[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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Sorkvild
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Post by Sorkvild »

K0rloros wrote:Is this compatible with Xtended?
Absolutely N O T
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
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LegendaryTeeth
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Post by LegendaryTeeth »

My apologies if this has been asked already (but the thread is like 400 pages long now :) ), but can I add other XSP ships when using SRM/CRM? Specifically I want the Earth Alliance Omega Class Destroyer http://cycrow.thexuniverse.us/ships/downloads/omega.xsp from Babylon 5.

In X3R, I believe it had the same stats as the Titan. With the changes to TC and then with SRM and CRM, will it
a) Even work and
b) be over/underpowered to a great degree?

I'm quite happy with it just being a re-skinned Titan, is it difficult to tweak it just to make that happen, if it's power level is out of wack (assuming I'm technically competent and don't mind getting my hands dirty, but haven't done any ship modding before)?
paulwheeler
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Post by paulwheeler »

You would need to add an entry for it to the SRM TShips, which is the file all ships are defined in. I'm not sure if the plugin manager method of adding xsp ships would do this automatically or not. Ive not looked at xsp ships myself so I'm not too sure how they work.
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LegendaryTeeth
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Post by LegendaryTeeth »

I guess the best bet would be to just try it and see what happens then :)

Do you know how it might be balanced?
paulwheeler
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Post by paulwheeler »

I assume it will have the stats of the vanilla titan - which would be a bit worse than the srm titan.

Once you put it in, use the cheat script's spawn ship command to check that all the srm ships are still there.
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LegendaryTeeth
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Post by LegendaryTeeth »

I gave it a shot, but it didn't seem to actually show up in the game. Couldn't cheat spawn it. Ah well.
Hevy
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Post by Hevy »

Is the Tobosaku B supposed to look like this? I don't have the cockpit addon installed, is this ship meant to have that or is this a glitch?

http://i.imgur.com/40kHi.png

It doesn't seem like it should be just a flat plane like that. The external view is fine, as you can see in this picture.

http://i.imgur.com/0T2xR.png
paulwheeler
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Post by paulwheeler »

Hevy wrote:Is the Tobosaku B supposed to look like this? I don't have the cockpit addon installed, is this ship meant to have that or is this a glitch?

http://i.imgur.com/40kHi.png

It doesn't seem like it should be just a flat plane like that. The external view is fine, as you can see in this picture.

http://i.imgur.com/0T2xR.png
That is how Cadius positioned the cockpit.
One Gigajoule
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Post by One Gigajoule »

Hi,

whats the difference between XRM v1.06b and v1.10b continued?

v1.06b is more up to date (17.08.11). So which one is better?
Commander Zane
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Post by Commander Zane »

SRM is integrated to XRM. XRM is the new SRM with more features.
paulwheeler
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Post by paulwheeler »

XRM is the SRM merged with the CMOD, with a new universe map and custom jobs and lots, lots more. A full run down of the features is in the main XRM post.

The only reason to use the SRM still is if you don't like the weapon changes from the CMOD or you are using another mod that alters the universe map.
One Gigajoule
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Post by One Gigajoule »

Thanks mates, sounds wonderfull. I'll check out XRM then!
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TheCoolSideofthePillow
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Post by TheCoolSideofthePillow »

I was going to install a comm range extension mod with this, but it is stated that such mods are incompatible and they are already in XRM anyway (the original mod); but the comm and scanner ranges are still default. Are these range extensions in Continued?

If they are in your mod, how can I set the comm range longer? Preferably, I'd like it to be as long as whatever scanner I have installed into my ship, so I can only open comms with stations/ships I can see on my scanner.
paulwheeler
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Post by paulwheeler »

The comms and scanner range changes are in the SSRP pack in the SRM. its easy to change (see my reply in the XRM thread).
Goatman
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Post by Goatman »

Let me start by saying I have *NEVER* modded a game (since 1985) but TC really needs it!!
I also realize XRM is out, but thought I'd get my feet wet with SRM, and quickly slid down the slippery mod slope!

The questions I have are:
Do I have to have the cockpit mod for SRM to work?
If not: how do I remove the cockpit mod without redoing everything?

If I want to add bounce, mars or other scriptsdo they go before SRM or after? (This bit really confounds me!)

And in the "install instructions" could you edit the part
About the /mov file, and say "BEFORE copying anything toTC dir move,rename,delete the 00044??!
That bit would have saved me some hair! ;)
I tend to follow directions a,b,c,d and if I'm supposed to b,c,a please tell me, I still have some hair :)

I'm lovin the mod so far ill move up to xrm in abit!!
Thanks for the fun!
Goatman
TC 3.2 *Moddified* with XRM,highhulls, eEQv2.7.2.2,EquipResandDevV1.00CommPluginConfigV1.51,FDNV7.2/LIModv7, MissdefMk2,XRMdockwaresizefix,Nofog,Npcbailing,Salvageclaimsoft, SalvcommandNPC's,Smart2.2,Memiaautoscansector,GALAXYEXPLORER1.9.8.9,Workshop_V20,BounceV1.7,Codea3310/BasicpayV3103/MilitaryTransV3300/PersonalTransV3400/MefosV3206, and ALL required Librarys,** yet to add MbrrV2.16!!** just have a few ssWares in the cheat menu? And all FINALLY coexist peacefully!
paulwheeler
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Post by paulwheeler »

The base SRM does not have cockpits. The cockpit pack can be swapped in and out at will. Just delete the cat/dat.

Mars and other scripts wont cause any issues with SRM. Bounce is a bit more complex due to its need of a wall file. Youd be best off asking in that thread as I've never used it.

As for the 00044 file, it doesn't matter when it gets deleted, just as long as it does.
Goatman
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Post by Goatman »

Great thanks for the fast reply!!
How do I know wich cat/dat the cockpits are in?
I can't seem to open them, I don't have doubleshadows thing...might be able to figure it out.
I also screwed up the TC bonus pack installed it after base SRM and can't get missle def misquito to work (not sure of other BP stuff) can I rerun the BP install now that I've got everything up and running?

Thanks again for the fun :)
Goatman
TC 3.2 *Moddified* with XRM,highhulls, eEQv2.7.2.2,EquipResandDevV1.00CommPluginConfigV1.51,FDNV7.2/LIModv7, MissdefMk2,XRMdockwaresizefix,Nofog,Npcbailing,Salvageclaimsoft, SalvcommandNPC's,Smart2.2,Memiaautoscansector,GALAXYEXPLORER1.9.8.9,Workshop_V20,BounceV1.7,Codea3310/BasicpayV3103/MilitaryTransV3300/PersonalTransV3400/MefosV3206, and ALL required Librarys,** yet to add MbrrV2.16!!** just have a few ssWares in the cheat menu? And all FINALLY coexist peacefully!
paulwheeler
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Post by paulwheeler »

Most of the bonus pack scripts are out of date. I recommend you download the latest versions from this forum.

As for the cockpit pack, get the mod manager and open each cat/dat. The cockpit pack has a load of scene files for cockpits. Alternatively, delete all mod cat/dats and start installing again.

Its important to make the destinction between mods and scripts. Scripts can generally be installed in any order. They just have files that go in the scripts folder and the odd text file in the t folder. Its mods with cat/dats where the installation order is often important.
Goatman
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Joined: Thu, 22. Jul 10, 03:40
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Post by Goatman »

Thanks that bit about mods having cat/dats ands scripts having scripts will help me in the future!
I'm off to finally play the game I thought I bought a year ago!

Goatman
TC 3.2 *Moddified* with XRM,highhulls, eEQv2.7.2.2,EquipResandDevV1.00CommPluginConfigV1.51,FDNV7.2/LIModv7, MissdefMk2,XRMdockwaresizefix,Nofog,Npcbailing,Salvageclaimsoft, SalvcommandNPC's,Smart2.2,Memiaautoscansector,GALAXYEXPLORER1.9.8.9,Workshop_V20,BounceV1.7,Codea3310/BasicpayV3103/MilitaryTransV3300/PersonalTransV3400/MefosV3206, and ALL required Librarys,** yet to add MbrrV2.16!!** just have a few ssWares in the cheat menu? And all FINALLY coexist peacefully!
Nemesis_87
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Joined: Sat, 19. Mar 11, 16:26
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Post by Nemesis_87 »

Just out of curiosity, It mentions that other ship mods cant be used. does that mean no other single XSP ships can be added?

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