[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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OOZ662
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Post by OOZ662 »

I'm really starting to see why the SPK system drives modders nuts...great for scripts, though. :P
aka1nas
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Post by aka1nas »

Rip out the spk's and just install the false patches manually. It's virtually impossible to control the cat/dat order via the plugin manager, which is critical when installing the SRM + add-ons + any other mods.
Sn4kemaster
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Post by Sn4kemaster »

aka1nas wrote:Rip out the spk's and just install the false patches manually. It's virtually impossible to control the cat/dat order via the plugin manager, which is critical when installing the SRM + add-ons + any other mods.
That's simply not true....I always use them and have never had a problem!

All you need to do with SPK's when updating, is disable them all and then enable them back in the correct order, replacing the SPK's that need updating with the newer download version at the correct time.

As long as they are reinstalled in the correct order they are the quickest and best way to manage you modding system!
Mizuchi
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Post by Mizuchi »

Arnick wrote:I suppose my problem is that I don't see any of the new ships or trails that are (supposedly?) in the mod.
Paul Wheeler wrote:SRM Jobs with Enhanced Equipment Spawner

By Vkerinav and Litcube

The SRM jobs are custom made to include all the new ships featured in the SRM, with upgrades to each races' military forces. It also includes an SRM version of the X3 Unleashed jobs mod.
Paul Wheeler wrote:SRM Exlusive Trails Pack with Capital Ships Effects v1.0i by Killerog and Paul Wheeler --- SPK Version

These six packs add coloured particle trails and lensflare effects for all fighters. The Mk2 pack and the SRM exclusive with capital ship effects also add new engine effects to capital ships, corvettes and freighters.
I don't know what else to say except: you do realize that the orange bits of text in the very first post of this topic are hyperlinks, don't you? :wink:
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OOZ662
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Post by OOZ662 »

Sn4kemaster wrote:As long as they are reinstalled in the correct order they are the quickest and best way to manage you modding system!
Ehh...maybe, but my Notepad document with .cat/.dat pair numbers and their contents in it is much more reliable to me, with the way the mod manager likes to change things around. Especially since I can use it to keep track of the tweaks I make to TFiles. :P
aka1nas
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Post by aka1nas »

Sn4kemaster wrote:
aka1nas wrote:Rip out the spk's and just install the false patches manually. It's virtually impossible to control the cat/dat order via the plugin manager, which is critical when installing the SRM + add-ons + any other mods.
That's simply not true....I always use them and have never had a problem!

All you need to do with SPK's when updating, is disable them all and then enable them back in the correct order, replacing the SPK's that need updating with the newer download version at the correct time.

As long as they are reinstalled in the correct order they are the quickest and best way to manage you modding system!
I gave that method a try back around SRM .93 or so and I couldn't get it to order the cats reliably. Maybe it's better with the newer betas of the plugin manager.
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Sorkvild
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Post by Sorkvild »

What can I do with Mobile Research Station. Is this a ship with extra features or only a huge TL with cool name ?
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Osiris454
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Post by Osiris454 »

Sorkvild wrote:What can I do with Mobile Research Station. Is this a ship with extra features or only a huge TL with cool name ?
It's a huge TL with a cool name but 1 important feature.
It can dock 4 M6s's!
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Post by Sn4kemaster »

Arnick wrote:Maybe I'm tired from looking at all this scripting and mod talk or I'm simply getting confused by all of it, so I apologize ahead of time.

Anyway, I installed the SPK version (Fake Patch) of this mod(?) and installed it via the Plugin Manager Beta 6 by Cycrow.
Currently I have these other mods enabled:

.
You should be using the latest stable version of the Plug in light version......not the beta, as that is what Paul used to write the SPK's, so that might be why they have not installed correctly....maybe?
paulwheeler
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Post by paulwheeler »

To be honest, I don't understand why people find it such a chore to use the manual install versions. It so much easier to keep track of what is where.
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Post by A5PECT »

Osiris454 wrote:
Sorkvild wrote:What can I do with Mobile Research Station. Is this a ship with extra features or only a huge TL with cool name ?
It's a huge TL with a cool name but 1 important feature.
It can dock 4 M6s's!
The Teladi Tern can dock six. And it has 14 more slots for fighters. And it mounts CFAA's in five of its six turrets. And each turret has four guns.

God, I love that ship.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Sorkvild
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Post by Sorkvild »

KloHunt3r wrote:
Osiris454 wrote:
Sorkvild wrote:What can I do with Mobile Research Station. Is this a ship with extra features or only a huge TL with cool name ?
It's a huge TL with a cool name but 1 important feature.
It can dock 4 M6s's!
The Teladi Tern can dock six. And it has 14 more slots for fighters. And it mounts CFAA's in five of its six turrets. And each turret has four guns.

God, I love that ship.
Tern has six docks for M6? That's pretty mad and you can actually load pretty good raiding party So what do we have a new class - corvette carrier :) Gotta check this ship out.
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paulwheeler
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Post by paulwheeler »

You lot have now got me thinking that the Tern is a bit overpowered...

Perhaps I need to reduce its fighter docking a bit more or speed or shielding...

Thats the one problem with Cadius' ships. He tends to throw the kitchen sink at them stat wise and I then have to pull them back a bit. Maybe I haven't pulled this one back enough.
Wintersdark
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Post by Wintersdark »

Hmmm is there a normal SRM jobs file somewhere? There used to be a set of a few options, but now there's just the EES one linked from the main post?

I'd use that, but the download link for EES is broken (404); will the jobs file still work sans-EES script?
LarryBurstyn
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Not sure

Post by LarryBurstyn »

Not sure if this was partof SRM or one of the other mods associated with it.

The scripts/t files that allow research into extensions attachments for ships such as Trade #3 by Equipment Docks. Needs some tweaking IMHO.

One would be when installing onto ships it checks to see if the extension is already on the ship and does not install it a second time.

A second would be to allow HQ to research extensions also.

Another would be to allow loadout combinations for classes.

Lastly the ability to remove extensions from ships--maybe get a partial refund of the costs.
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Re: Not sure

Post by paulwheeler »

LarryBurstyn wrote:Not sure if this was partof SRM or one of the other mods associated with it.

The scripts/t files that allow research into extensions attachments for ships such as Trade #3 by Equipment Docks. Needs some tweaking IMHO.

One would be when installing onto ships it checks to see if the extension is already on the ship and does not install it a second time.

A second would be to allow HQ to research extensions also.

Another would be to allow loadout combinations for classes.

Lastly the ability to remove extensions from ships--maybe get a partial refund of the costs.
None of that is part of the SRM or its associated addon packs. I think it might be another thread that you're after...
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Post by paulwheeler »

Wintersdark wrote:Hmmm is there a normal SRM jobs file somewhere? There used to be a set of a few options, but now there's just the EES one linked from the main post?

I'd use that, but the download link for EES is broken (404); will the jobs file still work sans-EES script?
You can use CWP (link is in the jobs thread) instead of EES, but even then I'm not sure the new jobs is working correctly. I may be able to upload an old version of jobs tomorrow (unless someone else has it handy...).
A5PECT
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Post by A5PECT »

paulwheeler wrote:You lot have now got me thinking that the Tern is a bit overpowered...

Perhaps I need to reduce its fighter docking a bit more or speed or shielding...

Thats the one problem with Cadius' ships. He tends to throw the kitchen sink at them stat wise and I then have to pull them back a bit. Maybe I haven't pulled this one back enough.
Noooooo!

But yeah, it does step on some toes in the Teladi fleet. The Geochen is supposed to be the anti-fighter frigate*, but the Tern has the same amount of guns and an enormous hangar. I suggest dramatically lowering the speed (75-90m/s?) along with cutting down the number of guns in a few turrets from 4 to 2; just leave the front and side turrets at 4. A little reduction in the weapon generator should accompany that.

I don't want to lower the shielding because that goes against the Teladi MO. I imagine the Tern as a parallel to the Panther, but used in a logistical role more than a direct combat one.

But could you leave the Pirate variant as it is? If you must, drop one of the shield slots to put it at 3GJ.

I can't help but think that those guys would be absolutely nuts over the thing, being able to park it at a gate, flak up a bunch of passing ships, capture them, scoop them all up and ferry them away before the law arrives. I could see some pirates taking the old welding torch to a stock Tern and tricking it out into the perfect pillaging ship. :p
paulwheeler wrote:You can use CWP (link is in the jobs thread) instead of EES, but even then I'm not sure the new jobs is working correctly. I may be able to upload an old version of jobs tomorrow (unless someone else has it handy...).
vkerinav had the old 3.6e version in his thread last time I checked. That one works without issue.

*About the Geochen, you should give it 4-gun turrets all around. Maybe bump up its laser generator, too.
Last edited by A5PECT on Thu, 16. Jun 11, 08:28, edited 3 times in total.
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OOZ662
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Post by OOZ662 »

paulwheeler wrote:
Wintersdark wrote:Hmmm is there a normal SRM jobs file somewhere? There used to be a set of a few options, but now there's just the EES one linked from the main post?

I'd use that, but the download link for EES is broken (404); will the jobs file still work sans-EES script?
You can use CWP (link is in the jobs thread) instead of EES, but even then I'm not sure the new jobs is working correctly. I may be able to upload an old version of jobs tomorrow (unless someone else has it handy...).
The working v3.x version is regular-linked at the bottom of the Jobs thread.
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Post by Arnick »

I don't know what else to say except: you do realize that the orange bits of text in the very first post of this topic are hyperlinks, don't you?
I don't know if I should say sorry or feel offended at your snarky comment which is utterly useless to solving the problem I stated. Perhaps you didn't read the first page yourself. As it clearly states in the Features portion of the Mod:

Ship Rebalancing
Bug Fixing
Addon Packs
New Ships
New graphics and sounds
Docking Enhancement
Other Mod friendly

See- Now, to someone like myself, I read it as those are all in the mod already. Not something you have to download seperately. Why? Because its a listed feature of the mod. If it wasn't a feature, why would it be in the list of features when you have to download it seperately? Sorry, but your commentary didn't help with anything except stating the obvious, which is that they're hyperlinks. Didn't say that those are necessary for actually aquiring the new ships or engine trails. Just that they're links.
To be honest, I don't understand why people find it such a chore to use the manual install versions. It so much easier to keep track of what is where.
Not sure I entirely understand because of this line below:
INSTALLATION INSTRUCTIONS

-The "fake patch" method works best for the SRM (and is better imho). I do not recommend using the Plugin Manager to install the SRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.
Maybe I'm wrong, but isn't the fake patch the SPK file that goes into the plugin manager? Or are you suggesting that I extract the files seperately and place them into my TC directories? If that's the case, will I need the addons you listed and to place the cat/dat files into the directories or are they already all impimented into your mod? If not, that's all I need to know.

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