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ezra-r

Joined: 14 Oct 2005 Posts: 1845 on topic

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Posted: Wed, 10. Jun 09, 17:59 Post subject: [MOD] Basic M6 Upgraded (v1.1 - 23/06/2009) |
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Version: 1.1 [23/June/2009] Tested with X3:TC 2.1
Basic M6 Upgraded MOD - NEW VERSION COMING when X3TC - 2.7 is released!!!!]
No new start required
| Code: |
| This mod is free to be reused in your scripts/mods as long as you give credit in your topic/mod/script |
Role:
M6's are unbalanced right now, they turn slow, are not agile, and most have small cargo capacity with few turets or higher number of turrets with increased cargo capacity, which from a certain point of view does not roleplay that well and unbalance the equation, they also have not much shielding or weapons compared to their heavy counter parts and are easy to kill by a few M3's not to mention cap ships or Heavy M6's, leaving them completely obsolete in most cases.
Since the heavy versions have been released, ships like the Boron Hydra or the Osprey, or even the dragon have been mostly abandoned and they are rarely bought as they were already rarely bought.
With this mod ALL base M6's have been upgraded in speed, cargo bay and turning rate and rebalanced between each other to fill different roles, so you wont always buy a Centaur, or a Dragon, you will see the Hydra, Nemesis, despite their limited turret numbers are a good choice too.
Heavy versions will be the choice for firepower and shielding, like M6 Tanks most of those are untouched, Base M6's are now faster and more agile with bigger cargo bays.
You will soon find out that you want to buy any and all types of M6's for the different types of wings you may be planning.
Now the roles are clear:
Base M6 are more "Interceptor like" while the Heavy versions focus on shielding and firepower.
M6's Changed:
P
Hydra
Heavy Hydra (to level it with the other heavies)
Nemesis
Dragon
Centaur
Osprey
Pirate Marauder Hauler
Pirate Centaur
Pirate Osprey
Yaki Washi Hauler
Katana (increased manuverability, although not as much as the base M6's, and cargo space (for ammo).
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Installation:
The distribution of this little mod comes as a false patch, you just have to add the .cat and .dat file in your X3 Directory and rename them to the last number available of files of the same extensions, for instance if your last number is 9.dat 9.cat you have to rename these to 10.cat and .dat, alright?
files included:
lastnumber.cat
lastnumber.dat
readme.txt (this file)
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Incompatibilities:
If you have any other mods that touch Tships they are incompatible with this mod unless the changes are merged.
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Recommended Tools
If you like the changes but would like to modify some of them to your needs/play style, you can easily do with the help of doubleshadow's tools: X3 Editor 2 and X-Mod Manager.
http://x-tools.doubleshadow.wz.cz/
Thx to doubleshadow. Without his tools this mod would have not been possible.
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Recommended MODS
I use this along with my Increased Pirate Presence MOD and M6's are not that weaklings any more:
http://forum.egosoft.com/viewtopic.php?t=249749
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Disclaimer:
Make backup of your saves and please don't blame me if something terribly wrong happens to your game, Im just a part-time modder.
If by any chance you want to share this mod or include it in your own mod, please let me know.
Enjoy!
ezra-r
_________________ Please egosoft don't screw AI wing formation/collision for Rebirth! ;P
My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs
Last edited by ezra-r on Tue, 11. May 10, 19:06; edited 18 times in total |
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Wed, 10. Jun 09, 19:58 Post subject: |
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Would you mind not writing the whole post in yellow? That's quite hard to read on a basic white background.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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xiriod
Joined: 06 Nov 2002 Posts: 1102 on topic

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Posted: Wed, 10. Jun 09, 20:24 Post subject: |
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| Gazz wrote: |
| Would you mind not writing the whole post in yellow? That's quite hard to read on a basic white background. |
White background? I guess you're not using the default black/dark grey board colors? 
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12153 on topic Location: Bavaria

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Posted: Wed, 10. Jun 09, 20:32 Post subject: |
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Yeah, subSilver.
It's boring but easier on my eyes and it works on pretty much all PHP forums.
I even had my own forum style once - on another forum - but I doubt it's still current. =)
Only optimised for contrast and eye-friendlyness. =)
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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ezra-r

Joined: 14 Oct 2005 Posts: 1845 on topic

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homerdog
Joined: 29 May 2006 Posts: 89 on topic

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Posted: Mon, 15. Jun 09, 19:16 Post subject: |
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With this mod will we see AI M6s actually using their front batteries?
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ezra-r

Joined: 14 Oct 2005 Posts: 1845 on topic

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plynak Moderator (České)

Joined: 12 Dec 2003 Posts: 2524 on topic Location: Iivinen, Caldari border zone

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Posted: Fri, 19. Jun 09, 13:20 Post subject: |
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Hello, are all ships updated after loading a savegame or do I have to start a new game?
_________________ 1) Intel Core i5 2500, 2x4GB DDR3 1333l, Asus GTX 560 Ti, Asus P8P67LE MB, 1TB Samsung, Coolermaster SilentPro 700W, 22'' LG. 2) Intel Core 2 Duo E6750, 4x1024MB DDR2 800, Asus 9800GT 1GB, Gigabyte P35-S3, 200GB Seagate + 500GB Samsung SATA2, Enermax Liberty 400W, 19'' Samsung. |
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ezra-r

Joined: 14 Oct 2005 Posts: 1845 on topic

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Posted: Fri, 19. Jun 09, 15:18 Post subject: |
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in my tests I had no trouble updating a previous existing game (I play with this upgrade), all existing M6 ships get upgraded.
No need for new start
Let me know what you think, there is an interesting debate on M6 role.
_________________ Please egosoft don't screw AI wing formation/collision for Rebirth! ;P
My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs |
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plynak Moderator (České)

Joined: 12 Dec 2003 Posts: 2524 on topic Location: Iivinen, Caldari border zone

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Posted: Fri, 19. Jun 09, 15:31 Post subject: |
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Thanks for the info. I will let you know my opinion, but I am glad someone made M6s the way they should be. Especially when I started to play X2 as well, where M6s are really useful pieces of hardware 
_________________ 1) Intel Core i5 2500, 2x4GB DDR3 1333l, Asus GTX 560 Ti, Asus P8P67LE MB, 1TB Samsung, Coolermaster SilentPro 700W, 22'' LG. 2) Intel Core 2 Duo E6750, 4x1024MB DDR2 800, Asus 9800GT 1GB, Gigabyte P35-S3, 200GB Seagate + 500GB Samsung SATA2, Enermax Liberty 400W, 19'' Samsung. |
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T. C.
Joined: 07 Mar 2004 Posts: 16 on topic

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Posted: Mon, 22. Jun 09, 21:40 Post subject: |
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Hi
I have installed this as instructed by changing to next cat & dat. But when I go run the game my Centar changes to a Kestral. Can you help?
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ezra-r

Joined: 14 Oct 2005 Posts: 1845 on topic

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Posted: Tue, 23. Jun 09, 00:02 Post subject: |
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| T. C. wrote: |
Hi
I have installed this as instructed by changing to next cat & dat. But when I go run the game my Centar changes to a Kestral. Can you help? |
I didnt change scene references at all, Im afraid what you are suffering is caused by something else, in any case, just remove the files you just added and see if things go back to normal.
Are you installing over another mod?
_________________ Please egosoft don't screw AI wing formation/collision for Rebirth! ;P
My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs |
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T. C.
Joined: 07 Mar 2004 Posts: 16 on topic

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Posted: Tue, 23. Jun 09, 00:28 Post subject: |
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Hi
Thanks for answering so quickly, I did remove the two files and all went back to normal. With the upgrade installed I did try and buy a new Centar and this showed normal and with the upgrade. As for a mod not sure this is what I have installed and tried so far:-
Updated 1.1 to 1.4
Installed plugin manager.
Installed EMP into the scripts etc folders.
Activaled DMA and npc bailing.
Installed SalvageClaimSoftware-V1.00 & SCS3
Installed 1.4 to 2.00, 06/04/09.
Installed JKD.
Installed Dockts.
Installed Marine Repairs
Updated 2.0 to 2.1
Upgraded M6 u/g cat & dat 09
Thanks again,
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ezra-r

Joined: 14 Oct 2005 Posts: 1845 on topic

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Posted: Tue, 23. Jun 09, 03:54 Post subject: |
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I think I found the issue, it seems some ID's got messed while copy pasting ships with the T File Editor, these could provoke unpextected behaviour
I corrected the issue, the download link points now to an updated version. All ID's and ship Types should match vanilla now.
Version 1.1
Corrected ID's in Tships file.
_________________ Please egosoft don't screw AI wing formation/collision for Rebirth! ;P
My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs |
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eldyranx3

Joined: 14 Jan 2006 Posts: 1909 on topic

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Posted: Fri, 26. Jun 09, 16:45 Post subject: |
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Any chance you would add more turrets to either corvette subclass?
Ive always liked the idea of dedicated anti-fighter / anti M7 corvettes M6's.
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