRM :P still too expensive for my current game :oops: :lol:
Igor.tverd
Posts: 266
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x3ap

Post by Igor.tverd »

nap_rz wrote:
Igor.tverd wrote:
nap_rz wrote:
taskforce3 wrote:
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:
ah well it was in vanilla....

still, can I have suggestion for M7? since vanilla rules don't work....
Well if you can afford to arm it, I would go with Sendai Variant B, it's a M7M & M7 hybrid, very fun, powerful ship, capable of dealing some serious damage.

I once took out two stations by accident while shooting at Pirate M2. :twisted: :twisted:
ah but it is classified as M2 in SRM :P still too expensive for my current game :oops: :lol:
Nope, Variant A is the M2, variant B is M7M.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
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surferx
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Post by surferx »

I had stopped using ship trails pack, tried again with the SRM exclusive pack. It's just about perfect.
If you want to go fast, go alone.
If you want to go far, go together.

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taskforce3
Posts: 77
Joined: Tue, 29. Dec 09, 19:02

Post by taskforce3 »

nap_rz wrote:
taskforce3 wrote:
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:
ah well it was in vanilla....

still, can I have suggestion for M7? since vanilla rules don't work....
I know right, it was also the first m7 i considered buying until i saw what SRM did to it. As for suggesting an m7, that is up to you. If you're into a support role, maybe the Griffon, or anti-fighter, the Geochen. If you're all out a guns kind of guy, maybe the ocelot or Armagenddon. Of course there are ships in between also. Don't forget the missile frigs, if you're into those with a good missile plex.

*Disclaimer* I do not claim to be an expert, just putting out info that is already out there. :lol: :shock:

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