[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

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

Post by paulwheeler »

Gazz wrote:I wonder if something like this could be scripted.
At least the missile bay concept. (see summary a bit down)
Balancing the ships seems a phyrric victory when mass quantities of missiles can completely trash all that work.

It would require to intercept all "launch missile" instructions.
In (basically) vanilla, that's about 3 sripts / occurrences.
Select best missile instruction / script, too.

Bay management would be rather trivial via dynamic menu. Very few values to mess with.

Intercept all manual missile launches on the playership, forcing the player to use the "real" [launch missile bay] hotkey instead.
Easy enough.
The active missile on the HUD could probably still be used as a display device.

Would also require missiles with smaller hitboxes. Someone had already modded that but I haven't looked for quite a while.


IMO, the main effort would be assigning / balancing the launch tubes.
Could have a low default setting that is loaded per ship class, overwritten for specific ship types via TFile entry.
Would no doubt be very messy with completely random installation of additional XPS ships because they can land on any ship ID and would need to be detected correctly.


Would pretty much mean a serious missile overhaul as well, because a lot of them are very very useless - for a reason.
If missile use could be balanced, that would change everything.
All of a sudden, missiles could be allowed to be powerful. Fast. Dangerous.
I think that kind of in-depth scripting is well beyond my abilities. However, I have overhauled missiles in the cmod to balance them against the missile defence mk2 script. They are all much faster and the greatly increased refire rates help enormously. They are very nearly useful now.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Antick952 wrote:Just noticed the SSRP changes the jumpdrive to XXL stopping any of the TMs using it.

The info in the post and the pdf states it should be XL so either the wares been wrongly sized or the TMs need to be able to carry XXL wares :oops:
Jumpdrive is still XL (at least it certainly should be). The Triplex scanner and docking computer are now XXL.
Antick952
Posts: 20
Joined: Tue, 28. Apr 09, 12:17
x3tc

Post by Antick952 »

Nope definitely set to XXL...just double checked with the X editor
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

I forgot to mention that you MUST open the plugin manager after updating so that it can integrate the new TWareT into its own TWareT.

This is why you are seeing the jumpdrive as XXL (its still set to ware size #5 which is was before - #5 was XL before the new release, now XL is #4. The SSRP sets the JD to #4 and yes I have double checked)



Also, if you have manually installed the EMP you MUST remove it - the EMP is now merged with the SRM.

You must ensure you have no other mods with a TWareT installed.



EDIT - This needs to be done even if you do not use the SSRP.

Its simple, just open the plugin manager and then close it again.
Antick952
Posts: 20
Joined: Tue, 28. Apr 09, 12:17
x3tc

Post by Antick952 »

Ok thanks that sorted it nicely...lol..thought I'd gone a bit X happy for a second

EDIT...probably should of read the install instructions properly...DOH
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Yep I confirm. JD in SSRP is XL.

About that Goner Ranger again. 900 of XXL cargo units for such small and rather slim ship ? My suggestion is cut down it's cargo space and bring it back to XL.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Sorkvild wrote:About that Goner Ranger again. 900 of XXL cargo units for such small and rather slim ship ? My suggestion is cut down it's cargo space and bring it back to XL.
Cargo Units vs. Ship Design is kind of relative, as the "lore" is that it's all subspace compression, rather than an actual cavity of space (or something).

I mean, look at the Mobile Research Base and the Goner Ozias. I don't know where the heck they manage to put ST sized containers.

I suspect they all shop at Ikea or something. :3
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

paulwheeler wrote:I think that kind of in-depth scripting is well beyond my abilities. However, I have overhauled missiles in the cmod to balance them against the missile defence mk2 script. They are all much faster and the greatly increased refire rates help enormously. They are very nearly useful now.
Oh, I don't really expect someone to do such things for me. I'd do the scripting myself.
You, however, have a pretty extensive ship rebalance mod going, which would be required for such a thing to work out.

I guess being able to assign flexible missile hardpoints to fighters would be... helpful.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Osiris454
Posts: 741
Joined: Tue, 4. Jan 11, 22:03
x3tc

Post by Osiris454 »

Paul,

1. Right side engine emitters (flares?) don't line up with the actual engine on the Xenon K.
2. One of the newly added external guns on the Heavy Centaur is rotated about 45 degrees from the others. Left side. Under the wing.

That's all i've seen so far.
darkelfsin
Posts: 157
Joined: Sat, 2. Sep 06, 00:05

Post by darkelfsin »

wow, 1.08 ,eveytime it's a happy pain to download........ :lol: :P
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sorkvild wrote:Yep I confirm. JD in SSRP is XL.

About that Goner Ranger again. 900 of XXL cargo units for such small and rather slim ship ? My suggestion is cut down it's cargo space and bring it back to XL.
Yes Ranger should be XL. I missed it because I was making the changes on a class by class basis and its GO class.

I'll sort this and upload a fix today.

In fact thinking about it, I may make it L and give it a built in jumpdrive.

However, I'm not going to drop the cargo size. It has no guns except for one rear turret, so I want it to be a really good personal ship for traders.

Lets just say, it gained a lot of space in ripping out the weapon systems.
Last edited by paulwheeler on Thu, 19. May 11, 10:58, edited 1 time in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Gazz wrote:
paulwheeler wrote:I think that kind of in-depth scripting is well beyond my abilities. However, I have overhauled missiles in the cmod to balance them against the missile defence mk2 script. They are all much faster and the greatly increased refire rates help enormously. They are very nearly useful now.
Oh, I don't really expect someone to do such things for me. I'd do the scripting myself.
You, however, have a pretty extensive ship rebalance mod going, which would be required for such a thing to work out.

I guess being able to assign flexible missile hardpoints to fighters would be... helpful.

Yes, and perfectly doable too. OK - you do the scripting, just let me know what you need me to add. :wink:
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Osiris454 wrote:Paul,

1. Right side engine emitters (flares?) don't line up with the actual engine on the Xenon K.
2. One of the newly added external guns on the Heavy Centaur is rotated about 45 degrees from the others. Left side. Under the wing.

That's all i've seen so far.
Thanks - I'll check these out today.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Just released a CMOD update. This is vital for SRM users so please update it now.

SRM fixes are coming in a little while.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

UPDATE RELEASED v1.08a
----------------------------------

This is just a small bug fix release.

-Ranger ware compatibility is now L.
-Ranger and Truelight Seeker now have built in Jumpdrive, Triplex Scanner and Explorer Command Software.
-Fixed misaligned gun on Heavy Centaur.
-Fixed misaligned engines on Xenon K (trail packs).


IF UPDATING FROM v1.08:

COMPONENTS THAT REQUIRE UPDATING

Base SRM
Hull Pack
Trail Pack (only those with capital ship effects)


No need to worry about ships being in sector. Only cloned or new Rangers or Truelight Seekers will show the new built-in components.




IF UPDATING FROM v1.07:

Please follow the instructions in the 1.08 release notes (click the link just under the main download).




YOU MUST UPDATE THE CMOD TO V4.11a
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Have to say Paul....(and Mizuchi)

Im very impressed, the new Khaak all look very good and the new paint job on the Appollox is cool too....

The new advanced Khaak destroyer looks mint.....did you do much work on the bridge area of that ship? as it seems more animal like and less bridge like than Cadius version pic's?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sn4kemaster wrote:Have to say Paul....(and Mizuchi)

Im very impressed, the new Khaak all look very good and the new paint job on the Appollox is cool too....

The new advanced Khaak destroyer looks mint.....did you do much work on the bridge area of that ship? as it seems more animal like and less bridge like than Cadius version pic's?
Just a new texture - makes it look a little less like windows.

Glad you like it! :D
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

paulwheeler wrote:Yes, and perfectly doable too. OK - you do the scripting, just let me know what you need me to add. :wink:
At first... maybe some brain sweat. Did I overlook anything important?

Scripts that launch missiles (there are a bunch) would obviously not be bound by that because the actual launch instructions cannot be circumvented.
ECM type systems (usually they just detonate missiles within x m) are also designed for huge swarms of missiles. They might then be too powerful.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Well I definitely like the idea of the missile bay being separate to the cargo bay, and we definitely need to make missiles smaller and harder to shoot down. Reducing missile spam would help with frames too.

At the moment, even with the huge speed increases I've added in the Combat Mod, heavy torpedoes are next to useless without a lot of distractions with even just the MDMk2 installed. I'm not even sure reducing the hit boxes will help in this respect much. Any way we can add basic shielding to the heavier missiles?

Although I think the changes I have implemented have made light and medium missiles much more useful. The silkworm missile is superb now in a dog fight.

One of the main issues is that the guidance system of the missiles is just a straight fly at the target for single missiles. This is one reason why swarm missiles are more effective as the way they spin in flight makes them much harder to shoot down. If we could get the single missiles to do something similar it would make a huge difference.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

ATTENTION SRM USERS...

I'm afraid I forgot to put a few text entries in the latest release for the new jobs update that coming soon - totally my fault!

So there will be one more release tomorrow morning (no time to upload it now). It will just be the base SRM that will need an update and its only to add a few text entries.

The current release will do no harm and you wont miss anything, but the v1.08b release will be required for the next jobs update from Vkerinav.

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