[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

dESANT
Posts: 77
Joined: Mon, 2. Jan 06, 00:47
x4

Post by dESANT »

Code: Select all

patch notes 1.02:

7. Rebalanced M1 hanger sizes to be more racial and reducing overall numbers to between 30
and 50 to help with FPS when carriers deploy all their fighters.

Now i have a question, is there any chance for updated jobs.txt files to get rid of extra ship's assigned to carriers? Ex: Argon One has space for 45 ships, but he posses 79 in his stats :x 45 are docked rest is flying around it.. This isn't FPS friendly at all. This apply to other carriers as well.

Am using job's recommended for SRM from 1st page
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

dESANT wrote:

Code: Select all

patch notes 1.02:

7. Rebalanced M1 hanger sizes to be more racial and reducing overall numbers to between 30
and 50 to help with FPS when carriers deploy all their fighters.

Now i have a question, is there any chance for updated jobs.txt files to get rid of extra ship's assigned to carriers? Ex: Argon One has space for 45 ships, but he posses 79 in his stats :x 45 are docked rest is flying around it.. This isn't FPS friendly at all. This apply to other carriers as well.

Am using job's recommended for SRM from 1st page
I thought VKerinav had done that in the last jobs update. It may take a little while for this to show in an existing game.

Otherwise, please post this in the jobs thread and I'm sure Vkerinav will sort it out.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Release update:

It will be tomorrow morning. I've just got one little tweak to make to the scripts and then its done.
barcharcraz
Posts: 15
Joined: Wed, 30. Aug 06, 01:54
x4

Post by barcharcraz »

I am having problems with the MPM/PM mod, I am running PM 7.2(7.1 in the plugin manager?) and the PM stations seem to get overwritten by the SRM ones

I am running SRM 1.02a and I know that this is not the latest version but I have a quota on my internet connection and so I am waiting for the next update to come out.

So did I do something stupid or was this fixed in SRM 1.03?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

barcharcraz wrote:I am having problems with the MPM/PM mod, I am running PM 7.2(7.1 in the plugin manager?) and the PM stations seem to get overwritten by the SRM ones

I am running SRM 1.02a and I know that this is not the latest version but I have a quota on my internet connection and so I am waiting for the next update to come out.

So did I do something stupid or was this fixed in SRM 1.03?
If these PM/MPM stations were spawned before you installed the SRM, you will need to cheat spawn some new ones.

The SRM PM/MPM entries are in different locations in TFactories to where they are in the main PM/MPM mod. Thats why they change to different stations when you install the SRM.

Use Cycrow's cheat scripts to cheat spawn new stations and destroy the old ones and they should function as they did before.
Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 »

paulwheeler wrote:
Osiris454 wrote:Paul, would you consider giving a buff to TS's, TM's, TP's, and TL's laser generator output? All of the freighters for all races excluding the TL class have the exact same laser generator output of 850MW. Since some have multiple turrets and even front mounted weapons, they cannot maintain any sort of meaningful defense for themselves despite their stats showing otherwise.

EX: The Mistral Freighter has 4 turrets. If I put Phased Repeaters in them (Which I did), then I get about 10 shots off with all of them going. I lost a Mistral Super Freighter once to an Pirate M4 because the freighter ran out of energy (It maintained fire for less than 10 seconds before running out while using both turrets). I was on the other side of the sector when the freighter got jumped.

EDIT: Just nitpicking here, but can you move the Valhalla's front turrets farther forward, about 2-3 turret lengths from the front of the ship? Specifically the left and right one. They are all bunched up near the middle of the ship. It just seems weird. Having one turret on the end of each of the pylons, pontoons, whatever, would look much better.
I'm also having trouble seeing where I'm going when the 2 front turrets on the Cyclops block my view. Moving them the the very front on the sides ala the Titan would be excellent (or just farther forward, there's plenty of room).
I will have a look at this once I've finished the current release. However, don't expect the laser generators to go up too much. They are only civilian freighters after all and have already had shield upgrades over vanilla. You could invest in a fighter escort... I do agree though that 10 seconds firing is a bit short - although I'm sure it would do better with a PAC or IRE. PRG is probably not the best choice for a ship with limited laser energy.
I've tried using PACs before. It's not much better in terms of longevity. I mostly went with PRGs because I wanted the shots to really count and the conflict to be over as quickly as possible without loosing the shields and suffering hull damage. IREs I haven't really though about much. My general consenses was that they were too weak, but considering they are trying to fend off fighters and not capital ships, I may have to think twice about that.
Varek Raith
Posts: 331
Joined: Thu, 23. Aug 07, 21:33
x4

Post by Varek Raith »

paulwheeler wrote:
Varek Raith wrote:Kha'ak Destroyer, Carrier and Hive Queen have messed up cockpit views. Also, the turret views seem wrong.
8)
I'm glad you pointed this out... The whole front turret on each wasn't even firing! This is the case with the vanilla game too! No wonder the Kha'ak capitals were a bit of a push over compared to previous games.

Its all fixed now. All cockpits have decent positions and turrets fire perfectly.
:o
The turrets have been broken since the original game came out???
:o
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Varek Raith wrote:
paulwheeler wrote:
Varek Raith wrote:Kha'ak Destroyer, Carrier and Hive Queen have messed up cockpit views. Also, the turret views seem wrong.
8)
I'm glad you pointed this out... The whole front turret on each wasn't even firing! This is the case with the vanilla game too! No wonder the Kha'ak capitals were a bit of a push over compared to previous games.

Its all fixed now. All cockpits have decent positions and turrets fire perfectly.
:o
The turrets have been broken since the original game came out???
:o
Well I certainly haven't touched them before now, so unless Someone Else or Draffut royally screwed them (which I seriously doubt) they must be broken in vanilla.

They're fixed in the SRM though with the next release!
cnecktor
Posts: 337
Joined: Thu, 11. Dec 03, 05:53
x3

Post by cnecktor »

Hi I have been away for while. I figured now that the new patch is out why not start up a new empire with srm. Everything looks to work alright, but I get this message every time, I load up the game now. Page 60019 for race yaki contains no lasers. I'm not sure if this means my game is alright or not?
HotSake
Posts: 472
Joined: Sun, 3. Jan 10, 22:15
x3tc

Post by HotSake »

Are you sure it's an SRM problem? What other scripts/mods are you using?
Sinnerman264
Posts: 29
Joined: Sat, 21. Feb 09, 19:57

Post by Sinnerman264 »

Interesting. I got the same message regarding Yaki lasers couple of days ago.
orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 »

@Sinnerman264, cnecktor

I had that once a long time ago, the message came too fast though. I believe it has something to do with CMod not being properly installed, or at least it was for me. or the jobs script. Everything updated?


Can't wait for the next release!
***modified***
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

cnecktor wrote:Hi I have been away for while. I figured now that the new patch is out why not start up a new empire with srm. Everything looks to work alright, but I get this message every time, I load up the game now. Page 60019 for race yaki contains no lasers. I'm not sure if this means my game is alright or not?
This is due to an error in EED (from the jobs thread). The config script is missing entries for the Yaki. This was present in a very old version but should have been sorted out in the last few releases. Which version are you using? I suggest you download the latest version if you're not using it and try that.

It wont actually cause you any problems though. It just means that the Yaki will not use the EED routines to equip ships and will revert to vanilla equipping.

If after updating the EED you still get the error can you post this in the jobs thread?
Last edited by paulwheeler on Wed, 23. Mar 11, 09:49, edited 1 time in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

orion84 wrote:
Can't wait for the next release!
Uploading now. It will take a couple of hours though! :cry:
User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley »

A couple of hours!!! :wink:
Well, I got the day off (which is just as well as I am a bit under the weather) and a few hours pass quickly if you start up X3TC.

I am enjoying this mod and the updated CMOD immensely.

The shield adjustments on ships probably help with survival OOS and makes it fun looking at stats for ships trying to figure out which one is most suitable.

I have no real input to give on the laser regen and battery for TS ships. But I do not see a 1 turret TS ship having a very large Laser Energy, firing ten seconds consecutively seems more than enough. Time enough to bring down incoming missiles and take potshots at incoming fighters. BUT maybe a higher Laser Recharge; thus simulating it being easier to defend than attack.
Concur with "more turrets, higher Laser Energy" though.

ShipSystem Re-Balance
This is just a great addon. I dunno how long I've played (days?) but I've yet to find it in my Teladi heart to buy a jump-drive; I'm going to soon though. Did buy MARS.... maybe I am not as peacefull as I think...

Have you thought about tweaking Race Relationship needed to buy ships, weapons?
I always found it odd that I could buy a M2 without being Hero of The Federation. In my old game I changed this but maybe it's something to think about.

I haven't compared the size of MK1 ships with new ones, I kinda feel they are smaller than the new ships whilst playing the game? I'll have a look in 3D-viewer.

What about the new exporting routine to update collision data in DboX that Doubleshadow just released, is that anything you can benefit from?

Well, that was just alot of rambling - typical of my posting style :oops:
Just wanted to give a slap on the back and a thank you, giving you some apriciation for all the hard work you've done.

Cheers!
Projects:
Onhold..... time time....
perimeter
Posts: 3
Joined: Wed, 23. Mar 11, 10:34
x3tc

Post by perimeter »

Hi all

Very nice mod.

I cant stop to play :D


One litte question. The m7 hakata model from cadius have dockingplace for TL is this correct or is this fixed in the next version?





greetz
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

UPDATE RELEASE - v1.04
------------------------------------

- Fixed 45 degree weapon misalignment on certain ship turrets (bigturret5).
- Added particle emitters to Marauder (trail packs).
- Split Marauder main guns onto separate nodes to stop glitches.
- Fixed cockpit positions, non-firing front turret and misaligned turret/cameras on Kha’ak Destroyer and Carrier.
- Updated Xtra pack to 1.91.
- Renamed several ships to make way for Xtra updates and to make sure Betty will say them all. Current - Patroclus --> Ganymede, Emeus --> Hawk. New Xtra - Acinonyx --> Wolf, Adder --> Krait, Anaconda --> Lotan, Naginata --> Shamshir. New Kha’ak ships will be called Advanced Scout, Advanced Interceptor, Advanced Fighter, Transport, and Frigate.
- Gave Aquilo Boarding Pod compatibility and removed Sirokos as it was unnecessary to have both ships when they both had the same model.
- Angel gets a slight speed increase and have set the min cargo to be the same as the max cargo so its in-line with other TPs.
- Tenjin gains an extra shield slot, more laser energy, hull strength and cargo, but loses speed.
- New SRM Shipyards Pack scripts. It is now an AL Plugin with configurable interface via Cycrow’s Community Configuration Plugin. Feature placement is now random with collision detection, and will handle sector takeovers and features will respawn if destroyed.
- Removed Decomissioned Shipyards. Corporate Showrooms replace them with other civilian ships such as freighters and transports for sale in addition to Mk1 ships.
- Replaced the prototype/advanced shipyards with Corporate Research Stations.
- Altered Weapons Dealers scripts to take advantage of new random sector code and collision detection.
- Replaced old Darkspace Weapons Dealer model with Cadius’ USC Military Outpost model.
- Added 4x TS/M6 docks to Mobile Research Station. Increased shields to 5x 2GJ.
- Reduced price of Starliner.


Please update main mod, hull packs, shipyard pack, weapons dealers and trails with this update.

You will need to update the Combat Mod to 4.7 for this release.



UPDATE PROCEDURE
------------------------------

This is a bit more indepth than usual so please read thoroughly before installing.



BEFORE INSTALLING:

Switch off the Weapons Dealers AL Plugin

From your "Director" folder delete old SRM Shipyard scripts (its essential you do this if starting a new game):
ADVPROTO_SHIPYARD.xml; ATF_HEADQUARTERS.xml; EXPLORER_M5S_IN_SHIPYARDS.xml; GONER_SHIPYARD.xml; OTHER_SHIPS_IN_SHIPYARDS.xml; OWPS_IN_SHIPYARDS.xml; PAR_SHIPYARDS.xml; X2_SHIPYARDS.xml; XTRA_FACTORIES_IN_SHIPYARDS.xml; XTRA_SHIPS_IN_SHIPYARDS.xml; YAKI_SHIPS_IN_SHIPYARD.xml

From your "Scripts" folder delete: al.srm.weaponsdealers.main.xml; setup.srm.corps.xml


Make sure there are no Split capital ships at all or Falchions, Solaris, Katana in-sector


Make sure you have no ships docked at any SRM added stations (e.g. weapons dealers, PAR shipyards) as they will be destroyed with the update.


When installing new scripts make sure you say yes to overwriting any existing scripts.

Don't forget to update the CMOD!




POST-INSTALLATION:

Cloning will be required on any Falchions, Marauders, Tenjins, Mobile Research Stations.

If you own any Sirokos - please clone with an Aquilo and destroy the Sirokos - it is now a redundant ship and will be replaced in future release.

In case you forgot to turn off the Weapons Dealer AL Plugin... after updating it will be off. Switch in on, after a few seconds switch it off, then on again. This will ensure all old scripts are stopped and old stations removed.
Last edited by paulwheeler on Thu, 24. Mar 11, 09:33, edited 1 time in total.
orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 »

*squeals like a piggy* :D

and i never knew you could buy the starliner! haha
***modified***
vkerinav
Posts: 632
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav »

Excalibur and Shamshir could both use variation 8. Shamshir could even use 20, which is blank for the USC's M6 class.

Jobs updated.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

orion84 wrote:*squeals like a piggy* :D

and i never knew you could buy the starliner! haha
You can now! Its fairly basic at the moment but will be getting a face lift for the next update.

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