[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Still... don't expect a TL class ship to take on a heavily armed M7, M2 or M1 and live or at least live to tell the tail but also get your butt handed to you... it's likely your ship will end up in near death condition lol
darkelfsin
Posts: 157
Joined: Sat, 2. Sep 06, 00:05

Post by darkelfsin »

wow.................
User avatar
robalexhall
Posts: 566
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by robalexhall »

:?
orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 »

I'd feel safer in an M6 than a TL. The big shields are good but are not meant to take capital ship punishment.

EDIT: oh and SRM is a flawless mod that works if you follow the instructions to the letter. Most problems i had were from other scripts and mods, but are easily fixed. and for it to properly work you need all 3 packs of the mod installed: SRM, cockpit mod, and trails pack.

Paul, as of SRM 1.3 do we no longer need to remove the 0044.pck from mov folder? i forgot to remove it but it didn't affect the game.
***modified***
User avatar
robalexhall
Posts: 566
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by robalexhall »

I wasn't intending to use it for my personal ship. I'm currently in a heavy hydra for that with the quest line vidar called in for support if I need to take on a Q. -- That's something I'm liking about SRM. It's not trivial to take out a Q with an M6.

I was just thinking that with SRM a TL is at least some kind of asset in combat. Not that it can replace a real carrier or an M7.

Alterantively I was looking at forgetting station transporting and going for the SRM Teladi Tern M7.

** this thread is for all discussion of SRM, isn't it? Not just problems?

*** on that note: another question I wanted to ask was, should I use a hull pack? Currently I haven't bothered with those.
GrieferBastard
Posts: 82
Joined: Mon, 8. Dec 08, 00:34
x4

Post by GrieferBastard »

At the moment everything works gorgeously, save the HQ that you can buy. I can't reverse engineer, scrap or build ships. To RE do I need some sort of resource already in it, or do I have to finish the player HQ quest to 'enable' those aspects, or anything along those lines?
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

robalexhall wrote:I wasn't intending to use it for my personal ship. I'm currently in a heavy hydra for that with the quest line vidar called in for support if I need to take on a Q. -- That's something I'm liking about SRM. It's not trivial to take out a Q with an M6.

I was just thinking that with SRM a TL is at least some kind of asset in combat. Not that it can replace a real carrier or an M7.

Alterantively I was looking at forgetting station transporting and going for the SRM Teladi Tern M7.

** this thread is for all discussion of SRM, isn't it? Not just problems?

*** on that note: another question I wanted to ask was, should I use a hull pack? Currently I haven't bothered with those.
Yep its a place to discuss all aspects of the SRM......

Thats really a personal choice based on what you want, for example i have found the low hull multiplier pack to be the best balance for my game as i like the idea of tougher armour plating on ships......but i found Medium and high too much (remember it aplies to all ships not just yours).......but im sure their are plenty others that will disagree and love super super long battles.....its what you want, best way to decide is to put them in one at a time then pick a cap ships vs cap ship fight and see which one you like...if any at all!

As for the TL vs Tern......if you are going to build stations very soon get a TL, if you need more of a mini carrier then get a Tern or something similar.....
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

orion84 wrote: Paul, as of SRM 1.3 do we no longer need to remove the 0044.pck from mov folder? i forgot to remove it but it didn't affect the game.

It is still required to remove the 00044.pck from the mov folder. The only thing you'll miss if you don't is Betty saying any of the new names that I have created from fragments of other phrases, such as Fusion Pulse Disruptor for example.

Its no big deal, that file can be removed (or renamed) at any time and then you'll hear Betty for everything.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

GrieferBastard wrote:At the moment everything works gorgeously, save the HQ that you can buy. I can't reverse engineer, scrap or build ships. To RE do I need some sort of resource already in it, or do I have to finish the player HQ quest to 'enable' those aspects, or anything along those lines?
Which HQ are you referring to? The normal player HQ or one of Cadius' added HQs?

For the standard player HQ, it should function in exactly the same way as it does in vanilla. You should not have to complete the plot for it to function. However, the other added HQs have different stats and resource requirements.
Runner
Posts: 96
Joined: Sun, 23. Nov 03, 10:58
x3

Post by Runner »

After having reported (likely self-caused) problems earlier I'd like to chime in and say how much I like the changes of SRM. Got an escort mission that clearly told it was hard to escort three transporters just half a sector to get 200K for it. At that time I only had 200K, so I accepted jubilantly. And then a long and tense battle with just a couple of Xenon Ns and Ms occurred which in the end I lost because they whittled those transporters down, little by little. But it was really fun all the time desperately trying to catch those agile Xenons while they autmaneuvered my Mambo by virtue of being significantly faster.

Nice work!

Btw. I am using the middle hull pack and am very satisfied with it. Capital ship battles are not over the instant they get into firing range now and fighters do make a difference to who wins. Observed and participated as defender in a large Khaak invasion with two Qs and several clusters in Atreuses Clouds(!) which was fended off by two Boron destroyers and one visiting Teladi destroyer. The only annoying thing occurred when the remaining borons finished with the Khaak and started chasing me, because as the bancrupt assassin start I started with them hating my very guts... :) (Well, I also did kill a few of their freighters here and there in the beginning just for the kicks...)
GrieferBastard
Posts: 82
Joined: Mon, 8. Dec 08, 00:34
x4

Post by GrieferBastard »

paulwheeler wrote:
GrieferBastard wrote:At the moment everything works gorgeously, save the HQ that you can buy. I can't reverse engineer, scrap or build ships. To RE do I need some sort of resource already in it, or do I have to finish the player HQ quest to 'enable' those aspects, or anything along those lines?
Which HQ are you referring to? The normal player HQ or one of Cadius' added HQs?

For the standard player HQ, it should function in exactly the same way as it does in vanilla. You should not have to complete the plot for it to function. However, the other added HQs have different stats and resource requirements.
The one you can now buy from a station. I've searched through his thread and couldn't find any reference to it. No other issues or conflicts I can find, I just can't seem to get it to reverse engineer, scrap or create ships. I also use the 'paint ship' command and it seems to work but the ships coloration does not change.

I've asked on the thread for Cadius' mod though, obviously I've missed something.
User avatar
robalexhall
Posts: 566
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by robalexhall »

I've installed a hull pack.

Guess it will be time to go for an M7 now :)
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

I have an idea for the SRM or at least possible addon pack........its to do with the Xenon and making them a little more dangerous and give them a unique ability.

It was inspired by the Borg in Star Trek and their ship regeneration ability during combat, it would make sense if the Xenon has a similar abilty as the Xenon would be at the forefront of Nano technolgy and being able to repair their ships......even from just a few battered remains.

So as well as their shields regenerating their hull would also regenerate at a ceratin pace.....so in reality a Z with just 1% hull would given time would manage to rebuild its self back to full power.

It would need carefull testing to make sure it would not make them too OP , and maybe the bigger the Xenon ship the quicker it can rebuild itself.....with K and Z being the quickest.......it could be that these beasts repair at a faily fast rate, player ships would be desperate to destroy them quickly if you havent you could be in reaql trouble.

Of course get the Xenon ships to zero hull points and its dead!!!!

Would cetainly add a little more spice to going into Xenon space and picking a fight.
GrieferBastard
Posts: 82
Joined: Mon, 8. Dec 08, 00:34
x4

Post by GrieferBastard »

A very cool idea. I've got the Improved Races mod going and the Khak are considerably more dangerous than the Xenon with the way they all warp in.

Still having issues with the player HQ you purchase and place yourself not letting me RE, scrap or build ships. Suggestions on what I've done wrong?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

GrieferBastard wrote: Still having issues with the player HQ you purchase and place yourself not letting me RE, scrap or build ships. Suggestions on what I've done wrong?
I need to know exactly which one you are testing. Is it the vanilla player HQ, or one of the HQs added by Cadius' mod; the Terran HQ, Terran Orbital Shipyard, Terran Freight Dock, Teladi Asteroid Base or Teladi Orbital Shipyard. Not all of them have the same abilities.

Also check that you do not have any other mods installed that alter the HQ. Check in your types folder in the main X3TC directory that you do not have a file called hq.xml.
GrieferBastard
Posts: 82
Joined: Mon, 8. Dec 08, 00:34
x4

Post by GrieferBastard »

Purchased from an Argon Shipyard in Cloudbase Southeast, it's just called "Headquarters". I haven't even started the Player HQ questline. It was deployed in Split Fire.

The only mods I have are pretty much the complete suite of SRM/CMOD goodies, Cycrows Cheats, Improved Races, MARS, Universe Explorers, NPC Bailing Addon and Salvage Command Suite.

Checked the types folder, no HQ anything.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

GrieferBastard wrote:Purchased from an Argon Shipyard in Cloudbase Southeast, it's just called "Headquarters". I haven't even started the Player HQ questline. It was deployed in Split Fire.

The only mods I have are pretty much the complete suite of SRM/CMOD goodies, Cycrows Cheats, Improved Races, MARS, Universe Explorers, NPC Bailing Addon and Salvage Command Suite.

Checked the types folder, no HQ anything.
OK. Thats the standard player HQ then.

There should be no reason why that wouldn't function as it does in vanilla. The srm HQ.xml entries for the player HQ are exactly as they are in vanilla except for an increase in storage.

Try this: use the mod manager to extract the hq.xml from the base SRM cat/dat and put it in your "types" folder in the main X3TC directory. This will ensure it will override any other HQ.xmls that might exist inside any other mods. (if you're unsure how to extract the file let me know and I can send it to you)

Then cheat yourself in a new HQ (this is important as changes to HQ.xml only affect newly spawned HQs I believe), transfer any wares and then destroy the old one.


BTW - the paint shop only works on certain ships and even then only on one or two textures.


Can any other SRM users confirm that their HQs are functioning correctly? Just so I can rule out errors in the SRM hq.xml.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sn4kemaster wrote:I have an idea for the SRM or at least possible addon pack........its to do with the Xenon and making them a little more dangerous and give them a unique ability.

It was inspired by the Borg in Star Trek and their ship regeneration ability during combat, it would make sense if the Xenon has a similar abilty as the Xenon would be at the forefront of Nano technolgy and being able to repair their ships......even from just a few battered remains.

So as well as their shields regenerating their hull would also regenerate at a ceratin pace.....so in reality a Z with just 1% hull would given time would manage to rebuild its self back to full power.

It would need carefull testing to make sure it would not make them too OP , and maybe the bigger the Xenon ship the quicker it can rebuild itself.....with K and Z being the quickest.......it could be that these beasts repair at a faily fast rate, player ships would be desperate to destroy them quickly if you havent you could be in reaql trouble.

Of course get the Xenon ships to zero hull points and its dead!!!!

Would cetainly add a little more spice to going into Xenon space and picking a fight.
Its probably more something that would be better suited to Improved Races than the SRM I would have thought. It would involve a constantly looping script that checks all Xenon ships hulls and then greadually increases them till they reach 100%.
User avatar
robalexhall
Posts: 566
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by robalexhall »

Just a quick question.

What is the trade off between the Logich and the Morrigu (Terran frigates).

They seem roughly similar except one has a massively superior laser generator.

I'm still a noob to TC so probably I'm missing something.
Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 »

Paul, I made a change in the Cerberus. After doing a lot of comparison and trials (I've been flying this thing for months), I found out that the Cerberus is too weak to engage more than 1 M6 at a time and it can be overwhelmed with just 7 M3+ fighters. Going from the description of this thing, I decided that it really needed a buff, if ever so slightly.

1. Added 1 shield slot. Max is now 4GJ.
2. All of the turrets can now use High Energy Plasma Throwers. Side, Up, Down, and Rear.

Fighter limit is an unknown. They simply die too fast for me to count. ;)
A single corvette can be taken out much better now with the addition of the HEPT's. I still only have 74% of my shielding left from the Xenon LX, but I happened to take him out with only the rear turrets (Yay! HEPTs!). I can't take on anything bigger though, but that means It's not overpowered (to me at least).

It may be able to hold it's own against larger threats, but it is definitly designed for fighters and corvettes now. :D

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”