Ideas for a new mod pakage DONT WAIT

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Khaak_Hammer
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Ideas for a new mod pakage DONT WAIT

Post by Khaak_Hammer »

Has anyone ever thought:this ship is unbalanced or:this ship is to strong
aginest this ship. well now you can say it and i'll note it. right now im make
ing this page so as to hopefully even X2 out for more balanced gameplay
heres what I would change

1 transports are to small the size should be at least 1/3 bigger than now

2 transports are far to weak 2-3 khaak M5's can eat a transport for breakfast useing a highbred of deadlyDa's deadly ships mod cap ships
should use 200MW shileds and M6 ships 2-3 125MW while transports
should have 1 125MW.

3 transports should have at least 2 times the currant firepower.

4fighters should have slightle better fire power and shileds.

if you have any ideas then please dont wait. in the end I (hopefully)
will put up the final idea and propose it to the programers
Duendote
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Post by Duendote »

I like where you are going with this, I like to send off my TS's from stations or sector tradeing but they seem to always run into trouble from pirates and others. It would be nice to see a transporter that can handle itself and not have all my fighters babysitting them.
I all also in the process of combing ship mods to get the best of Deadly, Tog Gun, ERH and Terradine.
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Harton
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Post by Harton »

An internet browser or internal ships games. The travels sometimes are borings.
parameter
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Re: Ideas for a new mod pakage DONT WAIT

Post by parameter »

Khaak_Hammer wrote:Has anyone ever thought:this ship is unbalanced or:this ship is to strong
aginest this ship. well now you can say it and i'll note it. right now im make
ing this page so as to hopefully even X2 out for more balanced gameplay
heres what I would change

1 transports are to small the size should be at least 1/3 bigger than now

2 transports are far to weak 2-3 khaak M5's can eat a transport for breakfast useing a highbred of deadlyDa's deadly ships mod cap ships
should use 200MW shileds and M6 ships 2-3 125MW while transports
should have 1 125MW.

3 transports should have at least 2 times the currant firepower.

4fighters should have slightle better fire power and shileds.

if you have any ideas then please dont wait. in the end I (hopefully)
will put up the final idea and propose it to the programers
:) So I am a little late! What happened with this great sounding idea?
Did you manage to finish it?
Duendote
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Post by Duendote »

as far as I know its just talk at this point, none of the great moders have taken it up as of yet.
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Khaak_Hammer
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Post by Khaak_Hammer »

i sure hope someone will take up the challange as I am FED UP of babysiting my transports over sectors. all freighters should have AT LEAST
a GPAC back turret my convoys get creamed even when i gave them THREE fully upgraded noves as defence. I saw 5 Khaak M5 swoop down
and destroy the transport while the noves just flew around in caous
two ran into one another and blew up I lost 3,000,000C!!!!!!!! PLUS
race rep as the last nove RAMED the lockal SPP. no offance to the producers but this in ridiculous transports should be AT LEAST 3 times
as powerfull


WHO'S WITH ME!?!?!?!?!
Last edited by Khaak_Hammer on Tue, 20. Jun 06, 21:59, edited 1 time in total.
Duendote
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Post by Duendote »

come to think of it, this is really more of a script issue than a mod. If all you want is a tougher TS than a script could fix this. I would look at the current scripts out there and see if there isn't something like this out there already.
I just started a new game a couple of nights ago, so I am not to the point where I need TS's running to and from my stations. But if I find a script or mod that has what is suggested I will let everyone know.
parameter
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Tougher TS but also Intelligent Fighters

Post by parameter »

Hi guys! I think the big problem is most Dev's etc have switched attention to X3, quite rightly!, but it would help if they could look over into X2 forum now and again to give advice, links to topics .etc, especially on this issue :wink:

So we need to know how to amend/adjust ALL TS scripts if we are to try this on our lonesome. I don't mind having a go but am using a Mac and am a novice in scripting; as well as suffering sight problems due to neck injury :(

I have X3 for pc but am using X2 on my Mac. I prefer the layout of X2 and am fed up of learning to fly again in X3. I was flying backwards to get through gates!
:lol:
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Khaak_Hammer
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Post by Khaak_Hammer »

great input all.I have made new additions to the list :arrow:


1 M1/M2's should be much more powerfull the M1/M2 class should have
BEAM MOD 2 hulls (10X) and at LEAST 1000 MW of defence.

2 APPC should now be point defence guns with fast turn rate
but firepower should be about the same (APPC are AHEPT with better
range)

3 GPPC should have heavy firepower capable of bringing down other capital ships but have limited turning radi (think star wars republic battleships here)

MASSIVE MOD COMING UP :arrow:

4 ships turrets should be reconfigered

10 turrets

one forward with 3 APPC
2 aft with 2 APPC or BPPC
2 on each side for and aft with 3 GPPC (so ships cant rake others on there forward end with only 3APPC facing them )
1 each side (middle) with 4 APPC
1 top & bottem with 2-3 BPPC or APPC

5 BPPC should be be heavy point defence guns with good spped good firepower (BHEPT) but low reseve power

come on guys anybody got something to add like i've done
E.R.Hyland
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Post by E.R.Hyland »

A quick littile FYI about my ERH_MWM_Redux the TS are more capable because I moded the gun types for ships, and the ballistics of the guns, and I modded the shield recharge rate, so no new shield types where needed, and you have defensive turrets too.

So it's not just put on bigger guns, and shields there is a hole set of balancing I did although be it to the power side.
Duendote
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Post by Duendote »

See i knew someone had already done this. If memory serves he also added some cool looking ships. So you could just run this mod if all you want is more powerfull ships....
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Khaak_Hammer
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Post by Khaak_Hammer »

I want a more balanced game were you don't have to keep biteing your nails whenever you hear the combat alarm



if I wanted a real good ship the one would be the Kusiri battleship from
freelancer WHAT A SHIP :lol: :lol: :lol: :lol: :D :D :D :D
Last edited by Khaak_Hammer on Thu, 22. Jun 06, 23:49, edited 1 time in total.
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Khaak_Hammer
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Post by Khaak_Hammer »

STOP PRESS after looking over harlocks TOP GUN MOD I have discoved the dinamics are perfect the fire rate is good and so is the sound effects
and speed of laser bolts. I intend to have the PPC seires damage upgraded so that the APPC is 1/3 more powerful than the AHEPT. BPPC is GHEPT with better range and fire rate and speed but a much lower power reseve and GPPC is 4X as powerfull as now. BUT all shields are to be upgraded to take about 1/3 more damage but the recharge rate is lower
than before. the split cap ships are to have 1000MW of shields but 1 more GPPC in the aft heavy turrets (bouth sides) , argon and paranid 1200MW
but one more A/BPPC in foward/aft turrets, boron 1000MW but +2/3 normal speed, tiladi 1400MW but one less GPPC in aft heavy turrets (bouth sides) but Argon & Paranid A/BPPC stats


what do you think :?: :?: open for comments
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Khaak_Hammer
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Post by Khaak_Hammer »

NEW POINTS ADDED FEEDBACK REQUIRED :arrow:

1. freelance pilots: 10/20 freelance pilots added to game
these pilots are independant and start off with a random
M5 with full upgrades (same as the starting disco in easy plot mode)
and 10'000c these behave like a UT looking for profits and working there
way up through the ranks. There are three types (random at startup)

A: traders, these work there way up the TRADEING ranks by doing trading runs. as they get higher in rank they get better runs and buy
there own upgrades and new PERSONAL ships usally from the race
of there first M5 (so if split M5 then split transporters and so on)
at higher ranks they make more credits and may even hire there
own ST/UT traders

B:Fighter Pilot, these work there way up the FIGHTING ranks and
will hunt down any hostile in range at ranks 1-5 they will only target
pirate M5 at 5-10 M4 and at 10-20 M3 and at 20 onwards bases KHAAK and XENON. like traders they will buy there own ships and upgrades prehaps even there own M2 in the end.

C:Full Freelancers, these do all of the above they make money any way they can, by trading, by fighting, by missons and by PIRATEING so watch
it.

2.race response scripts, these are a simple version of the full race responce scripts and will cause the local fighter patrols to home in on
any distress calls made by transports that are under attack from any sort
of threat IE, PLAYER SHIPS.

FEEDBACK NEEDED PLEASE
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Khaak_Hammer
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Post by Khaak_Hammer »

small add :arrow:

M2's should be able to dock transporters
Harlock776
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strategy

Post by Harlock776 »

You know you can simply solve the transport problems with a little strategy. How are you trading in the game? Here is what I do when I start up my trading empire...


I usually start by getting my main military base going but I can't get that in place until I kill off all the pirates in the pirate sectors just east of argon prime and also down south below ceo's doubt. Once they are dead I not only get rid of them but my race relations are good with other races so I can trade with them. I buy an argon TL and send it off to pick up an argon EQ dock and then place that EQ dock in sector bala Gi's Joy. Then I buy some sector defense for my base usually two or more M6 like teladi osprey or paranid nemesis. Fully arm those M6 and set them to attack all enemies in that sector and it's all good.

I then buy a lot of paranid M6 and send them to my base one at a time and fully arm each one and place one M6 per sector of any trade routes I'm going to use. One exception though is to only place the M6 in a sector that doesn't have any NPC defense already in place like if you go to argon prime it's pretty safe since the argon one is there and also a titan and some centuars patrol there already. Some sectors like brennans triumph are empty of sector defense so I send atleast one M6 there.

After the nearby sectors are secure I go buy some transports usually paranid TS or if using my mod I get a lot of those argon shuttlecraft and send them out buying all kinds of weapons and shields. While thats happening I can then start to place my factories like solar power plant and teladianium factories. I also start up mining bases after a while that have 10 or more TS assigned to them and I keep depositing ore and silicon and they keep selling it for me. After a while my military base is stock full of stuff so I buy some destroyers and carriers and fighters and outfit them all and send them out to further conquer the x universe until I'm able to pose a threat to the xenon and khaaka home sectors. Then my gameplay cycle is trade, mine asteroids, kill. All the while my transports are traveling through space with little or no threat from khaaka or pirates.
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Khaak_Hammer
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Post by Khaak_Hammer »

thanks harlock but im not just looking for a quickfix it may have started that way but its not that way any more. I've already PM'd DeadlyDa and proposed my idea to him I have every confidence that he will at least consider my idea but thank you for the input anyway harlock but i've made my comitment and i hope to carry it out


I STILL NEED FEEDBACK TO COMPLEATE THIS


edit in responce to next post : I did not say I was't going to listen to harlock he has very good points and it would be foolish just to dismiss them out of hand but untill I have been deprived of all options im going to try to make this work. i'm not going off on some "damm fool cursade" but in my view this could work out to eveyones benfit so i DONT want to be responceable for a flame war and I MOST CERTAINLY dont want to be seen as forcing my ideas on other people and neither do i want to be seen as saying "this game is rubbish so I'M going to MAKE it better and anyone who thinks otherwise is blind" X2 is by far the best space RPG i've ever seen so i dont want to say that MY mod will make it better it CANT be better I just want to give people a way to play this game more to THERE OWN pesonal tastes so im asking for other peoples opinuens so I dont want to look like my trying to force my way of gameing on them

I am truely sorry if I have offened anyone :oops: over this and I hope they will forgive but if you want to try to finish this then I will happy to acomadate your Ideas :idea:
Last edited by Khaak_Hammer on Sat, 24. Jun 06, 19:59, edited 1 time in total.
Duendote
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Post by Duendote »

I can't believe that you are not gonna listen to Harlock. Isn't stategy the whole point of this game. You can mod the heck out of x2 but where is the fun if you don't use strategy? I thought you just wanted to make your TS's more secure. What more do you want? Consider me off this project if you wont listen to Harlock!!!
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Khaak_Hammer
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Post by Khaak_Hammer »

Hmm after considering Harlock's posts I think that instead of more powerfull ships then there should be better ship AI as a M6 on "Attack all foes" will sometimes ram into larger non-hostile ships and start a
in-sector war

however it would make M2-M2 combat much more of a challange if the mods in the pre-posts were put into affect

but before I start any major work I will put Harlocks info to the test ta harlock
Harlock776
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playguides

Post by Harlock776 »

Duendote it's only strategy it's nothing set in stone hehe relax man it's all good:-)

If you want to change something soon try changing the AI tha controls a TS when it's being attacked. The problem has always been that if you arm a TS and set it's usually rear turret to attack all enemies it will try to agressively attack any enemy when in range instead of haulin arse. If you set the turret to protect ship it does the same thing, flies around trying to attack something in front of it with a rear turret lol and that usually gets the TS killed by khaaka or pirates. If you could change the AI in some way to tell it to keep following it's primary orders of whatever it was doing before it was attacked and leave the fighting up to the rear turret then you will have solved a major problem in X2 thats for sure. It would mean you could use fighters for sector defense or that a TS could survive an attack longer on it's own before reaching it's destination.
Our mighty sovereign may she always go before us sailing brightly in the sea of black.

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