[MOD] Hull Multiplier mod v.0.5 for XTC v1.2

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Requiemfang
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[MOD] Hull Multiplier mod v.0.5 for XTC v1.2

Post by Requiemfang »

Me and a few others got sick of seeing ships getting toasted in mere seconds so we made a solution to the problem! Most of the praise goes to Scoob and Troubleshooter as they did the most modifying to the Tship file. Me I went in and did a few more sensible changes until the next update to the XTC mod.

http://www.mediafire.com/?t5f1h8ltvrhhpcv

Hull Class Value Multiplier used based of SRM hull mod

M2 10x
M1 7.5x
M7 5x
M6 4x
M8 3x
TL/P/S/M/0 3x
M3 2.5x
M4 2x
M5 1.5x

It's all nicely packed into a Cat/Dat file to save ppl the trouble of modding the base XTC cat/dat files.

P.S. you'll notice it'll be a lot harder to take down certain ships if your in certain classes of ships. This mod is intended for longer fights, so if you don't like longer fights this is a mod not for you.

Note: You will have to clone any ships that have weapon energy and shield changes, if you own the ships of course. Or simply trade them in for another ship, you have been warned.


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Simple instructions for installing, extract the file from the zip and place it in your main X3TC directory as the highest CAT/DAT file. If you have any other mod that modifies the Tships file it's likely to overwrite this file. I ran into this issue using the Repair laser mod MOD.

Included the small script from SRM mod hull addon, cause the hulls of ships will be whacked up when first installing this. After placing the script in your main X3TC directory just open the script editor in game and run the script named temp.srm.hull.reload.xml
Last edited by Requiemfang on Wed, 10. Aug 11, 03:30, edited 12 times in total.
Troubleshooter11
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Post by Troubleshooter11 »

Nice work :) and thanks for the shout out hehe.
Requiemfang
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Post by Requiemfang »

Heh no problem, now all I gotta do to add on to this is have Scoob send me the files for the tshields and tlasers or have him send me that stuff already compiled into a file :lol:
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surferx
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Post by surferx »

Yeah this is nice. Taipan is classified M2+ so it does need a hull increase. Wouldn't a 50k increase the hull to 4.05 million? .5 million is 500k.
If you want to go fast, go alone.
If you want to go far, go together.

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Arghy
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Post by Arghy »

Sweet i always hated capital ships getting killed in seconds--keep it up as i would love this mod for 2.0!
Requiemfang
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Post by Requiemfang »

surferx wrote:Yeah this is nice. Taipan is classified M2+ so it does need a hull increase. Wouldn't a 50k increase the hull to 4.05 million? .5 million is 500k.
Ah... I need to modify something in the OP post, that 50k increase yes is 500k. The 50k what I meant to say was over the base value.

Python's base value without the multiplier applied is 400k so add 50k on to that and it's 450k which is what I used for the Taipan. So it equals out to 4.5 million hull.
CraterFace
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Post by CraterFace »

Thanks for this :)
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
Requiemfang
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Post by Requiemfang »

Made a small change to the title so no one gets confused, the hull mod has been made with v1.1 of XTC in mind.
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Mike.Galaxy
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How to merge Hull Multiplier mod with Repair Laser mod

Post by Mike.Galaxy »

Requiemfang wrote: If you have any other mod that modifies the Tships file it's likely to overwrite this file. I ran into this issue using the Repair laser mod MOD.
[/color]
In case of the Repair Laser mod ReLaXTC it would only be little effort to merge it with Your mod (to be honest, I already have done it right now in private - just need to do a quick ingame test)

Only thing to do is to edit the tships and add the Laser_Special Weapons Group to Spacesuit and set the Warelist to "123".

There would be three ways to use both mods "correctly":

a) Quick and dirty: copy the merged TShips.pck in Your Installation Root from X3-XTC subfolder "types"
e.g.: C:\programs\Egosoft\X3 Terran Conflict-XTC\types\tships.pck
and use the "normal" ReLaXTC-Mod as fake patch or mod
(files in root will always overwrite files packed in cats)


b) Incorporate the edited Tships into the mod pack from Hull Multipler Mod
(cause ReLaxTC also edits
TLaser
WareList
you should load ReLaxTC as fake Patch one cat number below the Hull Multiplier Mod
e.g: ReLaXTC: 16.cat/dat
Hull Multiplier + ReLa-Support: 17.cat/dat

c) Incorporate the edited TShips into the ReLaXTC-Mod
(needs only to merge the Tships)
(Thats the way I would do it as user and for private use only)

BTW: Good Job :thumb_up:

Cheers
Mike
"Space is big, really BIG!"
"Jetzt zeige ich Ihnen wie ein Borone kämpft... hier ist mein Schiff."
"Der zweite Stern von rechts, bis zum Morgengrauen"*
* "Kirk am Ende von ST VI - Das unentdeckte Land"
Requiemfang
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Post by Requiemfang »

Hmmm yeah I did think about doing that, I probably plan to do it, though the repair laser for the space suit becomes rather redundant after you get past a certain point.

If enough people want it I'll merge it
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Mike.Galaxy
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Post by Mike.Galaxy »

Ok, in case You edit your Tships for Repair-Laser-functionallity, don't forget about the nessesary alterations in TLaser and WareList I made.
They are nessesary for full functionallity.
though the repair laser for the space suit becomes rather redundant after you get past a certain point


That maybe the case for most players. But the mod adds the usability of the repair laser IN GENERAL :wink:

Cheers
Mike
"Space is big, really BIG!"
"Jetzt zeige ich Ihnen wie ein Borone kämpft... hier ist mein Schiff."
"Der zweite Stern von rechts, bis zum Morgengrauen"*
* "Kirk am Ende von ST VI - Das unentdeckte Land"
Requiemfang
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Post by Requiemfang »

Mmmm, yeah... that's true. I'll wait for now, it's likely Scoob might include that with the thing he's doing with the Tlaser file to replacing some of the guns for fighter craft vessels and larger vessels to reflect the changes made for the hull multipliers used to balance things out.

If anything this is the first time I've released a mod though most of the work isn't mine, Scoob and Troubleshooter did most of the work already as I already stated. Though... making this thread and making the changes I did to the Tship file of course makes it that I did work on it.

I am open to feedback for more balancing between ships, like what race needs more of something and what it needs less of. Think of this mod as a the Replacing mod done by paul though not really the same exact thing, the SRM mod won't be updated for XTC until version 2.0 comes out. In all likelihood SRM will take over from there and superceed this mod.
Nova Scotia
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Re: How to merge Hull Multiplier mod with Repair Laser mod

Post by Nova Scotia »

Mike.Galaxy wrote:
Requiemfang wrote: If you have any other mod that modifies the Tships file it's likely to overwrite this file. I ran into this issue using the Repair laser mod MOD.
[/color]
In case of the Repair Laser mod ReLaXTC it would only be little effort to merge it with Your mod (to be honest, I already have done it right now in private - just need to do a quick ingame test)

Only thing to do is to edit the tships and add the Laser_Special Weapons Group to Spacesuit and set the Warelist to "123".

There would be three ways to use both mods "correctly":

a) Quick and dirty: copy the merged TShips.pck in Your Installation Root from X3-XTC subfolder "types"
e.g.: C:\programs\Egosoft\X3 Terran Conflict-XTC\types\tships.pck
and use the "normal" ReLaXTC-Mod as fake patch or mod
(files in root will always overwrite files packed in cats)


b) Incorporate the edited Tships into the mod pack from Hull Multipler Mod
(cause ReLaxTC also edits
TLaser
WareList
you should load ReLaxTC as fake Patch one cat number below the Hull Multiplier Mod
e.g: ReLaXTC: 16.cat/dat
Hull Multiplier + ReLa-Support: 17.cat/dat

c) Incorporate the edited TShips into the ReLaXTC-Mod
(needs only to merge the Tships)
(Thats the way I would do it as user and for private use only)

BTW: Good Job :thumb_up:

Cheers

Mike



I pick D :D keep my Repair Laser and run/jump Before my shields are completely gone :lol:
escondido
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Post by escondido »

So is this script compatible with the X-tended terran conflict.....if yes ... i have some problem ...all the ships now have the hull damage...and i dont know ow to fix it in the scipt editor.... can some one explain with scremshot´s ( i have the scrip editor active )... :?: :wink:
Requiemfang
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Post by Requiemfang »

You can grab a simple hull fix from the SRM hull packs cause the hulls of ships will be whacked up when first installing this. Just open the script editor and run the script named temp.srm.hull.reload.xml
you clearly didn't read the instructions at the bottom of my post. You will need to download one of the hull packs from the SRM mod thread and extract the file. In the file there should be a script file named temp.srm.hull.reload.xml

throw that in your script folder in the main directory and then run it in game.
Requiemfang
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Post by Requiemfang »

Okay kids... here's a new update

Marlin had it's cargo increased from 305 to 680, hull increased from 11400 base to 18000, total hull is now 54000. Team really gimped the Boron =\ guess someone on the XTC team doesn't favor the Boron at all.

Marlin didn't even have half the hull as the second lowest M8 and didn't even have half the cargo bay of all the other M8's. For such a beautifully designed M8 it's didn't not get a lot of balancing love from the XTC team.

You can grab version 0.2 from the main OP

I'll merge the repair laser mod with this mod soon enough and I'll also provide a repair laserless version as well, but I'll likely wait to do this merge after Scoob finishes his tweaks to the Tlasers and some of the other tweaks he's doing to the Tship along the lines of M6's, lets not forget the tweaks he's doing with the Tshields :wink:

This version I included a changelog and a script folder for the script run fix for the totally whacked out hulls when first running the game with this mod installed.
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surferx
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Post by surferx »

I'd not even noticed but it would be stupid to have a missile carrier that couldn't carry a full load out of missiles. I think Boron engineers would have designed it better than that. Any way, thanks for continuing to update this. It makes XTC even more fun. I wouldn't be surprised if the XTC team didn't step up hull values a little by 2.0.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
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Requiemfang
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Post by Requiemfang »

naw they'll keep it separate, though it's likely they'll up it a little or not during their next rebalanced phase, though what they are focusing on right now is more of taking care of bugs and game breaking stuff. Honestly I want them to take care of more pressing matters then balance and new ships.

I got Scoobs packs by the way, I'll merge them soon with the hull pack and get them up asap. Once i get that out I'll try doing a merge between the repair laser mod and I'll throw that up once i get it merged :wink:
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surferx
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Post by surferx »

So everything will be tidy and neat in one cat/dat?
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
Requiemfang
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Post by Requiemfang »

Yeah pretty much, I'll merge the files when I get the chance, I haven't really played much at all these past few days and I'd like to make some more progress :lol: need my fill of space adventuring and blowing stuff up :D

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