[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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Varek Raith
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Post by Varek Raith »

Minor issue - The Octopus Explorer's guns are all on the right side.
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Familiar
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Post by Familiar »

the Transporter etc. capital ship only
Do you really want to kill TS TP as supply ships?
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ThomasAH
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Post by ThomasAH »

paulwheeler wrote:MARS could be made XXL so its only available on capital ships.
Please don't forget that MARS is not only a turrent script, but adds special features to drones. I my previous game I used M3s loaded with drones to quickly deploy satellite networks.
paulwheeler
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Post by paulwheeler »

Both of those changes were just suggestions for things I could do with the SSRP. I haven't really fleshed that part of it out yet.

Don't worry - I won't be taking any changes lightly (and the SSRP is optional anyway).
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

paulwheeler wrote:The Combat Mod will have to be adjusted very slightly but it will make no difference at all to non-SRM users. Non-SRM users of the CMOD will see the IRE and PAC as "tiny" ware size instead of "S" and the FPD as "XL" - thats all.
What about IonD and PBE which will be L under the new SRM scheme (Vanilla M)?

EDIT: I did a check for other M class lasers but there are not actually that many that are mountable by M class ships.

Also I guess that at least the A-KE and B-KE would need to be changed to the new SRM scheme... and what about missiles???
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
paulwheeler
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Post by paulwheeler »

Roger L.S. Griffiths wrote:
paulwheeler wrote:The Combat Mod will have to be adjusted very slightly but it will make no difference at all to non-SRM users. Non-SRM users of the CMOD will see the IRE and PAC as "tiny" ware size instead of "S" and the FPD as "XL" - thats all.
What about IonD and PBE which will be L under the new SRM scheme (Vanilla M)?

EDIT: I did a check for other M class lasers but there are not actually that many that are mountable by M class ships.

Also I guess that at least the A-KE and B-KE would need to be changed to the new SRM scheme... and what about missiles???
OK - these are all simple to fix and will make no difference at all to ship loadouts. IonD and PBE will be changed to vanilla S/SRM M. Only the A-KE will need to be made tiny-vanilla/S-SRM.

I will check missiles too (as I said above, I will check ALL wares).

None of these changes will affect non-SRM users at all in any way.



EDIT - BTW - Passenger ware size is set in TWareN so it will be fine.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

paulwheeler wrote:I will check missiles too (as I said above, I will check ALL wares).

None of these changes will affect non-SRM users at all in any way.
I would be careful on the missile cargo size front (as you may end up adding missile compatability to ships that previously did not have compatability on non-SRM ships).
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
paulwheeler
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Post by paulwheeler »

Roger L.S. Griffiths wrote:
paulwheeler wrote:I will check missiles too (as I said above, I will check ALL wares).

None of these changes will affect non-SRM users at all in any way.
I would be careful on the missile cargo size front (as you may end up adding missile compatability to ships that previously did not have compatability on non-SRM ships).
I don't think so. The majority of missiles are "S" in vanilla anyway so making them "tiny" will make no difference. Even the heavy missiles are only "M". So I can actually leave most of them as they are. I only need to change the dumbfire catagory to tiny.

Again, I will go through it all thoroughly, but I doubt this will have any affect on non-SRM users at all.
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TrixX
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Post by TrixX »

It's pretty similar to what XTC did, so I don't see a massive issue from it.

Easy fix is to make all the Text files into CSV's and then import into Excel and to a Mass change to all wares to make the change quicker.

If you need a hand doing that let me know as I can probably do it very quickly (though I bet Litcube could do it faster :lol: ).
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

TrixX wrote:It's pretty similar to what XTC did, so I don't see a massive issue from it.
I am neither for nor against it, just advising caution and pointing out some of the areas which may have been overlooked (to avoid unintended consquences for non-SRM CMOD users - as this proposed change affects both mods)

EDIT: One thought - if you do not change EMPC/Prototype EMPC to Vanilla Tiny/SRM S there may be some issues with Terran M5s being un-equipped unless you use EES/CWP.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
paulwheeler
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Post by paulwheeler »

Roger L.S. Griffiths wrote:
EDIT: One thought - if you do not change EMPC/Prototype EMPC to Vanilla Tiny/SRM S there may be some issues with Terran M5s being un-equipped unless you use EES/CWP.
Yep - both EMPs will need to be made tiny/SRM S
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Sorkvild
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Post by Sorkvild »

OK, SRM artists ...

Go ahead and have a look at this picture

http://www.egosoft.com/x2/info/X2TheRet ... rtwork.jpg

It comes from the project called X2 The Return, which evolved into X3 Reunion later on.

When you look at the Khaak ships you see this 'neon web' all around them. Don't you think it would be really cool to apply such textures to all present pineapples ?

Personally I can only imagine awesomeness of this extra ' geometrical oomph':D in addition with the new textures on Khaak ships presented by Paul.
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Mizuchi
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Post by Mizuchi »

It'd probably only take an edit to the lighting texture to accomplish that. I'll have a look when Paul releases the next update with the new textures in it.
paulwheeler
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Post by paulwheeler »

Yeah, it should be a fairly simple thing to do. I may have a go myself and see what I can come up with.
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TrixX
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Post by TrixX »

Just noticed a bug with the Scimitar (and therefore the Excalibur). The engines don't match the other classes engines so I think they are always on ingame. The ones at the top of the Excalibur are fine but the lower two suffer the same issue. It seems to be a stock model fault ;)
"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 »

TrixX wrote:Just noticed a bug with the Scimitar (and therefore the Excalibur). The engines don't match the other classes engines so I think they are always on ingame. The ones at the top of the Excalibur are fine but the lower two suffer the same issue. It seems to be a stock model fault ;)
I'll put it on the to-do list for the next update. Thanks.
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TrixX
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Post by TrixX »

Not sure it's a bug any more, there seem to be a lot of stock models with the same issue. Just check the scimitar, if it is then great, if not ignore it ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Mizuchi
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Appallox Repaint

Post by Mizuchi »

+ Yaki Appallox Texture Cosmetic Hotfix +

[ external image ]

This is just a lighting texture fix and full repaint of the Yaki Applesauce (using my Paranid Hyperion retexture as a base) so it looks like a capital ship and not an oversized M3 fighter.

(I wasn't happy with my last effort. That's a "Before|After" comparison, in case you didn't realize.)

It also includes fixed lighting textures for the Yaki Fighters that makes the engine glow match the engine flare (and trail).

It was quicker for me to make the changes here than have Paul change the flares and trails to match the textures. :)

Just download and drop these files into your [dds] folder. Alternatively, open up the SRM.cat file with X3 Editor 2 and replace the files in the .cat file.

These will be included in the next SRM revision, so you can delete them from the [dds] folder when that happens (but nothing will go wrong if you don't).

I figured I'd put them up now for certain Yaki-fans to enjoy rather than making them wait. :D

----

[ external image ] Yaki Applesauce Repaint and Lighting Fix
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TrixX
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Post by TrixX »

Dude that's awesome!

Downloading as I type...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Sn4kemaster
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Post by Sn4kemaster »

Ok, your getting technical and im thick so........ where do i find the dds folder?

Is it in the TC directory with the Cats and Dats?

Looks nice bye the way.... :)

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