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[MOD] Basic M6 Upgraded (v1.1 - 23/06/2009)
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ezra-r





Joined: 14 Oct 2005
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modified
PostPosted: Wed, 10. Jun 09, 17:59    Post subject: [MOD] Basic M6 Upgraded (v1.1 - 23/06/2009) Reply with quote Print

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).


----

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)

----

Incompatibilities:

If you have any other mods that touch Tships they are incompatible with this mod unless the changes are merged.


--------
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.


--------------
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

-------------

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


_________________
Ideas: Fix Cap Boost * Revamp Miner Profession
X3 mods: Shielding Upgrade *Pirate Patrols,Khaa'k Invasions
Creative: Nula The Xenon


Last edited by ezra-r on Tue, 11. May 10, 19:06; edited 18 times in total
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Gazz





Joined: 13 Jan 2006
Posts: 12407 on topic
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PostPosted: Wed, 10. Jun 09, 19:58    Post subject: Reply with quote Print

Would you mind not writing the whole post in yellow? That's quite hard to read on a basic white background.


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xiriod





Joined: 06 Nov 2002
Posts: 1102 on topic

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PostPosted: Wed, 10. Jun 09, 20:24    Post subject: Reply with quote Print

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? Wink

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Gazz





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PostPosted: Wed, 10. Jun 09, 20:32    Post subject: Reply with quote Print

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. =)


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My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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ezra-r





Joined: 14 Oct 2005
Posts: 3008 on topic

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PostPosted: Wed, 10. Jun 09, 20:35    Post subject: Reply with quote Print

alright, changing..

although mixing with black..

let me know if it is still very annoying.


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Ideas: Fix Cap Boost * Revamp Miner Profession
X3 mods: Shielding Upgrade *Pirate Patrols,Khaa'k Invasions
Creative: Nula The Xenon
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homerdog





Joined: 29 May 2006
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PostPosted: Mon, 15. Jun 09, 19:16    Post subject: Reply with quote Print

With this mod will we see AI M6s actually using their front batteries?

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ezra-r





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PostPosted: Mon, 15. Jun 09, 23:03    Post subject: Reply with quote Print

homerdog wrote:
With this mod will we see AI M6s actually using their front batteries?


their turning rate has been greatly increased so they will surely use them much more.


_________________
Ideas: Fix Cap Boost * Revamp Miner Profession
X3 mods: Shielding Upgrade *Pirate Patrols,Khaa'k Invasions
Creative: Nula The Xenon
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plynak





Joined: 12 Dec 2003
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PostPosted: Fri, 19. Jun 09, 13:20    Post subject: Reply with quote Print

Hello, are all ships updated after loading a savegame or do I have to start a new game?


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ezra-r





Joined: 14 Oct 2005
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PostPosted: Fri, 19. Jun 09, 15:18    Post subject: Reply with quote Print

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 Wink

Let me know what you think, there is an interesting debate on M6 role.


_________________
Ideas: Fix Cap Boost * Revamp Miner Profession
X3 mods: Shielding Upgrade *Pirate Patrols,Khaa'k Invasions
Creative: Nula The Xenon
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plynak





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PostPosted: Fri, 19. Jun 09, 15:31    Post subject: Reply with quote Print

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 Smile


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T. C.





Joined: 07 Mar 2004
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PostPosted: Mon, 22. Jun 09, 21:40    Post subject: Reply with quote Print

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





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PostPosted: Tue, 23. Jun 09, 00:02    Post subject: Reply with quote Print

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?


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Ideas: Fix Cap Boost * Revamp Miner Profession
X3 mods: Shielding Upgrade *Pirate Patrols,Khaa'k Invasions
Creative: Nula The Xenon
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T. C.





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PostPosted: Tue, 23. Jun 09, 00:28    Post subject: Reply with quote Print

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





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PostPosted: Tue, 23. Jun 09, 03:54    Post subject: Reply with quote Print

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 Oops

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.


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Ideas: Fix Cap Boost * Revamp Miner Profession
X3 mods: Shielding Upgrade *Pirate Patrols,Khaa'k Invasions
Creative: Nula The Xenon
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eldyranx3





Joined: 14 Jan 2006
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PostPosted: Fri, 26. Jun 09, 16:45    Post subject: Reply with quote Print

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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