Or it might engage the SEP drive and turn invisible to everyone while keeping the model visible to the player.. The possibilities are quite endless, as long as they are improbable.Gazz wrote:Yah, kinda like the Heart of Gold.
There might be whales. And flower pots.
[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!
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I remember that Cmod3 has a 14 Km gauss... at least in the promo video the gauss has 14 Km range. they may have changed that...
anyways a Ray with anything anti-capital put on front and left/right (best is PPC if vanilla, Gauss if Cmod3) will shred anything (the side turrets shoot on front targets, a total of 24 guns... perfect against those annoying Kaaaks)
@Gazz and X2-Eliah:
that will require a script... and I'm not very good at scripting...
I was thinking of just linking to it a jump-to-point script made by others.
anyways a Ray with anything anti-capital put on front and left/right (best is PPC if vanilla, Gauss if Cmod3) will shred anything (the side turrets shoot on front targets, a total of 24 guns... perfect against those annoying Kaaaks)
@Gazz and X2-Eliah:


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Historically, pirates tended to prefer fast, agile ships with a shallow draft. Also, they would add as many guns as was practical. Hopefully, this combination resulted in a ship that could easily catch and subdue merchant shipping while succesfully evading naval ships.I was thinking of a "global pirate rebalance", mainly because I was bored of outrunning a pirate Nova with my Cobra Surprised , but I'm not sure of the exact "Pirate Philosophy"... you say "faster and more cargo bay", that is perfect for smuggling... but... smuggling something in a Carrack or Galleon.... Rolling Eyes
Translating this to X3 means that pirate vessels should mimic the 'raider' class of ships. They should be fast and well armed but ill suited for prolonged combat. I'm thinking decent armament and shielding, but lower than average generators for both. Manueverability is paramount.
Pirates have always preferred goods with a high value-per-unit, so while cargoclass might be relatively high, there is no reason for above average cargo space.
Would it be a good idea to allow Carracks to launch boarding pods at the expense of anti-capital firepower? The ship would never have been intended to fight Military patrols anyway, I'd imagine it hunting TL's and TM's while running from any serious threats. It would be something new, too.
As for the galleon: I would turn the galleon into something comparing to the current Panther. Currently, it is vastly inferior in every aspect apart from cargobay and number of turrent, yet three times as expensive. As the Panther will recieve a serious nerf, the Galleon can handsomely take over it's role as 'M7+' carrier that the player might actually fly. They're even comparable in size.
The brig, I have no idea. I would suggest removing as many PPC mounts as possible, leaving it IBL: as main weapon. In return, speed and turning could be boosted slighty to upgrade it's hit & run capabilities.. Perhaps boarding pods for the Destroyer would be overkill too, on the other hand: wouldn't capping in the heat of battle be far more rewarding than standoff range m7m 'action' (or rather lack thereof)?
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New version! 0.53!
Rebalance of all ships of the same Class/Race done so far:
1.Enhanced Turning rate on those M6 in need:
Centaur 6 Hvy Centaur 4,9 Hvy Cent. Prot. 5,2 Dragon 8,1 Hvy Dragon 6,7 Hydra 5,6 Hvy Hydra 6 Nemesis 6,7 Hvy Nemesis 5,3 Osprey 5,3 Hvy Osprey 4,8 Otas Skiron 6,1 Katana 7,4 ATF Vali 5
2.Paranid M6/M6H can mount PSG everywhere. (but not the Hyperion)
3.Terran M6/M6H can mount SSC everywhere.
4.Split/Argon/Paranid M6H can now mount their prototype beam cannons in the main slot.
5.All M6/M6H turrets with an odd number of guns now should have an even number of guns.
6.Removed IBL compatibility from ALL Commonwealth M1 and M2, (except pirates and yakis of course)
7.Removed IC/IPG compatiblity from Pirate and Yaki Capitals.
8.Terran/ATF frigates are now able to load only 4 guns on main, but they can now use PSP on main.
9.Added PBG's to Pirate and Yaki M1/2 turrets.
10.Increased the cargo capacity of all M1 by 60 % (they are BIG and require massive stockpiles of ammo and missiles for the fighters...) (not on Teladi)
11.Increased cargo on M2 by 30 %. (they need to carry a lot more weapons, the current Ego loading sistem requires a good cargo bay to spawn a decent weapon selection on enemy M2) (not on Teladi)
12.All Xenon ships now have better stats... (like in Reunion) but no modifies have been done to the turrets placement of the K.
13.All Kha'ak small ships have better speed and turning. I want them ass-kicking again.
14.All Teladi “military ships” have double the original Cargo Bay (TS and TL excluded), now they make sense.
15.Removed compatibility to all Anti- capital weapons on all M1. (They are Carriers! And only the Raptor was able to use them effectively)
16.TS, TP now are upgraded to 200 Mj shields and have a scaled-up shield generator.
17.TL are upgraded to 1Gj shields and have a scaled-up shield generator.
18.OWP are now more powerful and heavily shielded, a small OWP has the same firepower of a M7 without IBL, a medium OWP is dangerous as a M2, a big OWP kicks anything.
19.All drones now have half energy recharge. tell me how they perform.
20.All boron small ships have better turning, bigger shields, bigger shield/weapon/generator,
and bigger acceleration but same weapons and speed.
21.All M4 go 20% faster than Vanilla now
22.Bigger differences between standard/Raider/Vanguard/Sentinel in M3 and M4 (no, not gonna mod M5):P:
Raider=fast, maneuverable, good weapon gen., low shields
Vanguard= better in any respect than standard, half cargo bay, same shields.
Sentinel= more shields, very maneuverable, slower (perfect for AI pilots)
23.Added PBG's to Pirate M6 turrets.
24.Pirate ships are a lot more pirate now... all fighters are fast and maneuverable, but have less shields and weapon gen. (not all XD), Pirate Capitals are now the fastest of their class and very maneuverable (for their class). All the Pirate Capitals can shoot Boarding Pods... get ready to board that TL you dogs! Har Har...
Single Ship rebalanced so far:
1.Springblossom's speed tuned down to 250, price up to around 35 milions, front weapons down to 6.
2.All Drones CAN mount Repair laser (useful for MARS scripts, otherwise ininfluent) making another type of drone is beyond this Mod's scope, but now you can give repair laser to them by scripting means.
3.Boreas is now a Light destroyer, speed to 82, manouverablility to 3.2, 2x 2 Gj shields, 4 weapons front/right/left/side turrets, less shield/laser generator, capital weapons only on front/rear/side turrets.
4.Increased the weapon slots for each Python's side turrets to 8, PPC and Gauss compatibility on all other turrets.
5.Tokio has laser energy and regeneration closer to that of Odin/Woden. And its cost has raised...
6.Zeus has 4x 2GJ shields and a 9000KW shield generator.
7.Odin has 2000MW of laser regeneration to cope with its 4 more PSP than other Terran M1
8.Odisseus will have 5x 2Gj shields and 14400KW shield generator.
9.Cerberus is now a REAL anti-fighter platform. Added Flak to the cockpit lasers (and tweaked the laser selection of other turrets), increased rear/up/down turrets to 6 lasers each, and boosted the laser generator, increased cargo bay to 4500 to account for more weapons. Speed increased to 135-140 manouverability has also been increased to be able to catch fighters.
Increased hangar bay to 10 fighters (just to have some wings in it).
10.The falcon sentinel loads 5x 25MJ shields.
11.The kite vangaurd loads 2x 25MJ shields and has a 265 shield generator, weapon generator up to 1000.
12.The Tyr has a bigger cargo bay (but it will be still small if compared to other M2).
13.The Yokohama has now 4 guns per turret.
14.Increased the cargo bay on Panther to 5000
15.Removed the compatibility to PPC on Q's side turrets
16.Raised the number of frontal guns on Heavy Hydra, raised the cargo hold to 1000 and toned down the price
17.Done something on Xperimental shuttle, but waiting to do more on it.
18.Doubled weapon mounts on Kha'ak M2 and M1. They need to be real threats for M7 and bigger ships.
19.Kha'ak corvette now mounts Gamma kyons and has bigger generators to fire them, has bigger shield generators and only 4 shields.
can you spot the changes?
thanks to all contributors that posted ideas until now... it is your ideas that make this possible!
cmod3 version for SNav but if you wanna be a real legend download the normal version... and challenge yourself in blasting the crap out of the SRM+Cmod3 Super-khaaks...
Rebalance of all ships of the same Class/Race done so far:
1.Enhanced Turning rate on those M6 in need:
Centaur 6 Hvy Centaur 4,9 Hvy Cent. Prot. 5,2 Dragon 8,1 Hvy Dragon 6,7 Hydra 5,6 Hvy Hydra 6 Nemesis 6,7 Hvy Nemesis 5,3 Osprey 5,3 Hvy Osprey 4,8 Otas Skiron 6,1 Katana 7,4 ATF Vali 5
2.Paranid M6/M6H can mount PSG everywhere. (but not the Hyperion)
3.Terran M6/M6H can mount SSC everywhere.
4.Split/Argon/Paranid M6H can now mount their prototype beam cannons in the main slot.
5.All M6/M6H turrets with an odd number of guns now should have an even number of guns.
6.Removed IBL compatibility from ALL Commonwealth M1 and M2, (except pirates and yakis of course)
7.Removed IC/IPG compatiblity from Pirate and Yaki Capitals.
8.Terran/ATF frigates are now able to load only 4 guns on main, but they can now use PSP on main.
9.Added PBG's to Pirate and Yaki M1/2 turrets.
10.Increased the cargo capacity of all M1 by 60 % (they are BIG and require massive stockpiles of ammo and missiles for the fighters...) (not on Teladi)
11.Increased cargo on M2 by 30 %. (they need to carry a lot more weapons, the current Ego loading sistem requires a good cargo bay to spawn a decent weapon selection on enemy M2) (not on Teladi)
12.All Xenon ships now have better stats... (like in Reunion) but no modifies have been done to the turrets placement of the K.
13.All Kha'ak small ships have better speed and turning. I want them ass-kicking again.
14.All Teladi “military ships” have double the original Cargo Bay (TS and TL excluded), now they make sense.
15.Removed compatibility to all Anti- capital weapons on all M1. (They are Carriers! And only the Raptor was able to use them effectively)
16.TS, TP now are upgraded to 200 Mj shields and have a scaled-up shield generator.
17.TL are upgraded to 1Gj shields and have a scaled-up shield generator.
18.OWP are now more powerful and heavily shielded, a small OWP has the same firepower of a M7 without IBL, a medium OWP is dangerous as a M2, a big OWP kicks anything.
19.All drones now have half energy recharge. tell me how they perform.
20.All boron small ships have better turning, bigger shields, bigger shield/weapon/generator,
and bigger acceleration but same weapons and speed.
21.All M4 go 20% faster than Vanilla now
22.Bigger differences between standard/Raider/Vanguard/Sentinel in M3 and M4 (no, not gonna mod M5):P:
Raider=fast, maneuverable, good weapon gen., low shields
Vanguard= better in any respect than standard, half cargo bay, same shields.
Sentinel= more shields, very maneuverable, slower (perfect for AI pilots)
23.Added PBG's to Pirate M6 turrets.
24.Pirate ships are a lot more pirate now... all fighters are fast and maneuverable, but have less shields and weapon gen. (not all XD), Pirate Capitals are now the fastest of their class and very maneuverable (for their class). All the Pirate Capitals can shoot Boarding Pods... get ready to board that TL you dogs! Har Har...

Single Ship rebalanced so far:
1.Springblossom's speed tuned down to 250, price up to around 35 milions, front weapons down to 6.
2.All Drones CAN mount Repair laser (useful for MARS scripts, otherwise ininfluent) making another type of drone is beyond this Mod's scope, but now you can give repair laser to them by scripting means.
3.Boreas is now a Light destroyer, speed to 82, manouverablility to 3.2, 2x 2 Gj shields, 4 weapons front/right/left/side turrets, less shield/laser generator, capital weapons only on front/rear/side turrets.
4.Increased the weapon slots for each Python's side turrets to 8, PPC and Gauss compatibility on all other turrets.
5.Tokio has laser energy and regeneration closer to that of Odin/Woden. And its cost has raised...
6.Zeus has 4x 2GJ shields and a 9000KW shield generator.
7.Odin has 2000MW of laser regeneration to cope with its 4 more PSP than other Terran M1
8.Odisseus will have 5x 2Gj shields and 14400KW shield generator.
9.Cerberus is now a REAL anti-fighter platform. Added Flak to the cockpit lasers (and tweaked the laser selection of other turrets), increased rear/up/down turrets to 6 lasers each, and boosted the laser generator, increased cargo bay to 4500 to account for more weapons. Speed increased to 135-140 manouverability has also been increased to be able to catch fighters.
Increased hangar bay to 10 fighters (just to have some wings in it).
10.The falcon sentinel loads 5x 25MJ shields.
11.The kite vangaurd loads 2x 25MJ shields and has a 265 shield generator, weapon generator up to 1000.
12.The Tyr has a bigger cargo bay (but it will be still small if compared to other M2).
13.The Yokohama has now 4 guns per turret.
14.Increased the cargo bay on Panther to 5000
15.Removed the compatibility to PPC on Q's side turrets
16.Raised the number of frontal guns on Heavy Hydra, raised the cargo hold to 1000 and toned down the price
17.Done something on Xperimental shuttle, but waiting to do more on it.
18.Doubled weapon mounts on Kha'ak M2 and M1. They need to be real threats for M7 and bigger ships.
19.Kha'ak corvette now mounts Gamma kyons and has bigger generators to fire them, has bigger shield generators and only 4 shields.
can you spot the changes?

thanks to all contributors that posted ideas until now... it is your ideas that make this possible!

cmod3 version for SNav but if you wanna be a real legend download the normal version... and challenge yourself in blasting the crap out of the SRM+Cmod3 Super-khaaks...

Last edited by someone else on Thu, 2. Jul 09, 10:06, edited 1 time in total.
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Great work!
The Galleon might need a slightly bigger weapons generator though, somewhere along the lines of 1000, 1200. I am by no means an expert, but this might be fitting considering it's weapon options and it's apparent role as 'strike carrier' rather than 'fleet carrier'. If it is to be used in close support of it's fighters during larger engagements, it needs enough firepower to contribute (trather than just holding out).
The Galleon might need a slightly bigger weapons generator though, somewhere along the lines of 1000, 1200. I am by no means an expert, but this might be fitting considering it's weapon options and it's apparent role as 'strike carrier' rather than 'fleet carrier'. If it is to be used in close support of it's fighters during larger engagements, it needs enough firepower to contribute (trather than just holding out).
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d'ho!
who cares for that anyways... Terran ships have still enormous generators to shoot just a few starbursts
I'll fix that in the next version...

who cares for that anyways... Terran ships have still enormous generators to shoot just a few starbursts

I'll fix that in the next version...

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The list in your latest post regarding the 0.53 version, differs from the pdf on your sharing area on WL.
Haven't read through it all, but my brother mentioned the 1. line under single ship changes. (Springblossom, it says in the pdf you changed the front guns down to 6, in the post it says back down to 2, but neither two mentions the other.)
Can you double-check?
Haven't read through it all, but my brother mentioned the 1. line under single ship changes. (Springblossom, it says in the pdf you changed the front guns down to 6, in the post it says back down to 2, but neither two mentions the other.)
Can you double-check?
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@Skite: sorry for that.
Springy has 6 guns on main and 4 guns in its rear turrets. corrected the post. (me and my lazyness... copy/paste is a ugly beast)
@cnecktor: thanks! any comment/suggestion/feedback is welcome.

@cnecktor: thanks! any comment/suggestion/feedback is welcome.

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An idea on M7Ms? At the moment we have 5 almost identical commonwealth M7Ms with a choice between the fast cobra or spacious kraken.
IMO. The minotaur needs improved steering (perhaps in the order of 1.5 max) and acceleration, so it can dodge out of trouble (which hits me quite often in my minotaur).
Gannet needs ~65-68 speed to make it more practical.
Then we have aquilo and skinir. The aquilo in my opinion is sector attack/defense ship; it is cheap and has all the offensiveness of a M7M and with better shields. I was thinking of giving it the ability to launch some non M7M missiles too, hammerheads, typhoons etc. Make it a bit more fun.
Skinir, I haven't installed 2.1 yet but I want to keep my front guns!! Ok, 16 was excessive but I like the idea of a close quarters M7M. Perhaps instead of 16 M/AML we could have left/right turrets with 2 or 4 guns each. It isn't of the same lineage as the M7Ms after all, so there is little reason why it should be exactly the same.
I'd like the see the Skirokos with front mounted guns. It was a prototype in the use of boarding pods so perhaps they still had the idea of lowering the shields with lasers then launching pods. Well, even if they didn't, I do! They could be wing mounted to avoid accidentally blowing up the pods. It would need some testing though.
IMO. The minotaur needs improved steering (perhaps in the order of 1.5 max) and acceleration, so it can dodge out of trouble (which hits me quite often in my minotaur).
Gannet needs ~65-68 speed to make it more practical.
Then we have aquilo and skinir. The aquilo in my opinion is sector attack/defense ship; it is cheap and has all the offensiveness of a M7M and with better shields. I was thinking of giving it the ability to launch some non M7M missiles too, hammerheads, typhoons etc. Make it a bit more fun.
Skinir, I haven't installed 2.1 yet but I want to keep my front guns!! Ok, 16 was excessive but I like the idea of a close quarters M7M. Perhaps instead of 16 M/AML we could have left/right turrets with 2 or 4 guns each. It isn't of the same lineage as the M7Ms after all, so there is little reason why it should be exactly the same.
I'd like the see the Skirokos with front mounted guns. It was a prototype in the use of boarding pods so perhaps they still had the idea of lowering the shields with lasers then launching pods. Well, even if they didn't, I do! They could be wing mounted to avoid accidentally blowing up the pods. It would need some testing though.
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just install itBlackRain wrote:So what do I need to get this to work with Cmod and does it work with Mars?

CMod3: the fact that in this mod Khaak capitals have double the Vanilla weapons (and Khaak corvette can mount G-kyons) and Cmod3 has modified the G-kyon to a deadlier weapon can make the Khaaks a lot more difficult than I wanted.
You can challenge yourself with super Khaaks or simply download the Cmod3-version from some posts above that is without these changes on Khaaks.
MARS: no modifies to weapons, drones still work at peak efficiency. MARS won't ever notice the change... maybe it has a bit more weapons to choose on enemy vessels so it will be deadlier (i hope) but nothing strange (actually was Gazz that proposed that).
Be sure to download the files to make MARS recognize and use properly the modded weapons of Cmod3 from their site.
@Pisces: cool ideas for M7M... I always loved the "Shoot and Board" approach. Minotaur and Gannett are still too useless

EDIT: how about something on deca# ships? they look quite useless by now... they should be better... anyone has some ideas on the "feel" they should have stats-wise? Maybe slower, very very manouverable, very heavily shieded? (they say that they are terraforming drones modified to fit defensive purposes and they are AI, if we suppose that CPU ship knows that his AI drones are dumb... and makes the perfect ships for AI control?)
EDIT2: I was thinking of the Teladi one that could go a bit faster and can shoot all the commonwealth missiles (all missiles that Teladi can find from dropped freight... to cut resupply costs), the Minotaur still needs something special... manouverability is quite useless if you are that slow.
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theorically is savegame compatible, people install it and never say they have problems.
so I can only say what happens to me: the ships change to suit the mod.
If something does not change to suit the mod please post here to say it.
If something changes and you don't like the change post here to discuss it.
If you have ideas/comments... post them!
follow the installation instructions (go into a void sector, save, install, load and play) and you'll have no ill effect (as I said noone ever reported problems so far)
after that first installation all others will simply be: download, install.
have fun!
p.s. yeah, this is not compatible with any and all type of mods that modify ships (just to be sure)
so I can only say what happens to me: the ships change to suit the mod.
If something does not change to suit the mod please post here to say it.
If something changes and you don't like the change post here to discuss it.
If you have ideas/comments... post them!

follow the installation instructions (go into a void sector, save, install, load and play) and you'll have no ill effect (as I said noone ever reported problems so far)
after that first installation all others will simply be: download, install.
have fun!

p.s. yeah, this is not compatible with any and all type of mods that modify ships (just to be sure)
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Orca's seem to have 200mj shields still?
My panther has an extra 100 cargo lol
other than that, it looks like it worked well.. my ships all seemed to change, except a number of commonwealth ships still can mount IBLs.. my panther still has 10 of them installed on its guns.
I used the sector east of montalar if it matters.
Edit
Is it possible to move the center of the carrack so that its not the back of the ship? Its rather hard to maneuver like that, with the cockpit being the very front. Perhaps could use a change in cockpit placement too - firing off a volley of IBLs is rather bright (in cmod at least)
My panther has an extra 100 cargo lol
other than that, it looks like it worked well.. my ships all seemed to change, except a number of commonwealth ships still can mount IBLs.. my panther still has 10 of them installed on its guns.
I used the sector east of montalar if it matters.
Edit
Is it possible to move the center of the carrack so that its not the back of the ship? Its rather hard to maneuver like that, with the cockpit being the very front. Perhaps could use a change in cockpit placement too - firing off a volley of IBLs is rather bright (in cmod at least)
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that is OK, the next Orca that is spawned will now have the correct shields, (if it is yours just change the shields it has) can that Orca mount 1Gj shields now?Orca's seem to have 200mj shields still?
that is Ok, if you remove them from the front turret you won't be able to put them back.other than that, it looks like it worked well.. my ships all seemed to change, except a number of commonwealth ships still can mount IBLs.. my panther still has 10 of them installed on its guns.
this works for Commonwealth ships too, what ships can still mount IBLs ("can", not "have them installed in this moment")? I left only Pirates and Yakis and M7 that could mount them.
I'll have a look at that Carrack
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my orca CANNOT fit 1gj shields, and the encyclopedia shows orcas still with 200mj shields.
about the ibls - it looks like my ships can still fit them, even after pulling them off.. i will check again to see if newly spawned ships can use them or not.
edit
it seems some ships still fit IBLs, sorry dont have a list atm >.<
and... why does your mod come with a jobs.pck? Anything in particular in it?
about the ibls - it looks like my ships can still fit them, even after pulling them off.. i will check again to see if newly spawned ships can use them or not.
edit
it seems some ships still fit IBLs, sorry dont have a list atm >.<
and... why does your mod come with a jobs.pck? Anything in particular in it?
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you just won a gazillion credits.
orca cannot fit 1Gj shileld->bug, fixed now.
IBL on front turret of the Panther -> bug? dunno what happened but the relevant Tcockpits entry does not list any weapon... hope to have fixed it now.
IBL was removed from Commonwealth M1 and M2, the TL and M7 can still mount it... a M7 without IBL is a pussycat... noone wants that. TL cannot use them in a useful way (to kill more than a couple M6) so who cares of them.
anything that is not Tships and Tcockpits comes from draffut's Player bug-fix Mod, the Jobs has the Marlin hauler (that now uses the Skate model) added to Boron military patrols. (link to that mod in the first post)
I'm updating the download link... so wait a bit...
EDIT: updated, you can download the fixed version.
p.s. finally a kind guy who points out some errors in the mod...

orca cannot fit 1Gj shileld->bug, fixed now.
IBL on front turret of the Panther -> bug? dunno what happened but the relevant Tcockpits entry does not list any weapon... hope to have fixed it now.
IBL was removed from Commonwealth M1 and M2, the TL and M7 can still mount it... a M7 without IBL is a pussycat... noone wants that. TL cannot use them in a useful way (to kill more than a couple M6) so who cares of them.
anything that is not Tships and Tcockpits comes from draffut's Player bug-fix Mod, the Jobs has the Marlin hauler (that now uses the Skate model) added to Boron military patrols. (link to that mod in the first post)
I'm updating the download link... so wait a bit...

EDIT: updated, you can download the fixed version.
p.s. finally a kind guy who points out some errors in the mod...

Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
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- Joined: Mon, 29. Aug 05, 14:45