[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

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paulwheeler
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Post by paulwheeler »

Thats great! Thanks for all your help in getting to the bottom of this one.



----------------

New update coming soon with a new addon pack - The advaced and prototype shipyard:

It has been rumoured that a Teladi gangster has managed to aquire blueprints for many advanced and prototype military ships. Under the cover of a salvage dealer he is manufacturing and selling these ships at a high price. The military of all the races are working together to trace the location of this shipyard and close the operation down. However, they are worried that many of these unfinished designs have already flooded the market and are a danger to anyone who purchases them.


This pack will create a new hidden shipyard (well its not exactly hidden, but its certainly not obvious and I'm not going to tell you where it is!) which sells all the prototype and advanced ships - for a price!

All the prototype and advanced ships will be balanced to be better than the basic versions and their prices substantially raised (making it good for those who like to capture the rare ships too).
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Argonaught.
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Post by Argonaught. »

Hello Paul,

Any chance the X2 pirate ships will make a show.

They look ugly but they are unique in their own way.

I mainly liked the shape of the Bayamon, and the helmet face shape was funny.

I'd extract them from X2 myself but I don't have the know how to be able to do it :( .

Any reply greatly appreciated.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
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paulwheeler
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Post by paulwheeler »

I have no idea how to extract them from X2 either. Its Killerog we have to thank for the X2 ships. All I've done is merge his X2 Callback mod with the SRM and made a few little adjustments here and there.

If the pirate ships appear in a future release of the X2 callback mod then rest assured I'll update the pack here too. That goes for M1 docking too.

I'd forgotten how cool the Bayamon looked! The X3 ships sure are detailed and impressive, but there was just something about the design of the X2 ships...

Might be worth asking in the main X2 callback thread for the pirate ships, although I know Killerog is very busy at the moment.
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Argonaught.
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Post by Argonaught. »

Thanks for reply. I'll ask in Killerog's thread and fingers crossed he's not too busy :) .

Argo
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
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Bobucles
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Post by Bobucles »

Patch notes wrote:Paranid M6 have Phased Shockwave Generator
Terran M6 have Starburst Shockwave Cannon
This is madness!
paulwheeler
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Post by paulwheeler »

Bobucles wrote:
Patch notes wrote:Paranid M6 have Phased Shockwave Generator
Terran M6 have Starburst Shockwave Cannon
This is madness!
This is one of the changes Someone Else made in the original mod. I haven't looked at weapon compatibility yet, but I can certainly change this.

I agree the Paranid M6s having PSG is probably a bit too much. The SSC though is not as powerful as the FAA or CFA so I don't think is so bad on an M6. (this opinion is based on the CMOD versions of these weapons)

One of Someone Elses main aims with the SRM was to turn the M6 into a useful ship. I think he was looking at them as gun boats for want of a better word. But perhaps we can make them more useful in other ways than just by overpowering their guns. Maybe increasing speed and shields.

I will look into this for the next version.

I will update the X2 callback to the new version with docking on the M1s too.
paulwheeler
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Post by paulwheeler »

NEW VERSION RELEASED:

v0.62

All advanced and prototype ships have been balanced and all prices have been increased. This is to make creating a shipyard of rare ships more realistic and also gives added incentive to go after capturing these ships.

I have removed PSG compatibility from Paranid M6s and added ISR to all their turrets to compensate. The Terran and ATF M6s have also lost SSC compatiblity in their main guns. The SSC can still be mounted in the turrets.

This version adds a new ship - Mk1a Dragon Prototype. This is based on the old Mk1 Dragon design, but has substantially improved systems bringing it in to line with modern M6s.

"The Mk. 1a Dragon Prototype is the brain child of an ex-Split military engineer. It was reported that he was removed from his post shortly after the Dragon incident and it was he who gave the Mk1 Dragon its distinctive design. In an effort to keep his dream alive he has been developing the old design, boosting its power output, weapons, speed and shields. However, it has been rumoured that the ship is very unstable and that the aging design simply cannot handle the stresses the enhanced systems put on it."

There is a new addon pack - Advanced and Prototype shipyard pack. This adds a shipyard in a remote location in the universe which sells all the
advanced, prototype and enhanced ships, including the Mk1a Dragon Prototype.

"It has been rumoured that a Teladi gangster has managed to aquire some blueprints for many advanced and prototype military ships. Under the cover of a salvage dealer he is manufacturing and selling these ships at a high price. The military of all the races are working together to trace the location of this shipyard and close the operation down. However, they are worried that many of these unfinished designs have already flooded the market and are a danger to anyone who purchases them.

It is suspected that the Teladi government may be turning a blind eye to the shipyard, which is leading the other races to believe that it may be in either Teladi or Pirate space. Apparently there is a path of navigational beacons leading to its location."


Thats all the hints I'm going to give to its location.

Also the X2 ship pack has been updated to v1.4 now with M1 docking.

IMPORTANT - if upgrading from previous version of X2 pack ensure there are no X2 M1 ships in the same sector you are in or your save game will crash on load.
Gavrushka
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Post by Gavrushka »

paulwheeler, just a note to say I am more than impressed with the efforts you've put into this and the results attained in such a short period of time!

At the minute I am playing using the New Dimensions Mod (alpha version) and I am forbidden from using ship rebalancing mods in it.

My old SRM saves are tucked away and will eventually be resurrected.. Am I right in thinking that I can just load install this and away I go with these saves?
paulwheeler
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Post by paulwheeler »

Yes that should be fine. I'm trying to keep the majority of my changes save game compatible and also ship compatible so you don't have to recreate your fleet.

You will have to reload the hulls of any M2 ships as I've upped the hull strengths but thats pretty much it.
Gavrushka
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Post by Gavrushka »

That's great thank you! :thumb_up:
paulwheeler
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Post by paulwheeler »

A quick heads up - if you already have X2 M1s in your fleet, I think they will need to be cloned and the old ones destroyed before the docking will start to work correctly. This is done fairly simply using Cycrow's cheat scripts.
Neaera
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Post by Neaera »

Just a few questions:

- The draffutt's Unofficial bug (player) fixes is up to date (In this package)? I mean 1) to 82)? If not at which point did you "stop"?

- Same question for Alkeena's BSD, Bomber and Shuttle Docking mod.

- Globally which files did you change between 0.61 and 0.62 (Just 3 files? A lot to be remembered?)

Thanks in advance and sorry for the inconvenience :)

[Anyway great job for keeping it up :)]
paulwheeler
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Post by paulwheeler »

the bug fix mod is about three versions old. The majority of fixes are there though.

The docking mod is up to date.

The main files changed are tships, tcockpits, dummies, the descriptions t file and all the x2 addon pack.
Neaera
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Post by Neaera »

Okay thanks.
I'll look around to see if it's possible to update the bug-fix in SRM but I think it'll be too complicated :p
paulwheeler
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Post by paulwheeler »

It would be straight forward if there was a change log between the versions of the bug fix mod, but with just a total list we don't know which fixes are missing and which are already in the mod. Its a bit of a needle in a haystack.

All the major fixes are there though.
Neaera
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Post by Neaera »

Indeed, it is.

Anyway, I have successfully updated 0.61->0.62 to "my" merged mod, thanks for the detailed change-log (file's name) :)


Edit: I have remarked that the Baldric uses the SS_COCKPIT_TER_REAR_M3 which is SG_LASER_SPECIAL (Drilling, Tractor, Repair) and SG_LASER_UNKNOWN1 (Exp Terran Weapons), so a Baldric with exp_SSC it's kind of wierd.

I've taken a look, remove the SG_LASER_SPECIAL from the REAR_M3 (So the Spitfyre will continue to have Exp weapons).

Create a SS_COCKPIT_TER_TS with SPECIAL and SG_LASER_TERRAN_LIGHT (EMPC) [with the same 4512 model scene].

And put in replacement for the Baldric. (Same Count, Ordinal and other stuffs).

And it look like it worked, but my question is: Is it so simple or safe to do that? (Because it's was easy...)
paulwheeler
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Post by paulwheeler »

I remember Someone Else attempting to fix the Baldric turrets, but in doing so it also affects the ATF fighter turrets as well as the SpringBlossom so I'm not sure if its safe to do this.

I'll have a look myself and see whats what. Perhaps we can simply make the Baldric use another tcockpits entry that just has standard terran weapons.

I'm in the middle of finishing off another project at the moment (not X3 related), once thats done (should be next week sometime) I will get back to this.

I have a new version planned. I have already rebalanced the M2s. Someone Elses changes left the M2s a bit mismatched. The Paranid M2 was overpowered and the Argon M2 underpowered. I have gone through all the M2 stats and tried to level the playing field while keeping them different enough to be useful. Only small changes but enough to make a difference.

If there are any other suggestions to rebalancing or other ship mods you'd like to see merged let me know. I'll only merge ships mods that fit within the universe though - no ships from TV programs or other games.
Neaera
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Post by Neaera »

Exactly my point.
In my version, the baldric uses a new TCockpits: SS_COCKPIT_TER_TS with
SG_LASER_SPECIAL and SG_LASER_TERRAN_LIGHT.

The Springblossom uses the SS_COCKPIT_TER_REAR_M3 with just SG_LASER_UNKNOWN1.

And other ships may uses this TER_REAR_M3 (Thor, Fenrir, Cutlass, Spitfyre) uses SS_COCKPIT_DEFAUT.

As far as I've looked, SS_COCKPIT_TER_REAR_M3 is just used by Springblossom and Baldric.

And right the Baldric's turrets look very small...
paulwheeler
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Post by paulwheeler »

Can't we just make the Baldric use the same tcockpits entry as the other terran ships, like the cutlass or thor?

Are you sure the spitfyre uses that entry? It should really have the experimental guns.
Neaera
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Post by Neaera »

It seems, I've gone crazy confounding Claymore/Spitfyre (close in the list) and Springblossom/Spitfyre (close in spelling) :p
I've rechecked.

The entry TCockpits SS_COCKPIT_TER_REAR_M3 is constituted of Special Laser (Tract/Repair/Min) et Exp Weapons.

It is used by
The Baldric ( TS ) => Problem with Exp
The Claymore ( M8 ) => Problems with Special and Exp
The Scabbard ( TP ) => Problems with both or maybe just Exp for commodity.

The Springblossom and Spitfyre uses SS_COCKPIT_DEFAULT so the turret uses the same load-out as the cockpit. So no problems.

No problems with ATF ships too.


So, I think the best is

-to create an entry (named by ex: SS_COCKPIT_TER_TS) with Special and LASER_TERRAN_LIGHT (EMPC) and give it to Baldric and Scabbard.
-to modify the _TER_M3 to have no Special, no Exp, just EMPC, for the Claymore.

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