[MOD] Strengthened Ship Hulls (2011-03-09)

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Saetan
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[MOD] Strengthened Ship Hulls (2011-03-09)

Post by Saetan »

Strengthened Ship Hulls (Update: 9th March 2011 20:55 PM CET)

[ external image ] [ external image ]

It's permitted to non-commercial redistribute this modification. It's also permitted to modify this modification and to non-commercially distribute that modded modification. Each under the additional terms of naming the original author and also linking to the original topic of the modification.

Description
This modification changes the ship hull values of ships after following scheme:

Version 2011-03-09:
  • M3, M4, M5, M8: multiplied by 3.33
  • TL, TM, TS, TP: multiplied by 3.33
  • M6, M7: multiplied by 5
  • M6M: multiplied by 4
  • M7M: multiplied by 1.75
  • M1, M2: multiplied by 7.5
  • OWP: multiplied by 10 to 16.66
For a more detailed list, see the multiplier list available via the PHP script, linked at the bottom of this posting.

Attention! ... it's an beta version with few tested balancing!


Installation
The installation is supposed to be as a fake patch or as mod package. The .7z-file can be extracted to your ./mods-directory of your X³: Terran Conflict root directory, e.g. with 7-zip.

For a fake-patch installation, you should extract the .7z-file to a temporary directory, e.g. with 7-zip. Then you have to find your highest used number for your .cat/.dat-files. This number added by one gets the new name for my delivered strenghenend_ship_hulls.cat/.dat, you have to rename them. Afterwards you simply have to move these renamed files to you X³: Terran Conflict main directory.

Because these new ship hull values only apply to new spawned ships, this modification should be used with a newly started game.


Uninstallation
To uninstall this modification, you simply have to delete the .cat/.dat-files of this modification. But existing ships with increased ship hull values will stay until they get destroyed.


Notes
This modification was created with an own written PHP script, which multiplies the ship hull values of the ships with an multiplier. There hasn't been a test of this new balancing yet.

If anybody will use this modification, I would be happy about his feedback. The ship hull values can be easily changed by using the PHP-script.


Compatibility
This recent version of the modification was created on base of files of a X³:TC 3.1 installation and Lucikes Modification-Kollection (2011-02-21). Without adjustments, it won't be compatible to any modifications which modify the following file:
  • .\types\TShips.pck
But you can use the PHP script to make your own modified TShips file, based on one of your own.


Known Bugs
- none


Changelog
2011-03-09: Rewritten, extended and public release of the PHP script. New multipliers got used. Old versions of this mod went offline.
2.7-beta.01: Compatibility to X³:TC 2.7.
2.5-alpha.04: Multiplicators reworked.
2.5-alpha.03: Multiplicators reworked, added compliance to CODEA Weapon Base and Minotaur Luxury Cruiser modification.
2.5-alpha.02: Added different multiplicators for different ship-classes.
2.5-alpha.01: First release.


Download
Strengthened Ship Hulls (2011-03-09) for X³:TC 3.1
Strengthened Ship Hulls (2011-03-09) for Lucikes Modification-Collection (2011-02-21)

Links
Strenghened Ship Hulls: public PHP Script
SaDiablo Modification Development
Last edited by Saetan on Wed, 9. Mar 11, 21:13, edited 7 times in total.
Tomonor
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EGOSOFT
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Post by Tomonor »

here comes the overpowered space suits...
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mace24de
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Post by mace24de »

ehh, wouldn't it be much easier to decrease the weapon damage, instead of increasing the shiphull?
Bobucles
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Post by Bobucles »

Missiles do equal damage to the hull and shields. Reducing hull damage across the board wouldn't work.

What about the Mass driver? Small fighters are going to be really screwed over on this one. 10x the hull means the MD is 10x weaker.

Small ships have unusually high hull values, while capital ships have unusually low hull values. I don't think 10x across the board is the best idea.
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Saetan
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Post by Saetan »

Bobucles wrote:What about the Mass driver? Small fighters are going to be really screwed over on this one. 10x the hull means the MD is 10x weaker.

Small ships have unusually high hull values, while capital ships have unusually low hull values. I don't think 10x across the board is the best idea.
Mhmm ... quite a good point ...

... it should be quite easy to teach the script to differ the different classes to use different factors.

Any suggestions for good values, if (for example) differing into following classes (non-ES standard classes)?

Fighters (M3 - M5, M8?)
Freighters (TS, TP, TM, TL)
Big Ships (M6, M7)
Huge Ships (M1, M2)
Sticks
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Post by Sticks »

Gazz has devoloped a damage mitigation script, which does this kind of thing for M1/M2 ships.
D^2
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Post by D^2 »

I have been thinking about this mod, and while I like the general idea X10 to all ships seems like a bad idea.

M3 and to a lesser degree M4 should get boosted. M5s if anything, should only be boosted by a small amount (X3 or so, be about like current M4s). Their speed is there main defense. Making them too resilient would be irritating.

Not sure about TS/TP.

All big ships should get a (default multiplier whatever that is). M2, M6, and M7 are all front of the line military fighting ships would get double the amount of the default multiplier. M1s and TLs, TMs, M7Ms and M8s as well as the Spit Panther(possible to single it out?) are support craft. Seems to me that designers would be willing to sacrifice armor for storage space and hangar bays.

I agree that Mass Drivers damage might need a tweak to compensate.

Maybe the repair laser will need a tweak I don't see it as big a deal as the Mass Driver.
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Saetan
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Post by Saetan »

I've reworked my php-script and added different multiplicators. At the moment they are like follows:
  • M3, M4, M5, M8 ... Multiplicator 3
  • TS, TP, TM, TL ... Multiplicator 5
  • M6, M7, M7M ... Multiplicator 7
  • M1, M2, OWP ... Multiplicator 10
I like the thinking of better armored freighters ... but I'm not sure if it is to much. For the TL i like it quite good, compared to the capital ships as a TL is supposed to be a huge freighter and no battleship.

Also not sure about M6, if they are to heavy armoured.



Anyway, a second alpha with that settings is already for download.
Lord Dakier
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Post by Lord Dakier »

Minus the weapon damage 3-4x and I think that would do well enough. You have to see it as battles lasting 3-4x longer.
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Saetan
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Post by Saetan »

Strengthened Shiphulls

[ external image ] [ external image ]
Changelog
2.7-beta.01: Compatibility to X³:TC 2.7.
2.5-alpha.04: Multiplicators reworked.
2.5-alpha.03: Multiplicators reworked, added compliance to CODEA Weapon Base and Minotaur Luxury Cruiser modification.


Download
Strengthened Shiphulls (2.5-beta.01)
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Saetan
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Post by Saetan »

It's permitted to non-commercial redistribute this modification. It's also permitted to modify this modification and to non-commercially distribute that modded modification. Each under the additional terms of naming the original author and also linking to the original topic of the modification.
builder680
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Post by builder680 »

Hey there, I tried to load this as my highest cat/dat and the game crashed on startup, about 10 seconds after I tried to open the game, and before I even got to the menu.

Any chance someone might still be working on/supporting this mod?
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Saetan
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Post by Saetan »

Mhmm, as I stopped playing I also stopped working on this mod. If you don't mind to wait some days, I'll search for my php file to ensure compatibility for the latest X³ version.

Also, keep in mind that for mods changing such fundamental settings, a new game is recommended. Else all existing ships until installation of this mod, won't be affected from the new hulls.
builder680
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Post by builder680 »

That would be awesome!

I have in my scripts folder a file called "srm.temp.hull.reload.xml"

I believe it's left over from when I tried the hull_high pack for SRM 1.02a (I had to uninstall SRM because I couldn't make it work for me), but do you think that file would work to set existing hulls to the new values in a save game?
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Saetan
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Post by Saetan »

I don't know this file, so I don't know ...

Any object created in the universe has its properties saved on itself. This properties aren't linked to the X-engine. That means, once created the properties don't change anymore for that created object. Max. hull strength is such a property.

The only way I know, to "update" such properties is to destroy and to replace such an object.
builder680
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Post by builder680 »

Did you get a chance to check out your php file and see if it should still work with 3.1, Saetan? If everything on your end looks right, it must be something on my end.
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Saetan
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Post by Saetan »

Sorry for letting you wait ... I didn't look for the php file yet ... but to not let you wait some time more, I just did a search. I didn't find it ... but, tonight I have a night shift. As I'm not allowed to sleep then and if I'm bored, I start to write a new one.


I plan to release it as a link to the original php-file, so anybody can modify his own TShips, independent of any X³:TC version or any used modification ...

Maybe I also add a recent "vanilla X³:TC" and a "Lucike's Modifikations Kollektion" TShips as additional downloads, for easier usage of the strenghened hulls.

In a future version there also may be the possibility to set own multiplicators, but that's not sure yet.
builder680
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Post by builder680 »

That would be awesome. I look forward to it :)
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Saetan
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Post by Saetan »

Release Candidate for testing:
Strenghened Shiphulls [Release Candidate] (PHP script)

There's no manual yet, also there's colored debug information at the end of the "process" page. There you can also see the old values, the multiplicators and the new values for each entry.

The content for the modified TShips file is at the bottom of the "process" page. There it's inside the textarea and has to made usable for the game first. I suppose testers to know how to do that (else ask or wait for a manual ^^).

Balancing for the new values is untested. Discussions and suggestions of new or other multiplicators are welcome. The new values are only available for new bought (or otherwise re-created) ships.
Last edited by Saetan on Wed, 9. Mar 11, 03:43, edited 5 times in total.
builder680
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Post by builder680 »

Saetan wrote:The content for the modified TShips file is at the bottom of the "process" page. There it's inside the textarea and has to made usable for the game first. I suppose testers to know how to do that (else ask or wait for a manual ^^).
I don't know how to do that :( Would you mind explaining?

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