WhoCares01 wrote:A quick question if I wanted to make a little change there myself.
If I reassign the weapon types that the ships can use in tships.txt, will the AI be able to use the ships in that new configuration as well or will I have to touch another resource (jobs.txt?) to have the game spawn the new conifgs?!
Just as an example, if I gave a Boron M5 just Ion Disruptors (which it doesn't have and don't fit in vanilla, too big & too much energy) and removed the standard weapons, would I end up with Boron M5 patrols with some standard weapons in the trunk but no weapons mounted to the gun pods?!
Weapons are set by both TShips and TCockpits. Generally TShips sets whats in the main guns and TCockpits sets whats in the turrets (for most ships...)
AI ships will only spawn what they can mount. So if you took away all weapons except for the IonD they would all spawn with IonDs. However, if the weapon is M cargo size and the shp is only S it won't spawn them.
Jobs does not control which weapons are spawned. It is hard coded into the game and depends on ship/weapon compatibility, order in TLasers, ware size and some other factors.
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7
The SRM alters turrets on a few vanilla ships, mostly to fix bugs rather than alter them significantly (although there are a few ships that get this treatment - The XShuttle gains rear turrets for example).
If you find out what the best M7 is then please let me know - it means I've not balanced it correctly!
There should be no single ship that is the best. Thats the whole ethos of the SRM.
Hmm, still having problems with Cadius's shipyard, can't buying anything bigger than a m6. I told a rented TL to dock at the shipyard, it just circles it.
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7
It doesn't have 8 main guns, it has 5 turrets with two guns each...
ah well it was in vanilla....
still, can I have suggestion for M7? since vanilla rules don't work....
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7
It doesn't have 8 main guns, it has 5 turrets with two guns each...
ah well it was in vanilla....
still, can I have suggestion for M7? since vanilla rules don't work....
Well if you can afford to arm it, I would go with Sendai Variant B, it's a M7M & M7 hybrid, very fun, powerful ship, capable of dealing some serious damage.
I once took out two stations by accident while shooting at Pirate M2.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7
It doesn't have 8 main guns, it has 5 turrets with two guns each...
ah well it was in vanilla....
still, can I have suggestion for M7? since vanilla rules don't work....
Well if you can afford to arm it, I would go with Sendai Variant B, it's a M7M & M7 hybrid, very fun, powerful ship, capable of dealing some serious damage.
I once took out two stations by accident while shooting at Pirate M2.
ah but it is classified as M2 in SRM still too expensive for my current game
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7
It doesn't have 8 main guns, it has 5 turrets with two guns each...
ah well it was in vanilla....
still, can I have suggestion for M7? since vanilla rules don't work....
Well if you can afford to arm it, I would go with Sendai Variant B, it's a M7M & M7 hybrid, very fun, powerful ship, capable of dealing some serious damage.
I once took out two stations by accident while shooting at Pirate M2.
ah but it is classified as M2 in SRM still too expensive for my current game
Nope, Variant A is the M2, variant B is M7M.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?
what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons
sounds like one hell of an M7
It doesn't have 8 main guns, it has 5 turrets with two guns each...
ah well it was in vanilla....
still, can I have suggestion for M7? since vanilla rules don't work....
I know right, it was also the first m7 i considered buying until i saw what SRM did to it. As for suggesting an m7, that is up to you. If you're into a support role, maybe the Griffon, or anti-fighter, the Geochen. If you're all out a guns kind of guy, maybe the ocelot or Armagenddon. Of course there are ships in between also. Don't forget the missile frigs, if you're into those with a good missile plex.
*Disclaimer* I do not claim to be an expert, just putting out info that is already out there.
I just got around to trying out the PAR ships, and of course the first thing I wanted to do was RE them at the HQ and then mass produce them. I figured that with the gear onboard and Player Workshops applying the remaining software, I could really get an assembly line going.
Unfortunately, it looks like if you produce the PAR ships yourself, they do not come with their shields installed. As they are built-in components, I don't see any way to force a re-equip. Any ideas on workarounds and is this something that could be fixed?
Edit: Found a workaround! Adding another shield to the cargobay and removing will force a re-equip of the built-in shields! Massive fighter-forge plans will commence.
I just compressed it using the built in zip compression in Windows 7. Works fine for me...
Try redownloading it using a download manager. I know that the X Universe servers seemed to be having a bit of trouble yesterday.
RE: Best M7.
Personally I like the Agamemnon. Load it with Tri-beam cannons in the front turret. Looks great - but a bit slow. Get the Mobile Mechanic script to give a few extra tunings.
taskforce3 wrote:
I know right, it was also the first m7 i considered buying until i saw what SRM did to it. As for suggesting an m7, that is up to you. If you're into a support role, maybe the Griffon, or anti-fighter, the Geochen. If you're all out a guns kind of guy, maybe the ocelot or Armagenddon. Of course there are ships in between also. Don't forget the missile frigs, if you're into those with a good missile plex.
*Disclaimer* I do not claim to be an expert, just putting out info that is already out there.
upon looking at the stats again, I still think Astraeus is somewhat the best M7 out of bunch, mainly because the ability to dock 33 fighters alone...
speaking of that can CODEA mod treat these 'mini carriers' the same as normal carriers???