[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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paulwheeler
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Post by paulwheeler »

I'd imagine that CODEA would treat the M7 light carriers as carriers as there is one in the vanilla game - the Panther.

I am going to look into merging in the CODEA weapon base... just have to brush up on my German first! :wink:
paulwheeler
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Post by paulwheeler »

surferx wrote:I had stopped using ship trails pack, tried again with the SRM exclusive pack. It's just about perfect.
Thats good to hear. :wink:
taskforce3
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Post by taskforce3 »

nap_rz wrote:
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. :lol: :shock:
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???
It is if you're into managing all those fighters, heh. CODEA would help tons, it should work with some m6 and m7s that can dock ships.
aka1nas
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Post by aka1nas »

CODEA can run on anything with a hangar bay.

Paul, any reason why the PAR ships can't use any missiles? I understand keeping the cargobays low so the player doesn't use them, but I would still like to have CODEA shove a few missiles in there with the space that is present.
Akula87
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Post by Akula87 »

Just tried WinRAR. Same issue. What could cause the issue on my end?
paulwheeler
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Post by paulwheeler »

Akula87 wrote:Just tried WinRAR. Same issue. What could cause the issue on my end?
I'd have thought its most likely to be the download getting interrupted. Try using a download manager. These will resume downloads if they get interrupted and do not complete.
paulwheeler
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Post by paulwheeler »

aka1nas wrote:CODEA can run on anything with a hangar bay.

Paul, any reason why the PAR ships can't use any missiles? I understand keeping the cargobays low so the player doesn't use them, but I would still like to have CODEA shove a few missiles in there with the space that is present.
The main reason for keeping the cargo bay non-existent is to deter the player from using them as personal ships.
aka1nas
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Post by aka1nas »

paulwheeler wrote:
aka1nas wrote:CODEA can run on anything with a hangar bay.

Paul, any reason why the PAR ships can't use any missiles? I understand keeping the cargobays low so the player doesn't use them, but I would still like to have CODEA shove a few missiles in there with the space that is present.
The main reason for keeping the cargo bay non-existent is to deter the player from using them as personal ships.
Personally, I can't see using one as a personal ship even if the cargobay were similar to a stock fighter. They have mildly inferior stats to the base models, and are too pricey for early players to buy outright. More established players will more likely opt for a superior model.

You could always increase the PAR M3s to something like 50 cargobay and give them back normal missile compatibility. This would leave room for a few missiles (even with CMOD4), but not give them enough room for significant jump fuel.
paulwheeler
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Post by paulwheeler »

aka1nas wrote:
paulwheeler wrote:
aka1nas wrote:CODEA can run on anything with a hangar bay.

Paul, any reason why the PAR ships can't use any missiles? I understand keeping the cargobays low so the player doesn't use them, but I would still like to have CODEA shove a few missiles in there with the space that is present.
The main reason for keeping the cargo bay non-existent is to deter the player from using them as personal ships.
Personally, I can't see using one as a personal ship even if the cargobay were similar to a stock fighter. They have mildly inferior stats to the base models, and are too pricey for early players to buy outright. More established players will more likely opt for a superior model.

You could always increase the PAR M3s to something like 50 cargobay and give them back normal missile compatibility. This would leave room for a few missiles (even with CMOD4), but not give them enough room for significant jump fuel.
OK - I'll have a think about it. :wink:
danhmusic
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M7M in AI hands

Post by danhmusic »

SRM Is an awesome mod but I have one question. I'm using the SRM Jobs replacement to to implement the new ships into the universe but I've noticed that the AI is pretty moronic when it comes to using M7M missile frigates. They pretty much just take any abuse that I can dish out without even using their own missiles.

Does anybody know of a script or mod that actually allows the AI M7Ms to use their missiles? Even if it just causes them to randomly fire whatever missiles they have in their inventory without even considering the target size it would still be an improvement over not doing anything!

Anyway if they can't be fixed then I'll probably just go and edit the Jobs.txt file to not allow AI missile frigates to spawn. Easy!
Net-burst
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Post by Net-burst »

http://forum.egosoft.com/viewtopic.php?t=248906

They just have very little amount of missiles in cargo hold. Look for solution in above link.
paulwheeler
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Post by paulwheeler »

Use the above along with the military base responce revamp script and you'll soon get annoyed with AI M7Ms taking out targets before you get anywhere near!
Net-burst
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Post by Net-burst »

paulwheeler wrote:Use the above along with the military base responce revamp script and you'll soon get annoyed with AI M7Ms taking out targets before you get anywhere near!
Or with Improved Races :)
danhmusic
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Post by danhmusic »

Thanks for the replies.

Actually I'm using Improved Races and a quick freight scan of the M7Ms reveals that they each have two to three hundred flail and torpedo missiles in their cargo bays! Yet they still never actually fire them!
paulwheeler
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Post by paulwheeler »

danhmusic wrote:Thanks for the replies.

Actually I'm using Improved Races and a quick freight scan of the M7Ms reveals that they each have two to three hundred flail and torpedo missiles in their cargo bays! Yet they still never actually fire them!
With MBRR they fire them - lots of them! So do M8s.
danhmusic
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Post by danhmusic »

hmm, I just installed MBRR but they're still just sitting there and being useless!
Darkone8752
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Post by Darkone8752 »

May just be me, but even though the Drake is listed as 3x200MJ, it only seems to mount 2? Haven't tested heavy dragon yet, but if it's what I think it is, then it should exhibit similar behavior
nap_rz
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Post by nap_rz »

is there a list for weapons & internal docking compatibilities for SRM?
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surferx
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Post by surferx »

Darkone8752 wrote:May just be me, but even though the Drake is listed as 3x200MJ, it only seems to mount 2? Haven't tested heavy dragon yet, but if it's what I think it is, then it should exhibit similar behavior
My Drake has 3 shield slots. Same with the heavy dragon and heavy dragon prot.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
paulwheeler
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Post by paulwheeler »

Darkone8752 wrote:May just be me, but even though the Drake is listed as 3x200MJ, it only seems to mount 2? Haven't tested heavy dragon yet, but if it's what I think it is, then it should exhibit similar behavior

You will need to clone any existing Drakes before they will show the new shield slot. Newly created Drakes will be fine.

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