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[MOD] N.M.C.E v1.05b for X3TC v3.1 (update: 24.08.2011)
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PSCO1





Joined: 04 Jun 2009

Location: France

modified
PostPosted: Tue, 21. Sep 10, 17:02    Post subject: [MOD] N.M.C.E v1.05b for X3TC v3.1 (update: 24.08.2011) Reply with quote Print

The idea of this mod is to clearly separate the military jobs, civilians and traders

To oversimplify, military crew drive tanks, civilians drive cars and not the reverse.. its that reason i modify the TShips and Jobs with my way

But it's also a rebalance ships stats with the reactivation of all Turretdummies on each ships of the vanilla game.. aslo all everything I can find such bugs in passing ...

But also the background of all sectors is re-done with a very close attention to Terrans sectors (calculation of light intensity between sun and planets of sectors) with a light specular effect on stations

Pluto sector is dark (RGB close to 0,0,0) while Mercury is 255,255,255

Then all my cockpits are included and also a final adjustment to the position of all flight deck of all vessels of the vanilla game

And specials jobs for a few old X2 ships .. (but all X2 ships are not availables in this mod, only ~30%)

X2 ships are cheap, poorly equipped because they are for civilians (you start the campaign with a Argon_M5_X2_Discoverer)

____________________________________________________________

Download link:
http://www.mediafire.com/?kknir5uzgx492i5

---NMCE custom game:---

Your first ship: Argon_X2_M5_Discoverer
Equipment: 1x shield 1Mj; SETA
Credits: 0
All regulars plots activated

---TC 3.0 Vanilla fix:---

*All turrets are moving
*All cockpit views fixed
*M7_Griffon scene fixed
*3d fix of all TS/TP/TM Argon/OTAS
*Cubes at front of all ships bridges removed
*All manoeuvrability engines fixed on all M5/M4/M3
*Some canopies are fixed (textures with self-illumination)
*Weapons positions of the Venti are fixed
*Launch/ships bay (fighter class) for the Carrier Kha'ak
*Textures missed are fixed for TL Elephant, M1 Raptor and M2 Python
*Repositioning of few turrets for a better aim angle
*Few stations distances are slighty increased to avoid eventualy collisions
*Carrack's turrets are redone
*Kite and KiteVG are redone
*M7S Panther redone


---New animated turrets:---

Tourelles Argon, ATF

Tourelles Boron, Paranid



---Backgrounds of few sectors:---

Venus,Titan

Uranus, Pluto



---TShips calculation method ---
updated

---Civilians vessels from X2 (some of them are retextured and remodelized)---









---Ships 3d work---

*TP terrien reviewed
*3d of Discoverer swapped with the Buster

*The M4p_Pike have now his own shape (slight modified based to the Mako)
*New 3d for M3_Perseus Raider, Vanguard and Sentinel (i didn't like old models)
*New Hyperion Vanguard

*Docks fixed on TL_Elephant and Raptor

*New M7S Panther

*New Split M5 Jaguar Prototype (the faster of the mod, ownerless ship to find)
*TS, TP, M8, M6 can dock on:

-M1 Woden
-M1 Colossus
-M1 Shark
-M1 Zeus
-M1 Galleon
-M1 Raptor
-M1 Condor
-M1 Shuri
-M1 Hoshi
-TL Mobile Mining Base-Ship
-TL Mammoth
-TL Orca
-TL Mobile Pirate Station (Yaki/Pirate)
-TL Mobile Pirate Base Hauler
-TL Hercules
-TL Elephant
-TL Albatross
-TL Ryu

---X3_Universe map---

*~ 95% of backgrounds are reviewed
*New ownerless ships on the map
*Old ones are all removed
*Shipwards dont sell the same ships (but factories are still here)
*Goner Ranger ships are equiped with 2 repair laser (but no others weapons)
*New texture for Mars surface

---Effets/damages weapons---

*New effets for the PSG (phased shockwave generator)
http://www.youtube.com/watch?v=5lkZE-fMS6M
*New PSG stats: hull:106 shield:1497 (vanilla h:106 s:1996)
*New PSP stats: launch delay:900 (vanilla 5000)

---Text file used---

8200-L044.xml

---Thanks to---

doubleshadow again !
Cycrow
Phlt (Xchange Guild admin)
Ketraar (for his modified MD files for custom game)


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Last edited by PSCO1 on Wed, 24. Aug 11, 18:12; edited 42 times in total
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PSCO1





Joined: 04 Jun 2009

Location: France

modified
PostPosted: Tue, 21. Sep 10, 17:03    Post subject: Reply with quote Print

Exemple of 2 ships:

Nova:
Cargo Size M
Cargo mini: 74
Cargo Max: 112
Relative Price: NPC:27786 player:9262 (25;1)
Notoriety: 1000
Manoeuvrabilité: 4.3; 4.3; 4.3
Max speed: 165 m/s
Accéleration: 8 m/s
Shields power: 675
Hull: 11056
Shields: 3x25 Mj
Weapons power: 5600 kW
Main: HEPT-IRE-PAC
Turrets: no turret

Mamba:
Cargo Size M
Cargo mini: 59
Cargo Max: 89
Relative Price: NPC:28341 player:9447 (25;1)
Notoriety: 1000
Manoeuvrabilité: 4.8; 4.8; 4.8
Max speed: 188,1 m/s
Accéleration: 10,3 m/s
Shields power: 500
Hull: 10392
Shields: 2x25 Mj
Weapons power: 5320 kW
Main: HEPT-IRE-PAC
Turrets: no turret

Each class of ship have now their own standard lasers equipment
(for M3, HEPT-IRE-PAC)
Their additionnals equipments depend with the race and the ship variation (VG, Advanced etc etc)


Ship stats method

--Stats Races--

Capacités soute: Teladi x1.2 Boron x1.1 Paranid x0.9 Split x0.8

Vitesse: Split (x1.14) Paranid (x1.07) Boron (x0.94) Teladi (x0.86)

Boucliers: Teladi +2 Boron +1 Paranid 0 Split -1

Puissance des armes: Teladi (x1.15) Boron (x1.1) Paranid (x1.05) Split (x0.95

manoeuvrabilité: Split (x1.12) Paranid (x1.06) Boron (x0.94) Teladi (x0.88)

prix: Split x1.012 Paranid x1.021 Boron x1.030 Teladi x1.039

coque: Teladi (x1.06) Boron (x1.03) Paranid (x0.97) Split (x0.94)

docking slots: Teladi x1.2 Boron x1.1 Paranid x0.9 Split x0.8

Puissance des boucliers: Split (x1.00) Yaki (x0.97) Paranid (x0.95) Argon(+pirates) (x0.90) Boron (x0.85) Teladi (x0.82)



ATF: soute(x1.05) vitesse(x1.12) Boucliers(+2) puissance armes(x1.17) manoeuvrabilité(x0.91) prix(x1.06)(x1.05@M5/M4/M3) coque(x1.045) docking slot(x1.4)
Puissance des boucliers(x0.92)

Terran: soute(x1.15) vitesse(x1.09)(x1.07@ts/tp); boucliers(+1) puissance armes(x1.13) manoeuvrabilité(x0.85) prix(x1.044) coque(x1.038) docking slot(x1.3)
Puissance des boucliers(x0.93)

Xenon: soute (x0.85); prix (x0.53847); manoeuvra/accél (x1.38); vitesse (x1.1); coque (x1.2); boucliers (x1.0); energy weapons (x0.53847x2x1.1); docking slots (x1.5)
Puissance des boucliers(x1.00)

Kha'ak: soute (x1.09); prix (x1.2); manoeuvra/accel (x1.14); vitesse (x0.93); coque (x0.632); boucliers (x1.0); energy weapons (x1.5625)
Puissance des boucliers(x1.00)

CIVILS: soute(x0.75)(x1.25@M4/M5) vitesse(x0.9) Boucliers(x1.0) puissance armes(x0.8) manoeuvrabilité(x0.8) prix(x0.7) coque(x0.9); 2 slots en moins; reputation -1

(RAPPORT SOUTE MAX-MIN:/1.5 --sauf Kha'ak rap.1/1--)




--Variantes--

vitesse et extensions du modele de base: Vanguard
coque de base: rapport coque classe inf/sup (3.325 pour M5-M4-M3)
acceleration: la + basse des variantes
manoeuvrabilité et extensions: la + basse des variantes
soute et extensions: modele de base
prix: le + cher des variantes (non pirate)
notorieté: la + haute des variantes
nombre de boucliers: Vanguard
puissance boucliers: selon qté de boucliers maxi
energie des armes: la + basse des variantes (non pirate)
temp de recharge des armes: la + basse des variantes
type de conteneur modele de base: S pour M5 de base (small)

--Hauler: x1.3 soute de base; x0.9 manoeuvrabilité/acceleration du modele de base; prix x1.15
--Raider: x1.3 vitesse de base; x0.8 stats armes/boucliers; 1 bouclier en moins; nbre slots-2; 1 arme en moins; prix x1.3
--Sentinel: x0.9 vitesse de base; 1 bouclier en +; x0.94 manoeuvrabilité/acceleration ;prix x1.45
--Enhanced(renforcé): 1 bouclier en +; x1.2 coque; x0.95 acceleration/manoeu; x1.6 prix
--Vanguard: x1.2 vitesse de base; x1.2 energie armes; x1.05 acceleration/manoeu; emport arme sup.;x1.75 prix
--Advanced: x1.4 vitesse de base; x0.95 soute de base; x1.4 energie armes; x1.1 acceleration/manoeu; emport arme sup.; 1 bouclier en +; notorieté +1; x1.9 prix (x1.15 puis.armes/vitesse/prix pas de bouclier en + pour ts/tp)
--Proto: x1.5 vitesse de base; x0.9 soute de base x1.5 energie armes; x1.15 acceleration/manoeu; 1 bouclier en +; emport arme sup.; notoriété +1; x2.05 prix (x1.3 puis.armes/vitesse/prix pour ts/tp)

--Modeles Pirate: prix x1.1; la notoriété baisse d'un rang; x1.05 de la vitesse maxi/manoeuvrabilité/puissance armes; emport armes sup.; soute x0.9


--Manoeuvrabilité Yaw pitch roll--

x0.7 entre classe M5/M4/M3 de base (M5 est la valeur de ref.)

--M6--

coque: calculer par rapport a la puissance totale des boucliers installée
puissance armes: rapport M3/M4 x puissance du M3
manoeuvrabilité: par rapport au TS_Mercury x0.9
prix: par rapport a la puissance d'arme de l'eclipse X3R
soute: calculer par rapport à la coque et à la soute du Nova
vitesse: x0.85272727 la vitesse du M3 de base

--M6 évolués: prix x1.45; vitesse x0.95; 1 bouclier en +; coque x1.05; puissance armes x1.05; (modele pirate prix x1.1)
--M6 proto: prix x2.05; vitesse x1.1; 1 bouclier en +; coque x1.05; puissance armes x1.1; 1 type d'arme en +


--M7--

vitesse: x0.85272727 la vitesse du M6 de base
coque: rapport type_boucliers M6/M7 puis divisé par 2
prix: rapport coque M6/M7 puis multiplié par 3
manoeuvrabilité: x0.85272727 les valeurs du M6
acceleration: par rapport à la vitesse du M6
puissance des armes: x3.325 la puissance du M6

--M1-M2-TL--

coque M1: x1.3 celle du TL
coque M2: x1.3 celle du M1
puissance armes: selon le M2 et le nombre de slots
puissance boucliers: laisser comme tel sur Argon
vitesse max du M1: -1.3 vitesse du TL
vitesse max du M2: -1.3 vitesse du M1
prix M2: se baser sur le nombre de boucliers du M1


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Last edited by PSCO1 on Mon, 25. Jul 11, 16:52; edited 5 times in total
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PSCO1





Joined: 04 Jun 2009

Location: France

modified
PostPosted: Tue, 21. Sep 10, 17:04    Post subject: Reply with quote Print

Recommended scripts (but not necessary)

Improved Races (djrygar)
http://forum.egosoft.com/viewtopic.php?t=273973


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Last edited by PSCO1 on Fri, 15. Oct 10, 18:19; edited 3 times in total
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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Fri, 24. Sep 10, 16:16    Post subject: Reply with quote Print

v1.02

*Scene file of the Khaak fighter fixed
(node line for "940.bod" is removed)

*00131.bob is fixed too


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The-Last-Communist





Joined: 21 Feb 2010

Location: right behind you !

PostPosted: Fri, 24. Sep 10, 20:17    Post subject: Reply with quote Print

nice idea.


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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Sat, 25. Sep 10, 23:21    Post subject: Reply with quote Print

I've played with this mod 10 hours and all is ok

but i ve still a problem with others Khaak fighter M4 and M5 i supose (scene files 940.bod nodes)

i keep this mod updated btw


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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Thu, 7. Oct 10, 19:42    Post subject: Reply with quote Print

v1.03 fixed

* "Dummies" fixed (for khaak clusters)
Code:
940;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_HANGAR|ANIMATEDF_DOCKPORT_LANDONLY;1;NULL;0;

instead of:
Code:
940;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_HANGAR|ANIMATEDF_DOCKPORT_LANDONLY;1;NULL;9102;


* Updated with v1.29a of my cp_mod

Voila !


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axxxa





Joined: 02 Sep 2006
Posts: 47 on topic

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PostPosted: Fri, 8. Oct 10, 05:49    Post subject: Reply with quote Print

he...verygood Work...

there´s nearly all what i ever wanted for playing X
my fav´s in 1mod from 1hand!! Very Happy

ill try to follow your signs (u "recom. IMPROVED RACES...")
yep, ill install it, sounds good
...but i have found a sub?need?


djrygar wrote in 1st post:
Quote:
Ship/Weapon modifications are compatible.
SHIP REBALANCE MOD is strongly recommended. ImprovedRaces even requires it to unlock some of its functions (like new khaak ship)


...pls info me, is SRM required to unlock func. etc(SRM), are your changes
make it possible same way (weaponchange, tships etc)
in this mod actually??

ichsag schonmal danke im voraus (thx^^)


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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Fri, 8. Oct 10, 12:43    Post subject: Reply with quote Print

wow ... you try to merge ? Laughing

Bad idea if you try to use SRM with NMCE

NMCE use his own weapons with a very complex TShips file, you must choice between those both mods !

But i would know exactly why you want to use SRM and why you are interresting in NMCE mod ?

Actually i play with 2 scripts ("Improved Races" and "NPC Bailing Add-on")
And for me playing with 2 or more mods isnt recommended Rolling Eyes

Quote:
new khaak ship

Where ? Laughing


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axxxa





Joined: 02 Sep 2006
Posts: 47 on topic

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PostPosted: Fri, 8. Oct 10, 21:15    Post subject: Reply with quote Print

...jo, i know that both mods same files change.

but idont know If
Your changes give "improved Races"
same full features? ..or so

i only follow this path:
u wrote:
Quote:

Recommended scripts

Improved Races (djrygar)
http://forum.egosoft.com/viewtopic.php?t=273973


djrygar wrote:
Quote:

SHIP REBALANCE MOD is strongly recommended. ImprovedRaces even requires it to unlock some of its functions


and now i again: Very Happy
Quote:

Your changes give "improved Races"
same full features?
/ functions?

...w/o SRM install!! (uhave?it)
but, he... u give final info which my hope it was... yeah

Wink minimal mod combining ...go ahead - thx for your
great mods, a mergemod, sry


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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Sat, 9. Oct 10, 00:59    Post subject: Reply with quote Print

Np !

but you should ask to the autors of SRM (paulwheeler) and IR (djrygar)

Wink


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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Sat, 9. Oct 10, 02:15    Post subject: Reply with quote Print

Updated to 1.04

"3.02 Plot Missions.xml" modified for X3TC v3.0


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dannyxx30





Joined: 06 Sep 2010
Posts: 44 on topic

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PostPosted: Sat, 9. Oct 10, 21:41    Post subject: Reply with quote Print

the jobs files have been changed?

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PSCO1





Joined: 04 Jun 2009

Location: France

PostPosted: Sat, 9. Oct 10, 21:57    Post subject: Reply with quote Print

Vanilla jobs are still availaible for normal gamestarts , but specifics jobs files are created and added for NMCE custom game

About Custom game:

Few TS traders are removed, M3 traders are all swapped by TS
Full speed for all jobs
And few specials jobs for X2 civilians ships have been added


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dannyxx30





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PostPosted: Sat, 9. Oct 10, 22:08    Post subject: Reply with quote Print

sounds good, gonna giv it a try, thanks

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