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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Gavrushka
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Post by Gavrushka »

I support the Jump Drive idea - New Dimensions, a full game Mod, makes it ST class and replaces most Gates with TOAs - I would say make it XL - It will make the M6 a more useful defence ship and underline the TM as a proper military transport. - The Universe has access to a TP that will take XL cargo so no biggy there.

I don't suppose it is under your jurisdiction to alter the Toucan Hauler to move the cockpit camera? forward as all you see from it is a bulkhead at present (no external view) - Draffult explained how I could do this but it was beyond my limited ability.. :(

Loving this Mod BTW.
paulwheeler
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Post by paulwheeler »

Well I'm getting my head around moving cameras while fixing the Q, so I reckon i can do something about the toucans cockpit.
panzerkw
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Post by panzerkw »

Thanks for working so much on fixing the Q. As the most common enemy for most X3ers (certainly is for me) having that ship finally corrected would be great.

hardcoded limit to turret behavior - noted

JD Change - I'm fine with it too as long as all the transports can still use it (maybe size L so the all TP's and some larger [m3+] fighters can also use it). Since I can dock my scout ships to my M2's now it's not a big deal.
Gavrushka
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Post by Gavrushka »

Thanks for offering to take a look at the Toucan Hauler - It'd be my personal ship if not for flying blind in it!
paulwheeler
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Post by paulwheeler »

Good news!

I've fixed the Toucan Hauler's cockpit and the Q's turrets.

This will all be in the next release. Are there any other messed up cockpit positions that need looking at?
Gavrushka
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Post by Gavrushka »

WOOT! That's great news, thank you very much! :)

I'll try out some of the less used ships and check if there are any with cockpit issues.
paulwheeler
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Post by paulwheeler »

Just got a bit of final testing to do before releasing the next version.

In addition to the scene fixes above, I have made a few changes to Xenon ships (got the idea from imperium3's Xenon improvement script). I have reduced the max number of engine tunings and increased the minumum speed accordingly, so newly spawned AI Xenon ships should now be tuned nearer to their max speed. Also the J has had a speed increase as it was much slower than the other races M1s. So no more undertuned Xenons limping around! :twisted:
paulwheeler
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Post by paulwheeler »

NEW RELEASE 0.65
----------------------

Major changes:

Fixed Q up and down turrets so they fire across their entire arc.
Fixed Toucan Hauler cockpit position
Reduced the number of engine tunings required to reach max speed on all Xenon ships and increased the min speed to compensate. This should mean that all AI spawned Xenon should be much faster and nearer their max speed.
Various other tweaks - see change log for details.

NOTE - Make sure there are no Ps or Toucan Haulers in sector when you upgrade.

Any Xenon ships in your fleet which had maxed engine tunings will now be very overtuned. Simply remove the extra engine tunings using Cycrows cheat scripts. If you do not I will consider it cheating! :D


Regarding the imminent X3 2.6 patch - I advise against upgrading straight away if you are using the SRM. I will work hard to make sure the SRM is 2.6 compatible as soon as its released.
Gavrushka
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Post by Gavrushka »

WOOHOO! Downloading now - And thank you!
paulwheeler
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Post by paulwheeler »

UPDATE TO COCKPIT PACKS
---------------------------------

I have upgraded all cockpit packs to PSCO1's latest release v1.24.

Simply download the appropriate pack and replace your current version. No special conditions should be required for your saves to load.

:wink:
Gavrushka
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Post by Gavrushka »

paulwheeler wrote:NEW RELEASE 0.65
----------------------


Regarding the imminent X3 2.6 patch - I advise against upgrading straight away if you are using the SRM. I will work hard to make sure the SRM is 2.6 compatible as soon as its released.
I'm running 2.6 now and I have yet to see any problems - IF I do I'll report them, but I've jumped to as many sectors as possible to see if anything goes tits up, but so far it's faultless.
Gavrushka
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Post by Gavrushka »

Vulture Hauler 8,000-10,000 capacity one has two laser slots, and Max laser energy of 50mj with refresh of 0. - Is this intended?
paulwheeler
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Post by paulwheeler »

I'll check it out and get back to you. It's not a ship I've altered but may be a typo from the original srm.

Thanks for the report. Keep 'em coming!
paulwheeler
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Post by paulwheeler »

Looking at the TS's it seems they all need a bit of tweaking. As you say the Vulture Hauler and the Tanker only have 50MJ of weapons energy. Also they have the same cargo bay.

I'll do an overhall of the TS stats for the next release. I'll probably wait till after the 2.6 patch to check compatibility before I release it.

Let me know if you spot anything else.
Gavrushka
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Post by Gavrushka »

I've just tried out a Dragon - The specs say it has one turret (UP) - It appears though that the turret position is REAR - I'm not sure if this is intentional but 'UP' or 'FRONT' would be more Split Philosophy than rear.

I am seeing no problems with incompatability at all with 2.6 patch BTW - Is there anything specifically I should be looking for with it?
paulwheeler
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Post by paulwheeler »

I don't think there have been any changes to the dragons turret positions. I will check it out.

I doubt there is anything obvious with 2.6 changes. It depends what files have been changed. There's no point in checking things out till the patch is finalised. Once its officially released ill go through the changes and see if any files in the srm need altering.
paulwheeler
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Post by paulwheeler »

I've checked out the Dragon. The SRM does not alter the Dragon scene file at all so this turret position is the default turret position.

I agree though that a rear facing turret is not split philosophy so I may move it.

I do actually think the Dragon is a little under powered compared to the other M6s. (e.g. Centaur has two turrets but a Dragon only has one? I don't think the little extra speed that the Dragon has makes up for the fact that it has 2/3 the shielding and half the turrets.)

How about I move the rear turret up on top so it can fire forward and also give the Dragon a new lower turret? I think I've learned enough now to create a new turret. I'll do the same with the Heavy Dragon too.
Gavrushka
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Post by Gavrushka »

I'm flying a Dragon now - The Array of weapons it can use along with the decent laser energy and recharge make it fairly potent - I think 12 forward firing may be overpowering it a little? - (And yes it has the speed and superb maneuverability too)

The Heavy Dragon I've not flown - But does it have a quad top turret? I'm not too familar with this ship.
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OOZ662
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Post by OOZ662 »

I'd be very happy if you adapted the B trails pack, personally. :D I still haven't figured out how to do that myself. B just seems the most plot-following of the two.
paulwheeler
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Post by paulwheeler »

Ill try and sort the b trails pack for the next update.

Regarding the dragon, I'd like to get the feel back to what it used to be like in x2 - very fragile, but deadly in the right hands. The standard dragon only has two on the top turret so it would only be ten forward guns. The heavy dragon has four on the top.

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