[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

Post by someone else » Mon, 11. May 09, 21:56

Italian thread here

I wanted to see a Universe where there are no more useless or worthless ships because there was a simple typo in their stats.
I wanted to see a Universe where there are no more ships that have an "I-Win" button on board.
I wanted to share my effort with all of you that think like me about it...
I added a couple of optional cockpit packs to make you feel at home.

The Someone Else Modding Unlimited is proud to present:

Ship Rebalance Mod, version 0.59



<Click>What is in the Mod?<Click>

Merged with:
-Unofficial bug (player) fixes by draffutt
-Bomber and Shuttle Docking by Alkeena
-Repair Drones Mod you find into Gazz's MARS script.

How to install it:
-Unzip and place the .cat and .dat files in the "Mods" folder of TC (normally is located in this path C:\Program Files\EGOSOFT\X3 Terran Conflict\Mods). When you start the game click on "Select Mod" button and select my mod, click Ok and then click "Play X3TC".

-The "fake patch" method works well too (and is better imho):
Extract the dat/cat files and look at the other dat/cat you have into the TC installation folder, then rename my files to a bigger number than the last ones, i.e. if the last ones are 09.dat and 09.cat rename my files to 10.dat and 10.cat. You can have up to 99 different cat/dat files, so you can use a very high number of mods this way.
If you choose this way it's better to create a txt or a paper index that tells what number is each mod you have installed, just in case you want to remove/update them. Will save loads of time in case of problems.

Attention please! Follow these instructions to avoid visual glitches!
draffutt wrote:next you will need to navigate to the \mov folder in your TC directory. you will need to locate the 00044 file and either rename, move, or delete this file.

for those of you planning on loading from a save game it would be in your best interest to head to a lonely/MT sector and save there; then follow steps 1) and 2). afterward load up your save game call, cheat, jump a ship into the sector you are in then jump into that ship then zone to a different sector. this will insure all changes take effect otherwise you may run into graphically glitches.
Alkeena wrote:Once the game is loaded only NEWLY CREATED SHIPS (such as those bought from a shipyard) spawned after the installation will function 100% properly. Pre-existing ships will have broken external docking.
To fix a particular ship you already own you must use the X3TC Cheat package to spawn a new ship OR buy a new ship from a shipyard and then sell the old one
___________________________________________________________________________
Compatible with: your 2.1 saves, MARS, Complex Cleaner, Cmod3
Compatibility with MARS means: install only MARS files that are into "scripts" and "t" folders and then install my mod.
Compatibility with Complex Cleaner means: install complex cleaner and then install my mod.
Compatibility with Cmod3 means: install my mod and then install Cmod3.

In all other multiple-mods situations please ask me first if the other mod is compatible

__________________________________________________________________________
Optional Packs:
Packs Installation: as a false patch, AFTER my mod files (i.e. if my mod is the 09.cat/dat the optional must be a 10.cat/dat)
-Compatible No Civilians optional (replaces Cmod3 one) (made by draffutt)
For all cockpit lovers (choose one):
-PSCO1's Cockpits Module version 1.17, (its english thread here)
-Shawn's cockpits Module (its english thread here)
For you trail lovers:
-Engine Colours + particle trails V0.12 by Killerog
-Engine Colours without particle trails V0.12 by Killerog

__________________________________________________________________________
Recommended scripts to enhance your gaming experience with this mod:
-MARS Turret Script by Gazz with "all AI ships use MARS" option turned on
-Improved Races by 7ate9tin11s
-OOS combat rebalance by Gazz (still an alpha but is quite promising)
-ADS or CODEA for enhanced Carrier usage
-Marine Repairs by Tatakau (a must-have for all Carrier users)
-AI Ammo Cheat by Gazz. It gives ammo to enemies when they are spawned with only 1-2 crate of ammo by GoD. (quite useful and not a Cheat)
-Auto Prep Ships by ThisIsHarsh, automates repairs/refit/equipping multiple fighters/ships
-OTAS Shipyard by amurph0. This adds all OTAS ships to OTAS Shipyard in Legend's home
___________________________________________________________________________
Recommended Mods to enhance your gaming experience with this mod:
-No fog/View distance by fud, simply removes fog and extends viewing distance to about 100 Km. Easy and simple.
-Resized Aldrin BIG Rock by me
-Advanced Complex-Hub by Saetan, now TLs can dock at a complex, it gives them internal docking bay for fighters too.
-Litcube's Flat Map for X3TC 2.1 it simply flattens the universe map. Compatible with savegames.
-Missiles Rebalance Mod by imperium3. Shiny little mod... ALL missiles are useful now.
_________________________________________________________________________
Post all things that you think that should be rebalanced... I need your ideas! :)

Be specific in your posts, , "raise turning on M7" is good "raise turning of M7 in a 3-4 range" is the best.

We'll see how this mod will evolve... :D

These files are free to be reused in your mods as long as you say thankyou in your topic (to me and to draffutt and to Alkeena... :D )

Please note that the files of the Optional Packs are NOT mine, so you need to ask to their authors if you wanna use their files. I just made them compatible with this mod with some Copy/Paste and renaming with the author's permission.

p.s. in case of broken links here you can find my Sky Drive backup host, browse to find the files you need and download them. (SRM= Ship Rebalance Mod)
Last edited by someone else on Mon, 14. Sep 09, 16:14, edited 126 times in total.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Mon, 11. May 09, 22:03

Have you looked at the existing rebalance mods, like the one from CMOD 3?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Mon, 11. May 09, 22:05

yep. I wanna do a fine-tuning of Vanilla.
Cmod3 is not a rebalance imho... it changes too much things...
Last edited by someone else on Sun, 30. Aug 09, 19:44, edited 11 times in total.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Mon, 11. May 09, 22:13

May not be a major request but:
please put the repair laser on the laser list of all 3 fighter drones.
It doesn't hurt anything but MARS can use that. =)


For the Python:
take all the left/right laser entries and change 1 to 2 for all of them.
That makes the Python a normal and useful M2 again instead of a poor cripple.
No Flak/PRG. That would make it the overpowered super M2 from Reunion again.


Oh, and bite the Boreas' kneecaps.
Not reducing the laser generator but the number of lasers it can fire.
(Do not overlook the 8 IBL in the top/bottom turrets =)


Come to think of it, I had posted some ideas here already.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Mon, 11. May 09, 22:21

take all the left/right laser entries and change 1 to 2 for all of them.
what do you mean? explain that talking slowly... :lol:

ok for rep. lasers on Drones
ok for Boreas... but probably others will argue on that... :D


p.s. the link you posted is not working
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

Alith-Ahnar
Xtreme
Xtreme
Posts: 1157
Joined: Tue, 12. Dec 06, 09:10
x4

Post by Alith-Ahnar » Mon, 11. May 09, 22:31

someone else wrote:
take all the left/right laser entries and change 1 to 2 for all of them.
what do you mean? explain that talking slowly... :lol:

ok for rep. lasers on Drones
ok for Boreas... but probably others will argue on that... :D
Die Phyton has cripled Firepower the number of the Sidemounted guns is in total extreamly reduced to all other M2 in X3-Reunion that was not the case and this little baby made its name as Super M2 not uber but Super ;)

At the moment the Phyton is not a real M2 more like a extremly slow Heavy M7+

- Nerf Argon an Boron Military ships reduced speed for Aldrin Ships
- Increase Cargohold vor Paranid ships und revoke PSG for M6/M7
- Reduce Shieldbays vor OTAS Ships they have no weaknes at all
Last edited by Alith-Ahnar on Mon, 11. May 09, 22:38, edited 2 times in total.
X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Mon, 11. May 09, 22:34

mh ok, i'll give more weapons to side turrets... wasn't so hard... :D

wait... but the side turrets are physically 2 per side, and thus they can mount 4 weapons each side ... I need to find a place for 2 more turrets...

this is getting more complex... but I think I can still do it... :D


@splitboy: please be more precise on what Argon and Boron ships
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

Alith-Ahnar
Xtreme
Xtreme
Posts: 1157
Joined: Tue, 12. Dec 06, 09:10
x4

Post by Alith-Ahnar » Mon, 11. May 09, 23:20

The Argons are in most cases allrounder that quite allright ecxept for the fact that EGO did got over the top in some cases not as dramatical as with the Aldrin and OTAS Ships.

Slight modification to Cargohold, Laser/Shield recharge rates and max Rudder and Engine tuning schould bring M5 to M1 back on track.

Boron Ships should have near equal Speed and Steering to Split Ships (a bit slower but a bit more manouvrabel) equal Cargohold lower laser/shield rechargerate after all do they have more shieldbays for most of the Big and Hugheships.

TriplettLaser for Paranid M1 and M2 (could be a bit to Powerfull on M7) Front an side Turrets should do the Trick
PhasedLasercanon for Split M1 and M2 M7 allready have them side and Up/down should do the Job front and maybe also rear could be a bit to powerful
Plasmabeam for Argon and Boron M2 only in the front turrets
Increase Dockingbays on Split M1/TL a bit Raptor 72 Elephant 15 or 16

How fare to go is to you to decide.

So enough for now i am eager to see your modifications.

SplitBoy
Last edited by Alith-Ahnar on Tue, 12. May 09, 00:31, edited 1 time in total.
X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.

BDStyle
Posts: 1808
Joined: Thu, 30. Sep 04, 14:43
x3tc

Post by BDStyle » Tue, 12. May 09, 00:18

My proposed M6 changes.

All commonwealth normal and heavy M6's get an extra 2-4 Max RPM on their turn rate depending on race.

All commonwealth heavy M6's need to have equivalent speeds of their baby brethren. EG heavy centaur speed raised to 120 to just about match centaur.

Hydra needs more weapons energy, 2000 MJ or so should be fine. Also need an extra gun mount on its rear turret.

Nemesis should be able to mount PSG's on its main weapons or at least it's up turret. If SpringB can take SSC then nemesis can take PSG.

Dragon and heavy dragon are fine, maybe add a front turret to the heavy dragon. Also I believe the Dragon only has one gun in its turret, change that to 2.

I actually like the Osprey and Heavy Osprey as they are, quite characterful and with the RPM turn rate upgrade should be fine.

Centaur and heavy centaur are also fine as they are if the RPM and speed matching is done. I say this because they actually have turret coverage and this makes them a good choice against the changes listed above.

Take some speed off the springblossom and raise its price. I'll leave exact numbers to others but make it 50 faster than the dragon and raise its price seems reasonable. I don't have an issue with the SSC staying as long as Other M6's get the buffs mentioned above.


Add some spunk to the python please, to raise it back to the standard of at least the other M2's.

Spitfyre seems to fast for similar reasons I have over the SpringyB. By all means keep it the fastest M3 but maybe only 50 or so than the nearest rival?

I'll want to add to this over time but for now this is what springs to mind :)[/u]

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 12. May 09, 03:27

You cant just add guns to a turrent.

Each gun has to be part of the model.

While the X3Editor will allow you to add more guns, they simply wont fire unless the model has them as well.

Pisces1
Posts: 149
Joined: Tue, 10. Jun 08, 03:09

Post by Pisces1 » Tue, 12. May 09, 05:42

I have a long list of things. I think there many stats in the game that seem like typos, like the tokyo's laser generator, the pirate buster's laser generator, the falcon sentinal's M6 sheilds, the Boreas (partly fixed by increased price & decrease in energy in 2.0). But I personally love flying all the above ships (aside from the falcon, which I have intentions of making into a wing). So there are 2 things, what makes sense logically & what adds to the player's enjoyment, for the later being able to choose a diversity of ships rather than one obvious front runner would help.

Here is my summary of what I think ships should be by the race:
Split: Fast, high weapon energy, good missiles, weak shields.
I think logically they would have high shields on the carrier with lots of cargo bay and hanger to compliment their fighters but that is my opinion.

Boron: Faster than average, less agile, high sheilds. Currently there are forward facing weaponary on the hydra and thresher, this makes sense in a "boron are bad at design" sort of way, although I think it is more suited to pirates. Large cargobay on transports (fewer runs, less risk). Also logically the boron wouldn't need as much shields on their M1, favouring instead to have it more powerful.

Paranid: Superior ships, aka the most expensive with the best all round stats, small cargo bay. Decent shielding as they, like the boron are not prepared to sacrifice pilots like the split, teladi and argon.

Teladi: cheap, large cargo bay (doubles for ammo or transporting). Capital ships with ST cargo (like it is already, although I tried with my Odin and it couldn't buy anything), slow ships (esp. M6 and above) with weak lasers as they are cheaping out on production costs in favour of ammunition and slowness. Fast transports, speed=profit; cargo bay doesn't really matter for teladi transports as they are maximising efficiency, extra space=wasted profit.

Argon: All round, militaristic (whatever that means) with specialist variants of their ships such as hauler for carrying ammo (lets the player use ammo based weapons on argon ships if they desire)

Pirates: Good personal ships (whatever that means), they should be optimised for whatever the pilot wants, not what is best for the fleet. This also means ion disruptors on their ships for piracy. They would likely be limited in missiles and ammo as it is difficult to produce their own & they would go for higher than a commonwealth price; there is also not much use for them if you want to keep the ship you are attack intact. I would also imagine them as faster than average, so they can persue fleeing ships and evade chasing ships. Weaponry would be emphasised more than shields, but not to the same extent as the split.
Captial ships would be weaker than average due to their limited resources & the player needs something easy to face.

Yaki: Based off paranid ships, likely increased in speed, cargobay and missile capabilities at the expense of sheilds. Unlike pirates, they are anarchists so missiles would be plentiful, anarchists are very well organised and they're intending to blow things up, not sell missiles for profit.

Xenon: Greater weapon diversity than all other races.

Khaak: no suggestions.

Terran: No suggestions, aside from the fact they are fast and powerful for their class but less diverse weaponry. I like the tokyo and Odin as a Destroyer/Carrier cross, I'd quite like it if the Odin had more laser energy for this role and the tokyo had more slots for the same purpose; of course their price would need to be increased to reflect as such.


At the moment I think the game actually forfills most of what I've said, mostly because I got what I said from the game. The most noticable exceptions are the boron, whom don't have enough shielding and the falcons which have 200 MJ sheilds despite being M3 (not even +). I couldn't tell you all the changes that need to be in the game because I haven't flown every ship or looked carefully through all their stats.

apricotslice wrote:You cant just add guns to a turrent.
Blast, that means he can't make the python better or the Boreas a light destroyer.

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Tue, 12. May 09, 13:44

apricotslice wrote:While the X3Editor will allow you to add more guns, they simply wont fire unless the model has them as well.
if the things are not different from X3R I can do that (or at least I have a manual that says how to do that)

yes, I need to add turrets, but is copy/paste some code in the .bod and then realign manually (changing numbers in that code) the turret position and then looking at it in X Models 3D viewer. (quite dirty and difficult... reserved only to ships really in need)

for the turrets that have only one gun I hope they are a 2 guns turret... so that I only add the other gun and not place another turret... :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

Alith-Ahnar
Xtreme
Xtreme
Posts: 1157
Joined: Tue, 12. Dec 06, 09:10
x4

Post by Alith-Ahnar » Tue, 12. May 09, 14:11

someone else wrote:
apricotslice wrote:While the X3Editor will allow you to add more guns, they simply wont fire unless the model has them as well.
if the things are not different from X3R I can do that (or at least I have a manual that says how to do that)

yes, I need to add turrets, but is copy/paste some code in the .bod and then realign manually (changing numbers in that code) the turret position and then looking at it in X Models 3D viewer. (quite dirty and difficult... reserved only to ships really in need)
Quite right in case of the Phyton it could be that the since X3-RE lost turrets might allready be there. Won't bet on it.
someone else wrote:for the turrets that have only one gun I hope they are a 2 guns turret... so that I only add the other gun and not place another turret... :D
Yes they are i had modified my TShips and TCockpit awhile ago slightly because of the underpowered one turret M6 and all of theire Turrets are twin mounts.
It is just on value that you got to change and from *pew* it will go *PEW-PEW* :twisted:

SplitBoy
X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Tue, 12. May 09, 14:22

good! some less work... :D

I was thinking... maybe I could use the coordinates for turret placement from the Reunion Python... assuming that the scene file has not been modified, that will save a lot of work... (I have bought Reunion too.. so this should be easier) :lol:


check the first post and gimme some feedback on that!
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

Alith-Ahnar
Xtreme
Xtreme
Posts: 1157
Joined: Tue, 12. Dec 06, 09:10
x4

Re: [MOD in progress] TC Ship Rebalance Mod

Post by Alith-Ahnar » Tue, 12. May 09, 15:02

someone else wrote: 1)Drones will mount Repair laser (useful for MARS scripts, otherwise ininfluent).
most needed without it would just be another Ship mod ;)
someone else wrote:2)Boreas should be a Light destroyer, not a universal ass-kicker... so superior speed, superior manouverablility, 3x2 Gj shields, max 6 weapons in each turret, less shield/laser generator, capital weapons only on front/rear/sides.
signed
someone else wrote:3) All M6 will have their turning increased... in the 6-15 range (as suits to the race philosophy), can now mount Flaks (PSG for Paranid M6, Hyperion included) everywhere... and maybe a 10-20 speed increase...
raise the tunings just for one and it should do the trick. Rudder maybe two much more make us go seesick while spining around :)
I did this for the Hydra, Nemesis and Dragon and i could see the difference
someone else wrote:4) All boron small ships will have better speed and bigger shields but same turning and weapons.
More shields could be a bit to tough how about raising the Powergenerator to increase shield recharge rate a bit where possible.
If they dodge long enough they survive do they got hit by big guns they a fried squid
someone else wrote:6) All Kha'ak fighters will have better speed and turning (and maybe a bigger laser generator). I want them ass-kicking again.
Don't know if the Ai uses the Kha'ak laser generators max at all?
someone else wrote:7) 8 weapon slots for the Python's side turrets but I was thinking of just adding some Flaks... what do you think?
Flak drains Laser Energy very fast and makes massiv noise. I allready use the Phasedlaser on my Raptor and Phyton with these even a sunblocker factor 300000 whant help the bandits. I like noise the Energy drain annoys me ;)
someone else wrote:8.) Otas M7M that can launch boarding pods will now launch Flails and Hammers too. (was the Skiron or Sirokos?) The Aquilo remains unchanged.
The Sirokos is realy fast for a M7M. I would not touch this one it had to be a boarding ship otherwise it would be the only M7M of choice
someone else wrote:11) removing IBL compatibility from ALL Commonwealth M2, (except pirates and yakis of course) IBL is a Pirate weapon... why every f...ing ship has loads of them on board?
salvaged guns are for many the first choice till they got the cash and rank to buy the real ones
someone else wrote:12) probably adding compatibility to ALL Commonwealth missiles to the M7M... but it is only my thought, criticize pelase.
I do experiment the other way around Hammer, Flail barrage and Boardingpods for M1 and M2. At the moment i got too the point that would create a monster.
someone else wrote:13) I'll add weapon compatibility on the appropriate ships to the "protoptype beam weapons" like Tri-beam cannon, PALC, PBC. (you will find the weapons by yourself though...)
vote

looks most solid for me :)
X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.

BDStyle
Posts: 1808
Joined: Thu, 30. Sep 04, 14:43
x3tc

Post by BDStyle » Tue, 12. May 09, 15:32

All I can say is don't do a global increase on M6 speeds please. You will make the M3 class obsolete with turning rate increases as well. I like the fact that there is an actual choice to go for M3's right now over M6's, by raising the M6 speed globally you negate that choice.

Otherwise I look forward to checking it out.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 12. May 09, 15:45

lol

First thing I did in X3 was upgrade an M6 and make M3 obsolete ! :)

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Tue, 12. May 09, 16:44

apricotslice wrote:You cant just add guns to a turrent.

Each gun has to be part of the model.
Hehe. You can.
In TShips you don't add guns to turrets, you add them to paths...

someone else wrote:mh ok, i'll give more weapons to side turrets... wasn't so hard... :D

wait... but the side turrets are physically 2 per side, and thus they can mount 4 weapons each side ... I need to find a place for 2 more turrets...
What I suggested requires no change at all to the scene file.
I remember very well how tricky it was to realign the Split M1/2 turrets...


The Python would still have 4 barrels on the left turret section but always 2 lasers attached to each of the 4 paths. =)
This change can be done exclusively in TShips.
someone else wrote:p.s. the link you posted is not working
This is DevNet. You'd have to enable it in your profile.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else » Tue, 12. May 09, 17:20

someone else ha scritto:

1)Drones will mount Repair laser (useful for MARS scripts, otherwise ininfluent).
most needed without it would just be another Ship mod
ooops... I wanted to say "drones CAN mount them..." you will need to script the reapir laser on them...
someone else ha scritto:
4) All boron small ships will have better speed and bigger shields but same turning and weapons.
More shields could be a bit to tough how about raising the Powergenerator to increase shield recharge rate a bit where possible.
mmmh... ok, maybe shields, shield/laser generator and manouverability... (sleek design so more manouverable? boh... that can be an explanation) and unchanged speed.
someone else ha scritto:
7) 8 weapon slots for the Python's side turrets but I was thinking of just adding some Flaks... what do you think?
Flak drains Laser Energy very fast and makes massiv noise. I allready use the Phasedlaser on my Raptor and Phyton with these even a sunblocker factor 300000 whant help the bandits. I like noise the Energy drain annoys me
yep!... you are cheating the weapons in... :D but I don't think many others will use the experimental beam weapons...
someone else ha scritto:
11) removing IBL compatibility from ALL Commonwealth M2, (except pirates and yakis of course) IBL is a Pirate weapon... why every f...ing ship has loads of them on board?
salvaged guns are for many the first choice till they got the cash and rank to buy the real ones
agree, but I think that PPC is more "realistic" to load on a non-Pirate M2. Anyways cash is not a problem, and you can kill ships to have them drop PPC too if they have lots on board.
All I can say is don't do a global increase on M6 speeds please. You will make the M3 class obsolete with turning rate increases as well. I like the fact that there is an actual choice to go for M3's right now over M6's, by raising the M6 speed globally you negate that choice.

Otherwise I look forward to checking it out.
ok... I was a bit overzelant... now the M6 turning is in the 4-8 range.
and no speed increase... some M6 are faster than M3... (I haven't flied much in a M3... ehehehe...)

@Gazz: will the Egosoft scripts that load NPC ships notice my changes or not? Do I need to modify them?

@everyone else: I'll wait some days for more feedback and to try to give the Python more side turrets in a less crude way that Gazz said... the other things are easy to do and would require max a day of work...

but where is delray? he is a playing expert... (lots of free time :lol:) I would like his opinion too here!
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Tue, 12. May 09, 17:31

someone else wrote:@Gazz: will the Egosoft scripts that load NPC ships notice my changes or not? Do I need to modify them?
Unless you completely add/remove laser types - no.
There is a file that defines what laser types a ship can have on board. (forgot which one =)
If this weren't the case, a Tiger would occasionally come with beam weapons in the side turrets...
But these are not in the list so they are never created automatically.

But if you find it - this would be the place to remove IBL from the default loadout of commonwealth M2.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”