[Mod] Ship Tuning A.04 (Updated 7/3/14)

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docwho83
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[Mod] Ship Tuning A.04 (Updated 7/3/14)

Post by docwho83 »

Ship Tuning.
____________________________


Goal is to get some of the X3:TC tuning back in the game. With a little more add it in on top of what you could tune.

More being the able to buy a mult type cargo ship and change what cargo bays it has on the fly.

I want to make it so the engineer can upgrade the ship he/she is station on with higher level tech weapons, more cargo space compression, Faster engines, more effect jump drive, larger shields. The goal was to make it so both AI and player ships can and will upgrade.


While I have not got it to that level yet. This is just a handful of ships that have have mk2 to mk5 level to be built at ships yards.



Mk2 have the following
Hull is still the same as base. (Ship hull hp is not modify components hp rased)
level 2 everhings.
Cost 20% more to build base but has
%50 better fuel saving than Base
%10 more cargo room than base


Mk3 have the following
Hull is still the same as base. (Ship hull hp is not modify components hp rased)
level 3 everhings.
Cost 20% more to build mk2 but has
%50 better fuel saving than mk2
%10 more cargo room than mk2


Mk4 have the following
Hull is still the same as base. (Ship hull hp is not modify components hp rased)
level 4 everhings.
Cost 20% more to build mk3 but has
%50 better fuel saving than mk3
%10 more cargo room than mk3

Mk5 have the following
Hull is still the same as base. (Ship hull hp is not modify components hp rased)
level 5 everhings.
Cost 20% more to build mk4 but has
%50 better fuel saving than mk4
%10 more cargo room than mk4

Mark 5 end cost are %64.4 more than a base and has 51% more cargo room than base and jump fuel cost of 6.0 to jump. All ships have faster engines just do not recall what % of level there were made with.
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As this is still alpha test build save game backup are suggested.


Tuning


Know issues:
________________________________________

Can Not walk around mk2 or high ship dock points. (Can land and add people to ships)
Can not have ship be Create_ship from plot_ep1_ch1. - Makes all big ships stop moving....
Shieldgen on mk4 and mk5 do not show in game. Some mesh are missing I think.
Drones do not leave and come back to ship correctly. They do dock but flight lines are not correct.

__________________________________________


If you have an idea of what more I could would love to hear about.

If you happen to see some code that I miss that would be great as well. [/url]
Last edited by docwho83 on Thu, 3. Jul 14, 15:05, edited 2 times in total.
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docwho83
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Joined: Mon, 15. Jun 09, 23:10
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Post by docwho83 »

ok update 7/3/2014

small update
just more ships added.

Code: Select all

        <macro ref="units_size_l_kit_hybrid_01_macro" /> done
        <macro ref="units_size_l_kit_hybrid_02_macro" /> done
        <macro ref="units_size_l_single_attack_ship_macro" /> done
        <macro ref="units_size_l_ore_collector_macro" /> done
        <macro ref="units_size_l_kit_liquid_01_macro" />done
        <macro ref="units_size_l_kit_container_01_macro" />done
        <macro ref="units_size_l_kit_carrier_02_macro" />
        <macro ref="units_size_l_kit_carrier_01_macro" />
        <macro ref="units_size_l_kit_energy_01_macro" />done
        <macro ref="units_size_l_kit_bulk_01_macro" />done
        <macro ref="units_size_l_liquid_freighter_macro" /> done
        <macro ref="units_size_xl_cargo_hauler_3_macro" /> done

Still to be done + all the s/m ships

Code: Select all

        <macro ref="units_size_l_ice_collector_macro" />
        <macro ref="units_size_l_ions_collector_macro" />
        <macro ref="units_size_l_hydrogen_collector_macro" />

        <macro ref="units_size_xl_cargo_hauler_2_macro" />
        <macro ref="units_size_xl_capital_destroyer_2_macro" />
        <macro ref="units_size_xl_capital_destroyer_1_macro" />
        <macro ref="units_size_xl_cs_omicron_ship_01_macro" />
        <macro ref="units_size_xl_cs_omicron_ship_02_macro" />
        <macro ref="units_size_xl_cs_omicron_ship_03_macro" />
        <macro ref="units_size_xl_cs_omicron_ship_04_macro" />
        <macro ref="units_size_xl_red_destroyer_macro" />
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals
w.evans
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Post by w.evans »

Hey doc,

Looks interesting. How is this coming along?

Also, am I correct in assuming that this is the same project as this?
docwho83
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Joined: Mon, 15. Jun 09, 23:10
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Post by docwho83 »

Hi evans.
yes that link is to the work in progress page I started just before putting up the first part of it.

Still got a long way to go. The change since I started trying to build this mod to the engineers from ego soft have set me back.

Have found the drone issues docking.

will hope to work more on it soon.
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals
UniTrader
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Post by UniTrader »

ah, someone else working with multimacro upgrades it seems :) i hit a wall when working with those when trying to make the Shields and Turrets dynamic, but maybe you have some useful hints for me:
for Shields my problem is that the dynamically assigned ones work add both, capshields and Shield Groups (ALL of them) thereby increasing charge rate and Capacity ten-fold of the intended Value and it cannnt differ between surface system Shields and capshields..
and for the Turrets the summarized dps and attackstrength is always 0, even if the Turrets work fine InZone and the Ship easily trashes Stations
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
x4

Post by docwho83 »

Right now I not worked too much on this mod. As the wall I was hitting and still have yet to figure out why is all ships stop moving once a mk2 or bigger is built. Some code in the engines I am guessing. But for the life of me not seeing anything wrong.

As for shields they seamed to add correctly for the the ship but still this is alpha level mod. Granted each ship was calling for the mk of its class. I have not managed to make the multimacro upgrade work like the player ship dose.
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals

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