[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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TrixX
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Post by TrixX »

I can't believe you two asked that question. You already have them there...
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Sn4kemaster
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Post by Sn4kemaster »

It does seem from Vkerinav statement, that the X2 ships will simply be removed from the future jobs......its not clear what was meant.

If its a choice to have them or not in future jobs, then i have no problems of course, horse for courses and all that!
Mizuchi
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Post by Mizuchi »

"But I want to have my cake AND eat it!" :wink:
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Idea
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Post by Idea »

vkerinav wrote: Idea,

Fine, fine. I really had no intention of getting rid of them, but they seem to be drawing complaints. I'll change it so that they default to X3 ships for those of you who prefer the 'No X2' version.

If you want to do a temporary fix, what I recommend is this; open Jobs in a text editor, and delete entries 7550-7606.
Thanks for the info.I love X2 ships, X2 is my first game of the X series but with the SRM job file and all other scripts and mods that I use, there is over 10000 active scripts is SE.I need to make the choice.X2 ships simply don't follow (in terms of design) the rest of X3TC or XR ships :(
vkerinav
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Post by vkerinav »

Mizuchi wrote:"But I want to have my cake AND eat it!" :wink:
I knew if I waited long enough you'd clarify things.

No, seriously, I can make them optional. It's just the whole debate about half-filled carriers? Well, the solution involves replacing filled X2 carriers with half filled X3 ones.

Like the pirate X2 ships, really. No one ever complains about them.
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TrixX
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Post by TrixX »

Would you like me to vkerinav ;)

Personally I find the X2 ships out of place (no matter the race) in X3: TC. They just look odd and ill designed by comparison (with the possible exception of the Parand for X3 as they are on a par :lol: )

Just a matter of personal opinion though, not really a show stopper :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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soulmonarch
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Post by soulmonarch »

Not really sure if anyone else has really noticed this: A lot of the ships shielding stats are sort of wonky.

This seems to be in an attempt to differentiate the ships by having some ships carry heavy shields with low recharge power while others have much faster recharge and low capacity. I think that's a fantastic idea, but it doesn't really work correctly in the current implementation.

Here is what I mean, starting with some M1s:

-----

Split Lotan

14000MW reactor
4x2GJ shields
MAX Regen - ~22MJ/s
Excess Power - 4000MW

Terran Tokyo

10660 MW
6x2GJ shields
Recharge rate - ~23.5MJ/s
Excess Power - 0

-----

This illustrates the point, without being unbalanced. Lotan has lower regen and capacity, but beefy laser energy and a larger hanger. But that 4000MW waste still irks me. :P

Some M7s:

-----

Argon Cyclops

10000 MW
5x1GJ
Recharge rate - ~23MJ <---- (Wow.)
Excess power - 0

Argon Minotaur
14400 MW
3x1GJ
Recharge rate - ~13.8 :(
Excess power - 8400

(Note to self: NEVER buy a Minotaur.)

----

I know this problem exists in a many of the X3TC vanilla ships as well (e.g. Colossus, most M2s) but it seems like fixing this kind of thing is part of the reason SRM is here, right? Fixing this kind of issue could potentially give you a lot more play with ship variety, especially when you get into talking about balancing M1s/M2s/M7s.

Just my two cents. There seems to be a lot of confusion around the boards about how shields works, so I thought I'd at least mention it.
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TrixX
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Post by TrixX »

Usually if it's the case with excess energy it's left in for visual differentiation. Yes the energy is wasted, but then you could easily have a variant of the same ship which has one or two extra shields and uses the power available more optimally for whatever scenario you wish for explanation purposes.

If it's excess I wouldn't be worried. If it was deficit then I would be worried ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
paulwheeler
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Post by paulwheeler »

If I recall correctly, the power generator values make little difference to the actual shield recharge rates. What is more important are the efficiency values in TShields - these are all much higher than vanilla when using the CMOD4, enabling all shields to recharge faster than vanilla. Excess power does not make any difference whatsoever.

The recharge rates quoted by the X3Editor (which I assume is where you are getting them from) is quoted in seconds - the total time required to get to maximum shields - NOT MJ per second as you have said. A larger power generator should recharge at a faster rate no matter what the maximum shield capacity is.
Last edited by paulwheeler on Wed, 4. May 11, 09:42, edited 1 time in total.
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TrixX
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Post by TrixX »

Exactly a shield will only draw it's maximum recharge rate from the power gen.

So a in the examples presented the Split Lotan is actually more efficient than the Tokyo.

The Tokyo can only recharge 4 of it's 6 shields at any one time and will actually max out at 22MJ/s as each 2GJ shield can only recharge at 5.5MJ/s maximum.

The Tokyo actually wastes 1.5MJ/s due to a bug (???) in the way multiple shields recharge.

The Tokyo would take 2x the length of time to recharge all shields than the Lotan.

So for the Tokyo to get the same efficiency as the Lotan it would need to have a Reactor set to 15000MW. However for balance reasons this may not be desirable...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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paulwheeler
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Post by paulwheeler »

To all those who tried to tell me that the Tyr was missing flares on its engines... I appologise. :oops:

I just noticed that an update or so ago, Cadius repositioned them too close to the ship so the model was blocking them. It was also affecting the Odin, Woden and Valhalla. I have now moved them back from the ship a little and you can see them again. This will be included in the next update, due in a little while...
vkerinav
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Post by vkerinav »

TrixX wrote:Would you like me to vkerinav ;)
If you like, but I require;

-Screenshots as proof that you've seen X2 pirate ships.
-Confirmation that you are, and always have been, using the No-X2 version of SRM.
-A blood sacrifice of a dozen young goats.

Actually, forget that last point. Yuck.

Seriously, people don't complain about them because they don't have them if they're using No-X2.
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Idea
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Post by Idea »

vkerinav wrote:Seriously, people don't complain about them because they don't have them if they're using No-X2.
But I used the No-X2 version of the Tship file and still there were X2 ships in the universe until I deleted the entries 7550-7606 in Job file.That did fix the problem :)
vkerinav
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Post by vkerinav »

For all you complainers, I've updated Jobs to make X2 ships optional. They will now spawn only for people using the full SRM, whereas the people using the NoX2 version will reduce the variety and grandeur of the universe by spawning X3 ships instead.
Mizuchi
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Post by Mizuchi »

If you start to see swarms of Space Flies - millions strong, going all kamikaze into your stations and slowly chipping away at the shields over days and weeks, devouring all your CPU cycles and general sanity in the process - I'm sure it's unrelated.
paulwheeler
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Post by paulwheeler »

UPDATE RELEASE v1.07
------------------------------

- Added trails to Truelight Seeker.
- Fixed misaligned scenes for Kvasir and Aegir.
- Swapped Susanowa Raider and Hauler models.
- Swapped Perseus Raider and Sentinel models.
- Added new engine sounds for Kha’ak ships.
- Added new engine sounds for Split ships.
- TShips edited to remove all price multipliers (thanks to TrixX for this).
- Repriced all M1, M2 and M7s.
- Fixed missing texture on Mamba Mk1 and Jaguar Mk1.
- CMOD 4.10 compatibility (Trail packs).
- Fixed hidden flares on Odin, Tyr, Woden and Valhalla (trails packs).

You need to update main SRM, hull packs and ALL trail packs.


SHIPS THAT MUST NOT BE IN SECTOR WHEN YOU UPGRADE:

Kvasir, Aegir, Susanowa Raider & Hauler, Perseus Raider & Sentinel.


SHIPS THAT NEED CLONING:

None.


You will not hear the new engine sounds until you change sector.

You must update any trail pack you are using.

If using the CMOD you must upgrade to v4.10




Right - I'm off to go and play with my new phone now (Galaxy S2)! 8)
Last edited by paulwheeler on Wed, 4. May 11, 16:50, edited 1 time in total.
vkerinav
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Post by vkerinav »

Of course, all this hate for the exceptionally well retextured X2 ships has seriously damaged Mizuchi's delicate ego. This will surely result in days of agonizing depression.

This is what you get for revealing my evil plots. [Insert maniacal laugh here]
Mizuchi
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Post by Mizuchi »

I am preparing my Internet 2.0 Standard™ melodramatic "I Am Quitting The Internet Forever (Unless You Tell Me How Awesome I Am And Beg Me To Stay" wall-of-text speech as we speak.

Anyhow: SRM Update Yay! 8)



Edit: please don't take the above paragraph literally. (Except for the "SRM Update Yay" part. That's fine.)
Last edited by Mizuchi on Wed, 4. May 11, 17:18, edited 2 times in total.
Varek Raith
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Post by Varek Raith »

vkerinav wrote:Of course, all this hate for the exceptionally well retextured X2 ships has seriously damaged Mizuchi's delicate ego. This will surely result in days of agonizing depression.

This is what you get for revealing my evil plots. [Insert maniacal laugh here]
I love the textures!
It's just that the X2 capships are scaled too small compared to X3 counterparts. Looks goofy to me.
:P
paulwheeler
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Post by paulwheeler »

Well now I've worked out how to scale models easily (its just one number in the model file - although you also need to reposition the whole scene file), I'll look into resizing them for the next update.

They should be smaller than the X3 equivalent, but only a little.

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