[Sub-Mod] Hull Boost V1.0 submod for X-tended 1.0

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

Troubleshooter11
Posts: 728
Joined: Sat, 8. Nov 08, 02:51
x4

[Sub-Mod] Hull Boost V1.0 submod for X-tended 1.0

Post by Troubleshooter11 »

In response to a request on the x-universe forums to increase hull strengths for ships in the X-tended mod i decided to get cracking myself.

Until a decent sub-mod gets made here is a little band-aid for those of us that need more heavy metal on their ships.

http://www.megaupload.com/?d=VHE5O88J

I changed all hull strengths by a fixed factor depending on ship type. Subclasses follow their "parent" class factor, ie M7M gets 5x hull strength like M7's.. The hull boost addon for the Ship Rebalance Mod was taken as a general guideline. A little test shows that when your shields are down you are still in serious doo-doo, but atleast hull strengths are no longer trivial.

M2 10x
M1 7,5x
M7 5x
M6 4x
M8 3x
TL/P/S/0 3x
M3 2,5x
M4 2x
M5 1,5x

Took me a good 3 hours to make. X_X I need sleep.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

This is the second XTC mod I've seen today.

Dont forget to submit it to the download sticky thread, via the submissions thread.
Gravitycontrol
Posts: 396
Joined: Sat, 7. Jan 06, 19:27
x4

Post by Gravitycontrol »

does this only work with new games or with existing ones too?
CraterFace
Posts: 94
Joined: Mon, 31. Dec 07, 16:34

Post by CraterFace »

I guess the procedure would be

1: Fly to empty sector
2: Eject from ship, send it away OOS
3: Save & Load
4: Recall ship

?
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
Troubleshooter11
Posts: 728
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 »

you wont have to do that, but if you add this submod in existing games you will likely end up with a ship that's down to 20% hull or so. :D

So it's mainly for new games as existing ships will keep their current hull value but their maximum hull value will get increased. (so destroyers would suddenly have 10% hull)

I havent had the time or knowledge to make a hull reload script, but maybe the one from the SRM high hull script will work.
Gravitycontrol
Posts: 396
Joined: Sat, 7. Jan 06, 19:27
x4

Post by Gravitycontrol »

Troubleshooter11 wrote:you wont have to do that, but if you add this submod in existing games you will likely end up with a ship that's down to 20% hull or so. :D
I can now oficcially confirm this xD
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

If you download one of the hull packs from the SRM, you will find a script inside which reloads all the hulls of every ship in existance. This should work with XTM and will allow you to add this mod to an existing save.
Troubleshooter11
Posts: 728
Joined: Sat, 8. Nov 08, 02:51
x4

Post by Troubleshooter11 »

paulwheeler wrote:If you download one of the hull packs from the SRM, you will find a script inside which reloads all the hulls of every ship in existance. This should work with XTM and will allow you to add this mod to an existing save.
Thank you Paul. And may i add it is my sincerest hope that you will be willing to make a SRM / CMOD for X-Tended? :D
canshow
Posts: 230
Joined: Wed, 23. Jun 10, 01:17
x4

Post by canshow »

paulwheeler wrote:If you download one of the hull packs from the SRM, you will find a script inside which reloads all the hulls of every ship in existance. This should work with XTM and will allow you to add this mod to an existing save.
Not to sound picky or anything, but can you single out this script and have it available to be downloaded with some instructions on how to use it? I just don't want to go through the hassle of downloading and going through another mod.
[ external image ]
Stargate Junkie

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