[MOD] Various Skunks v0.2 Missile Skunk in work | Agile/Heavy available

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iforgotmysocks
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[MOD] Various Skunks v0.2 Missile Skunk in work | Agile/Heavy available

Post by iforgotmysocks »

Link: http://xrebirth.nexusmods.com/mods/240//?

I just read that some ppl would like some variations about the skunk in general.
Since i am already playing with stats like crazy.... >.< xD

If you have ideas for other layouts, found bugs, dont like stuff, have problems in your sexlife,
or have any other reasons to annoy me then just post them. ;p

Working on:

Alright, i'm working on a missile based skunk right now.
Which means it probably won't be able to upgrade its weapons / not be able to use some / will have extremly lowered damage.
About the stats, i'm just not sure yet.

"But wow, what's the deal with a missileskunk?
Increasing missilestats would be just cheating."
Well, this one just regenerates fired missiles slowly over time yet.

I actually started this type of the skunk to learn something about cues and stuff.
Question is, would you even like it?
What kind of missile should be regenerated or maybe all?
How long should the reg process take?

Another goal of this is going to be making use of inventory items.
I'll try to use fitting inventoryitems to transform them to missiles.

(Yes, that makes perfectly sense, i know it! Just... just... go away! *sulking* Oops )

What do you say?

Agile Skunk:

Velocity / Agility / Strafe / Roll (including all engineupgrades): + 30%
Weapondamage (including upgraded): - 15%
Shield / Shieldrecharge (including upgrades): - 15%
Hull: - 15%
Missilestorage: - 15%

Heavy Skunk:


Velocity / Agility / Strafe / Roll (including all engineupgrades): - 40%
Weapondamage / Range (including upgraded): + 30%
Shield / Shieldrecharge (including upgrades): + 30%
Hull: + 30%
Missilestorage: + 30%



Suggested:

- Missile focused Skunk
- Explorer Skunk

We need more ideas. :3


Change log

Version 0.2

- Mods can be removed without harming the savegame (no need to edit the savefile anymore)
Last edited by iforgotmysocks on Mon, 2. Dec 13, 18:12, edited 7 times in total.
KRM398
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Post by KRM398 »

How about other small ships in game marked as the 'Skunk' so when we use them it the same sounds and info form stations but we can shift from one design to another like:

1) the freighter Skunk...TS class freighter with 1 gun for defense or maybe 1 missile launcher and nothing else for the 'trader' start.

2) original Skunk we have now enough said

3) heavy Skunk..all level 2 stuff to start then MK 2 weapons with small upgrade offered as we go along.( same weapons as now but +500 damage each)

4) Daddy Skunk...Rehannas design with the original weapons on it...basically heavy freighter/drone carrier

5) Baby Skunk...heavy fighter design something sexy and fast

6) Mommy Skunk..full sized freighter,probably container type with full set of weapons for fighter defense, some freighters have up to 12 guns and drone bays.

7) Grandpa Skunk...Raiders TL..enough said

There some new Skunks...each already in game and each can be ID marked as 'Skunk'...if you know how...lol. :roll:
Lord Dakier
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Post by Lord Dakier »

The question is can the Skunk model be changed?
KRM398
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Post by KRM398 »

Would be nice though huh? The thing about ship models as I see it is this...these are all in the game... no new ideas to mess with. So changing the files from the original Skunk to one of these should be possible since the files, specs and models are all in the game folder. That's what I was thinking, not sure how that fits reality though...lol. :wink:
Staberind
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Post by Staberind »

I wonder what the correct terminology for a group of skunks is? I don't know, so I offer, in the most ironic way possible;
A Pride of Skunks... (groan)
Actually, I'd be happy just to get rid of the anthro skunk altogether and revert to the "Albion Pride"
Miss breastwindow herself says "this is the Albion Pride" during her grand entry, so I guess I will go rooting around for that sound file.
iforgotmysocks
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Post by iforgotmysocks »

From the Nexus forum:
heman1987 wrote:60 fps Skunk.


Jokes aside--

Trader Skunk if you could find a way of giving the skunk an actual cargo hold to do small time trading at the start.

Salvager- Longer scan range with better chance of good loot. I know this ones being hopeful.
I'd love a 60 fps Skunk, but sadly i'm not a wizzard.

I thought about traiding, but since there is no actuall trading without running around on stations or using weird menus of NESA (no offense, its a great mod! <3 )
Another point that troubles me here is the fact that the player would start to trade with big ships sooner or later anyway and at least then he would reconsider his choise of the shipvariation anyway. ^^
I could do it if you guys would like it, but i think you get the point.

Salvager would be ... risky. First of all it might not be enough for a complete new ship layout but it could turn out somewhat as an explorer.
Exploration is really poor in X-R right now. I wanna do something about it once i'm better at modding X-R. Still learning where to find what.
The danger here is that huge increases of values in space could harm the game a lot if it turns out to be too much. It also wouldn't really increase the fun... you would just find even more stuff lying around in space. You already can earn millions just by picking up cans ins space.... Thats just makes sense, don't u think? ^^
Why would somebody need to trade? He could just collect a few trashcans in space. :p

This part should be touched by ppl who already have the needed knowledge to add something really refreshing to the game.
I have a lot great ideas how exploration could turn out to be, but it's just too much for me yet.

Thanks for the feedback. Keep coming up with good ideas!
Last edited by iforgotmysocks on Tue, 26. Nov 13, 07:48, edited 1 time in total.
iforgotmysocks
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Post by iforgotmysocks »

Lord Dakier wrote:The question is can the Skunk model be changed?
Ya, i guess as soon as ppl start figuring out how to edit the textures and models it's definitly possible.

Would be great to see some other cockpits/ships then just the regular skunk. If somebody is out there who has experiance in graphic design and also has an interest in this matter, please let me know. :)
Staberind
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Post by Staberind »

iforgotmysocks wrote:
Lord Dakier wrote:The question is can the Skunk model be changed?
Ya, i guess as soon as ppl start figuring out how to edit the textures and models it's definitly possible.

Would be great to see some other cockpits/ships then just the regular skunk. If somebody is out there who has experiance in graphic design and also has an interest in this matter, please let me know. :)
My approach would be modular, 1' design a cockpit/viewpoint on that ships mesh, similar to prior x games, I imagine that its better to just make a single seat variation of the menu/hud system present in the AP. decide what can be fitted to new hull upgrade wise, whether or not extra crew would fit inside the hull logically, (probably not in an M5-3, but possibly in something like the M3+) rinse, repeat with next hull.

Then, have a competent pilot to take over the AP, pod over to ship to claim, and there, you have a new ship.
alter scripts in smaller ships so when hiring, they go to the AP or another ship.

Obviously, for much larger ships, bridges and so on, eventually player owned stations.
Vim Razz
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Post by Vim Razz »

iforgotmysocks wrote:
Lord Dakier wrote:The question is can the Skunk model be changed?
Ya, i guess as soon as ppl start figuring out how to edit the textures and models it's definitly possible.
Not at this time, for reasons discussed here. Only ship & equipment attributes.
iforgotmysocks
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Post by iforgotmysocks »

Vim Razz wrote:
iforgotmysocks wrote:
Lord Dakier wrote:The question is can the Skunk model be changed?
Ya, i guess as soon as ppl start figuring out how to edit the textures and models it's definitly possible.
Not at this time, for reasons discussed here. Only ship & equipment attributes.
Oh, sorry!
Good to know, thanks! :O
iforgotmysocks
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Post by iforgotmysocks »

There it is:

Heavy Skunk:


Velocity / Agility / Strafe / Roll (including all engineupgrades): - 40%
Weapondamage / Range (including upgraded): + 30%
Shield / Shieldrecharge (including upgrades): + 30%
Hull: + 30%
Missilestorage: + 30%

Please give me some feedback. :)
Kirmari
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Post by Kirmari »

:idea: bording repair skunk as for now you can only hold 50 unit in cargo ect 35 marines with 15 urv repair drones or 30 repair 20 marines
*English is not my native bare with me*
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DavidLasher
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Post by DavidLasher »

[Forum error, duplicates]
Last edited by DavidLasher on Wed, 27. Nov 13, 23:59, edited 1 time in total.
DavidLasher
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Post by DavidLasher »

[Forum error, duplicates]
Last edited by DavidLasher on Wed, 27. Nov 13, 23:59, edited 1 time in total.
DavidLasher
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Post by DavidLasher »

iforgotmysocks wrote: Salvager would be ... risky. First of all it might not be enough for a complete new ship layout but it could turn out somewhat as an explorer.
Exploration is really poor in X-R right now. I wanna do something about it once i'm better at modding X-R.
Derelict ships would be an excellent addition, in addition salvaging equipment for not only the skunk but also for a capital ship, perhaps of it's own variant like the variations of the Rahanas, for example.

Salvaging with the Skunk would be more like flying inside of wrecks or very close to ships and having to search with the flashlight for the goods. This could even be it's own playstyle where certain "cruise ships", military transports, and wrecks have a chance of containing very valuable items or data onboard (for "live" ships it can be a mission type all in it's own, for wrecks it could be from military, politicians, corporations, or black marketeers), to include personnel for transport or kidnap (maybe even ransom). I think that searching in very hazardous places with a need to be sneaky for ships rumored to have been lost with treasures or data (black marketeers might like some plans or be the only ones willing to buy the goods with no questions asked or be your contact(s) for such missions.. hmm.. anyone interested?) that could be sold for millions of credits, maybe even more. The risk to payoff ratio should be very skewed, making it so dangerous to retrieve ALL of the lost cargo or requested data impossible in one go even with level 4 or level 5 equipment. "Ren, we've been spotted, we've gotta go!"

As for the capital salvage operations, you scout, clear the area, call in your salvage vessel and it rips the wreck apart collecting all of the wares necessary for your URV station (Metals, Bioptic Wiring, Engine Components, Jump Drive Components, stuff like that) or to sell to the shipyard to boost production of your own vessels (since the Devries shipyard runs out of resources quite often, making ship building tedious). And although this operation may take 30 minutes to an hour per capital wreck you might want to babysit it, you never know who or what you may have alerted by pinging the jump beacon. This would possibly also significantly decrease GPU load in the end seeing that I'm still finding wrecks from my first missions.

In populated secure sectors it might be possible to also create NPC jobs to perform the same "real time cleanup" making the game it's own mop and bucket.

It's an idea, I'll look into some of the basics although I have little time to do such grandiose tasks.
mrowka
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Post by mrowka »

Drone Skunk
Velocity / Agility / Strafe / Roll (including all engineupgrades): - 40% (from heavy)
Weapondamage / Range (including upgraded): + 30% (for drones only) -50% for the skunk
Shield / Shieldrecharge (including upgrades): + 70%-100% (for skunk only)
Hull: + 30%-50%

Not a drone person myself but atleast skunk could be made into a good tank for a drone to shoot something.

Did think about the explorer but atm ther isnt much to explore since everything to explore is laid with highways so unless you thinking about giving the skunk a kick ass engines in par with highways, then i dont think thers much of a explorer skunk to do, thats my opinion atleast :)
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TheRealBix
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Post by TheRealBix »

Hi !
I'd prefer a vanilla range with Raider, Advanced, Sentinel, Vanguard.


Raider Skunk:

Velocity : + 60%
Agility / Strafe / Rol : +20%
Weapondamage / Range : + 10%
Shield : -20%
Shieldrecharge : + 20%
Hull: -20%
Missilestorage: -20%



Advanced Skunk:

Velocity : + 20%
Agility / Strafe / Rol : + 20%
Weapondamage / Range : + 20%
Shield : + 20%
Shieldrecharge : + 20%
Hull: + 20%
Missilestorage: + 20%
Prices : +50% (:p)



Vanguard Skunk:

Velocity : + 20%
Agility / Strafe / Rol : +20%
Weapondamage / Range : + 20%
Shield : +20%
Shieldrecharge : - 20%
Hull: + 10%
Missilestorage: + 10%



Sentinel Skunk:

Velocity : - 20%
Agility / Strafe / Rol : - 20%
Weapondamage / Range : + 40%
Shield : + 40%
Shieldrecharge : + 20%
Hull: + 40%
Missilestorage: + 20%


Just an exemple ^^', I don't remember pros and cons of each model
Bobucles
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Post by Bobucles »

The Skunk does not store 20 missiles, it stores 170 missiles. Each "rocketlauncher" mount stores 75, and the ship core itself stores 20.
iforgotmysocks
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Post by iforgotmysocks »

TheRealBix wrote:Hi !
I'd prefer a vanilla range with Raider, Advanced, Sentinel, Vanguard.


Raider Skunk:

Velocity : + 60%
Agility / Strafe / Rol : +20%
Weapondamage / Range : + 10%
Shield : -20%
Shieldrecharge : + 20%
Hull: -20%
Missilestorage: -20%



Advanced Skunk:

Velocity : + 20%
Agility / Strafe / Rol : + 20%
Weapondamage / Range : + 20%
Shield : + 20%
Shieldrecharge : + 20%
Hull: + 20%
Missilestorage: + 20%
Prices : +50% (:p)



Vanguard Skunk:

Velocity : + 20%
Agility / Strafe / Rol : +20%
Weapondamage / Range : + 20%
Shield : +20%
Shieldrecharge : - 20%
Hull: + 10%
Missilestorage: + 10%



Sentinel Skunk:

Velocity : - 20%
Agility / Strafe / Rol : - 20%
Weapondamage / Range : + 40%
Shield : + 40%
Shieldrecharge : + 20%
Hull: + 40%
Missilestorage: + 20%


Just an exemple ^^', I don't remember pros and cons of each model
Nice idea but the pros seem a little bit strong considering the cons. ;p Sadly there is no cargohold to balance against and i didn't find a way to add one yet. I'll play around with the values later.
Thanks!

Btw: The price isn't even such a bad idea... i could try to increase repaircosts for advanced ships.
iforgotmysocks
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Post by iforgotmysocks »

mrowka wrote:Drone Skunk
Velocity / Agility / Strafe / Roll (including all engineupgrades): - 40% (from heavy)
Weapondamage / Range (including upgraded): + 30% (for drones only) -50% for the skunk
Shield / Shieldrecharge (including upgrades): + 70%-100% (for skunk only)
Hull: + 30%-50%

Not a drone person myself but atleast skunk could be made into a good tank for a drone to shoot something.

Did think about the explorer but atm ther isnt much to explore since everything to explore is laid with highways so unless you thinking about giving the skunk a kick ass engines in par with highways, then i dont think thers much of a explorer skunk to do, thats my opinion atleast :)
Great idea! On the list. :)
And ya, you are right. I'm just hoping that exploration gets turned into something enjoyable in the future.

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