[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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Post by someone else »

@@fon: in theory the front guns should work as gargantuan "weapondummies"... when the gun is loaded they appear and can shoot and when the gun is unloaded they disappear. Anyways you say that the front guns don't shoot? damn. :D back to plan B. I'll just use the vanilla invisible weapondummies. You can remove that "test" mod now.

@Gorium: just look at its first page... you buy stations as usual and load them in your TL, then unload them in a your equipment dock and then activate the script giving a custom station command... if you edit its t file (look at the second page, he explains what values you can change) you can have hundreds of stations working into a single Eq. dock... (for now it is capped to 20 stations) imho satisfies your requirements.
It allow you to use TLs too as "mobile factories" to produce goods on the way. Just buy a fab from the shipyard (and load some resources) and activate it using the custom ship command.

for the Spytfyre... I was thinking of changing cargo class to M to remove the compatibility with the MAML (only way imho... the Aldrin weapons are grouped together) and it is reasonable... the spitfyre is tiny!, raising the cargo by 50 units and decreasing the shields to 2x25Mj... maybe removing some of the front guns. The speed is its "speciality"... I don't want to touch it. Nerfing a bit its superior combat capability is a better way... imho. :roll: Aldriners did not had such a need for "superior" firepower... they were alone and cut off from the galaxy.

I'll look at the Marlin too. :roll:

@OOZ662: don't say that to me... :roll: any time draffut's updates his mod I make some horrible mistake in the Tfactories that makes angry the CC :D.
Look for the 0004-LXXX.xml (XXX is the language number), they are the files in wich he made the XL addition... by my request he made a separate text file, because I'm italian and there are some germans here that couldn't see his "fixes" because he fixed only the 0001-L044, the english text file.
If it vanished redownload my mod or his mod, they should both contain a english, a german and a italian 0004-LXXX.xml.

@Chealec: the files in the "mods" folder superceed any mod placed as fake patch. This mod does not contain files that conflict with Cmod3 (that changes weapons, weapons effects and missiles). This mod changes almost all the rest of the game files though :roll:
The only way to "fix" that bad turrets is to sell the ship and buy a new one (to represent the shipyard workers that "refit" it with better guns) or simply creating another one with Cheats and killing the bugged one.
Yes draffut's moved the cockpit of the hauler... I'll have a look at it.

btw, I discovered that the Xenon P's Vanilla scene file has a right and a left turret... :roll: I was thinking to reactivate it. :twisted:
I was thinking of removing PBE and terran weapons compatibility from any and all Xenon ships, there are way better weapons than PBE :roll: I think of adding the Aldrin experimental weapons to represent the "original" weapon compatibility of the Terraformers.
I was thinking of adding some up and some down guns on the K... it is supposed to be a "major threat" in its description... but well... it is not :roll:
I'll probably move some of his turrets and cameradummies in a nicer position to fix its gargantuan blind spots.
Another cool thing for the next version... you saw a Venti? it has 2 gatling weapondummies on its wings, but they look screwed. I cannot fix the gatling weapondummy but I changed its scene file to use different weapondummys arranged in a cool (imho) fashion

p.s. check out this minimod... http://forum.egosoft.com/viewtopic.php?t=218563 I just added it to the links in the first post
Last edited by someone else on Tue, 18. Aug 09, 16:07, edited 1 time in total.
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Post by DannyDSC »

someone else wrote: I discovered that the Xenon P's Vanilla scene file has a right and a left turret... :roll: I was thinking to reactivate it.
good.... 8)
p.s. check out this minimod... http://forum.egosoft.com/viewtopic.php?t=218563 I just added it to the links in the first post



yeah this is a tiny/great mod for me, It's compatible with X3 Vanilla and other mods like Transcend ( atm I play X3 in Vanilla mode and Transcend mod )
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OOZ662
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Post by OOZ662 »

Hmm...I can't find anything related at all in the 0004-L44.xml file. I don't have a 0004 or 0001 in my game directory either, so I suppose I'm just not up to fixing it myself. Oh well.
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Post by someone else »

@OOZ662: i checked and is in my mod's files. (packed firmly into the cat/dat, in the "t" folder)

@Gorium: in the next version the Marlin will have double its current cargo, a total of 610 units. (lower than all other M8 but Borons have always been less belligerant)

@Chealec: sorry to say it... my files look good for the Tucan hauler... if it was already in your possession before installing the mod it may remain screwed forever... it is a "unique" ship so you cannot sell/buy a new one... cheat a new one and everything should be fine.
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OOZ662
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Post by OOZ662 »

Yes, I found the file, but I can't find anything at all related to the Super Freighters (much less where their names are stored, much MUCH less where the link to the pronouncing of "XL" by the ship computer would be) in the file using X3 Editor 2. Except MAYBE the things under "Boardcomp. player pbjects," but that's doubtful. :D
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Post by Chealec »

Someone Else wrote: @Chealec: sorry to say it... my files look good for the Tucan hauler... if it was already in your possession before installing the mod it may remain screwed forever... it is a "unique" ship so you cannot sell/buy a new one... cheat a new one and everything should be fine.
Don't really need it, just thought I'd let you know in case there was something squiffy going on. Doing a Lost Lar start so I've got my Angel which is a better ship anyway.

What I should have done for "bug-hunting" purposes was to start a new game; it's quite possible that any oddities I run into are from going from non-SRB-mod to SRB-mod.
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Post by someone else »

@Chealec: report any strange thing you see... :D your reports are welcome.

@OOZ662: look in the Tships file, the variation number of the super freighters should be different from the variation number of the XLs

@ALL: New version! see second post for details!
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Post by OOZ662 »

Eureka! :D Downloaded his mod so I could open up the TShips file to see what his Variation Index is. The Super Frighter is 6, the XL is 15. However, it makes me feel sort of dumb. Turns out the only one "broken" is the Mercury, so all I really needed to do was scroll down and compare it to the other races... :oops:

But, anyway, happy day! :lol: Thanks!
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Post by Chealec »

hehe - hope you don't mind me cloning your mod on my machine so I can tinker with it (without breaking your trunk) :)

I'm running through your TShips, alongside the oringal TShips and the X3 model viewer - just to get an idea of what does what and where.

Just going through the TPs and TSs to start as that's where you've made some of the biggest changes - and in most instances I can see why you've doubled the guns; so that the number of guns in the program matches the number of guns on the turrets yes?

The Boron Angel is an oddity though - it already had 2 guns in each turret so by upping the "count" on each gun to 2 you've effectively given it 4 guns in each turret? Was that intentional?

I should probably remove CMOD 3 as well (though I like the laser effects) - the reduction in weapon damage in that mod doesn't always "play well" where you've increased the shields... it makes your 5Gj shielded Mammoth into a monster! :)
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Post by Gorium »

Complex Cleaner is again buggy due to version 0.58..... I did the same Tfactory modification that was mentionned in last page (p.23), and it works fine afterward... lol

477 instead of 439 when using CC with your mod...
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Post by someone else »

@chealec: do as you please, just report oddities and bugs if you find them.
yes, the turret has 2 guns so the ship should have 2 guns... seems logical to me :D
for the Angel... :| mmmh... maybe I rised its guns in a experiment and then forgot about it... I'll have a look.
and for the Mammoth... well... the TLs are big as a M2 but have the same shielding as a M6? they should be very well protected considering the money invested in them and their precious cargo. in my mod they have M7 level of shielding, so a lot less of a M2.
for the TPs... big shields make them better "boarding ships", now that MARS takes down any Boarding pod mercilessly, don't you agree? :roll:
for the TS... the bigger shileds are there to ensure that a big TS can escape safely (no TS instant killed)

@Gorium: :headbang: i'm starting to hate the Tfactories....

updated the PSCO1 Cockpit module and added a engine-colour-only pack.
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Post by Chealec »

and for the Mammoth... well... the TLs are big as a M2 but have the same shielding as a M6? they should be very well protected considering the money invested in them and their precious cargo. in my mod they have M7 level of shielding, so a lot less of a M2.
Yeah, I'm not arguing with your reasoning and this isn't an issue with your mod ... it's and issue with using CMOD 3 with your mod. Lasers do less damage with CMOD 3 so you notice the shield upgrade more.

I wonder if I could tweak CMOD 3 to up the laser damage again but keep the new effects/sounds :D
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Post by JrK »

This way there finally are those minute long capital ship battles. Isn't that a good thing? 8)
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Post by Chealec »

Maybe - but not so much if you're Adv. Barracuda can just sit in the turret fire from an M6 and shrug it off...

Although, I'm looking at the rate of fire and damage in TLasers and TBullets respectively and, for the most part, despite what it says in the CMOD 3 description, the actual damage of the weapons hasn't changed much.

The mass driver does considerably more damage but has a lower rate of fire (to conserve ammo) for instance. Most guns seem to be in about +/- 10% - normally increases in shield damage and reductions in hull damage.

Certainly nothing to really account for my butt kicking ability in the Adv. Barracuda... maybe I spent so long flying M6s in my previous game I'd forgotten that M3s are actually quite good :D

Think I'll disable all my combat-type mods and load the game up just to see if it was my memory playing tricks on me!
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Post by someone else »

I uploaded a fixed version, no more EMPCs on Miners, no more 4 guns on each turret for the Angel, no more CC problems (I hope), the Mercury SF XL now has the correct name.

I was planning to add this:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
a lot more "balanced" hangar mod. :D
and please don't say no. :lol:

M6's turrets have always been futile against M3s and bigger ships imho.... :D maybe I can look into it to make them more dangerous.
I removed the HEPT compatibility to have more agile turrets... HEPTS are rubbish at killing small ships.
Yeah, I'm not arguing with your reasoning and this isn't an issue with your mod ... it's and issue with using CMOD 3 with your mod. Lasers do less damage with CMOD 3 so you notice the shield upgrade more.
well... the TL are supposed to last like a big ship... Cmod3 changes the time that ALL ships last under fire, so it is not a problem at all... :P
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Post by @fon »

someone else wrote:just report oddities and bugs if you find them.
Reporting an oddity and a bug I found.
Oddity: Q lost some details, when compared to the unmodded game
Here's a comparison shots
[ external image ]Q in vanilla
[ external image ]Q in your mod

Bug: I went to Ocracoke's Storm to get Adv.Eclipse and was really surprised when I saw in its place a Mammoth. It was impossible to capture it with the spacesuit capture(due to absence of the option).
Went to the same place in vanilla, Eclipse was in place.
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Post by Skite »

@fon wrote: Bug: I went to Ocracoke's Storm to get Adv.Eclipse and was really surprised when I saw in its place a Mammoth. It was impossible to capture it with the spacesuit capture(due to absence of the option).
Went to the same place in vanilla, Eclipse was in place.
Just a small side-note:
Can only cap bigships with marines.
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Post by Chealec »

I was just nosing through the Kha'ak ships because...
someone else wrote: All Kha'ak Big and Small ships have better speed and turning. I want them ass-kicking.
Oh.... my.... god.
Operation Final Fury is going to be a chuckle!
HOW many guns has the KM2 got now! :D

Nice idea on the Teladi M1/M2 btw of giving them ST cargo space and having the hold upgradable enough to carry stations - I'd be interested to see if that works or whether the "drop station here" command is scripted into TLs. Might be worth considering upping the Albatross cargo capacity slightly to compensate - it doesn't need to be quite as much as the Orca since it carries less fighters.

I've removed CMOD 3 now since, whilst it's really cool on big-ship battles, it somewhat reduces the fear of horrible, almost instant death when you're in a lowly M3 and come under full-on CIG fire from the front of a Centaur. I quite like that feeling of "AAAAAAAAARRGGGGGGGGGHH!" you get at times like that ;)
someone else wrote: I removed the HEPT compatibility to have more agile turrets... HEPTS are rubbish at killing small ships.
It is the compatibility that makes the turrets slow rather than what's actually loaded into them? If you put a PBE in the rear turret of a Dragon is it the turret speed the same as if you'd had a HEPT in there? Or is it faster with a PBE loaded than with a HEPT loaded?


---- EDIT ----

Erm... you might want to have a nose at the "main" cockpit position on the Boron Pleco, it's currently floating about 30ft off the side of the ship :|


Edit of the edit... tracked down the culprit for the weird placement of the cockpit on the Pleco... it was from an old install of Gazz's Turret fix I had in place... I renamed the file earlier and the mod kicked in after I'd been messing around with switching some SPKs about :)
Last edited by Chealec on Sat, 22. Aug 09, 23:28, edited 2 times in total.
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Post by OOZ662 »

Turrets speed is based on the guns loaded. You can tell that by putting a Mobile Drilling System in a turret...you wouldn't be able to catch a Teladi M2 with the rotation rate of that thing. :o
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Post by someone else »

@@fon: amusing oddity and bug... the Q's issue looks caused by the change of the textures and bumpmaps. Damn. Was it like this in the "test mod" you tried some time ago too? In that case I must have screwed up something in the Q's body file.
And I'll have a look at the Adv. eclipse... the game creates a Mammoth if it does not find the right entry for a ship, so I must have screwed up something in it. Try with the 0.57 or previous versions if the issue persists
(sorry, but I'm still at the seaside... :D and my gaming PC is still at home)
Operation Final Fury is going to be a chuckle!
OFF needs to be something EPIC, (the last time was a joke... :roll: )
but I mainly want the Khaak to strike fear as they did in X2... in X2 they were DEATH if you didn't had a PSG handy, their stats haven't been updated from X2, and their ships suck.
HOW many guns has the KM2 got now!
in theory that should be the same number as vanilla... :roll: I removed that because CMOD3 boosted the G-kyon and Cmod3 people were... disappointed.
I noticed that with the Improved Races the Khaaks are quite ass-kicking, so I just opted for high speed and good maneuverability to boost their ships in a "Khaak" way.
Nice idea on the Teladi M1/M2
Yeah... but the station handling scripts (load/deploy) work only on TLs... :(
Might be worth considering upping the Albatross cargo capacity slightly
I'll think on it. :roll:
It is the compatibility that makes the turrets slow rather than what's actually loaded into them?
nope. the turret turning speed depends on what you mount on them, a M2's side turrets turn like crazy if you mount IRE and slooooooow if you mount PPCs.
The problem here is that if they are compatible to HEPT they will load ONLY HEPTS there (due to the fact that HEPT is the bigger gun, AI loads always the bigger gun). And a HEPT is a too clumsy gun for fighter defence. (the player and the AI alike dodge the green slow shots)


A discussion on another thread (the one with the hangarmod i linked the post before this) made me think a little on my changes on M1s:

In Vanilla they look like a "light M2 with a hangar", but the weapon energy is... unsatisfying. Only Raptor was a bit usable imho :(
I remeber the old days on a Raptor charging the enemy screaming obscenities while my capital guns and fighters killed the enemy. :pirat:
And I look at what the Raptor is now: a big, fast carrier with big cargo.
In a word: NOT fun at all. :cry: I wanna use it as I did in the old times, and maybe make all the other carriers able to do what it does in Vanilla.

just because it is fun to use a ship like that, and imho it isn't unbalanced at all... it just can't be called "carrier" but well... Vanilla ones aren't "carriers" either. :roll:

so:
-M1 will regain Capital guns compatibility, but maybe on different turrets than Vanilla (for example, the Shark can have the front guns doubled and only them able to shoot capital guns)
-M1 weapon generator will be rised to about double the Vanilla amount (and about a half of a M2) to use the big guns effectively
-M1s will lose the "bonus hangars" I added them. (10 less ships on each M1)

what do you think? Am I gone crazy? Or you think it is cool? :D

p.s. anyone tried the Venti?
p.p.s. anyone disagrees on the Hangarmod addition? it will become part of this mod, not a "optional" due to the critical files involved.
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