Here is the a formated readme(aka "Changes.txt"):
Capital ship Rebalance 1.0 Release
DESCRIPTION
This mod was spured on by TerrorTrooper's post about how ineffective anit-fighter capital ship weapons were, and with muiltble other posts about it I thought I'll do something about it because it is WELL in my power. TerrorTrooper has been working with me on this mod sense the 22th of Nov, and has been a GREAT tester, so great I'll use parts of his final report in this description!
The major things I've changed are the Flak and PBE weapon types, before they had HORRID range and fighters would get in the first shots and thus QUICKLY get the upper hand. Which is plain wrong to anyone who has a sense of capital ship battles. Some other things I changed were the recharge rate of all the capital ships, which I did INSTEAD of changing the power of the laser generator, and according to TerrorTrooper it was a "Massive improvement" when he did tests with GPPCs.
Another change I did was change the speed and refire rate of the PPCs, now they fire less per minute, but move faster. So now they seem more like heavy weapons and also have a greater chance at hitting out capital ships. They are still crap at hitting at fighters, but thats how it suppost to be! Taken from the final report:
--From TerrorTrooper:
PPC's :- Tested for balancing.
Tests done in :- Ray, Full Load of 40 X GAMMA PPC's, 9 x 1 GJ Shields.
Test to make sure PPC's still primarily Cap Ship Weapon :-
1 x L :- They could barely hit it....were useless against a fast maneuverable target, as i expected...
1 x K :- ...Had a good angle on it, with 3 lots of turrent firing, had about 30 to 35 Seconds sustained fire, A Massive improvement over the standard 10 or so seconds. The Increased speed made them adequately more accurate too with about 80% of my shots hitting the K rather than the previous 60% or so.
1 x Pirate Ray :- Tested in a fair fight.
Made combat Interestingly Difficult, with both ships maintaining heavy & Accurate fire for a good 30 to 40 seconds, Enemy PPC Fire was slightly harder to avoid as expected. Some clever (or should i say lucky) Positioning on the AI's Part allowed it to beat me, I quite liked the challenge.. as strafing no longer guarantees you victory.
--End
He also tested the TL's just to make sure the final report was very conclusive, and helpfull. Apparently the Orca is the TL of choice if you are going to use a ship as a use to hold your capped ships, why? It can field 8 Alpha Flaks, and thus can hold it's own vs. 2, prehaps 3, Xenon L's which are agruebly the most powerful M3 in the game. In another part of his test he found the Mammoth, when fielded with 8 Alpha PBEs, can hold it's own vs. 1 MAYBE 2 Xenon Ls and will most likely NOT have a problem when a Pirate Buster or two come along.
I'll LOVE to add more to this, but this is sounding more like an essay then a description, so in conclusion, capital ship battles are more challanging and anti-fighter weapons WORK now!
INSTALLING
..is pretty darn simple. Just extract the cat and dat file to your \mods\ directory in your X3 Reunion directory, then on start-up select this as the mod. I am 90% sure that you will NOT have to restart your game for this mod to take effect.
CHANGELOG
-RANGES:
A-PBE - 1.7km
B-PBE - 2.0km
A-FLAK - 1.6km
B-FLAK - 1.8km
Release 1.0:
-Nothing but very small tweaks
-Random Change: I change the "Midnight Blue" and "Burning Horizon" sector types to have a greater fog range, not like most people will know what they are...
Alpha 0.2:
-Changed PPC's refire rate to be slower, but PPCs do more damage and are a bit faster.
-Beta PBE has had it's damage and refire rate tweaked so it's more effective then the Alpha PBE
Alpha 0.1:
-Changed all the capital ship's laser recharge from sub standard 0.14~ to 0.24~ or so.
-Flaks now use less energy
-Both Flaks and PBEs fire faster and thus farther e.g.:
Flaks can fire around 3.5km(UPDATE: Because of a error, these are not correct. Check up above)
APBEs can fire to 3.8km(UPDATE: Because of a error, these are not correct. Check up above)
BPBEs can fire to around 4.6km(UPDATE: Because of a error, these are not correct. Check up above)
Please report any bugs or requests to galaxy613(AT)verizon.net
-Galaxy613
DOWNLOADS:
http://subsoap.com/ck/CapitalRebalance.R1.0.zip (21kb)
^Standard Mod
http://subsoap.com/ck/CapitalRebalanceC.R1.0.zip (21kb) NEW!
^Cockpit Mod, this version of the mod has cockpits for M1, M2, and TL classes.
Thanks to TerrorTrooper for giving me inital ideas and doing awesome testing and reports! Real joy to work with!
