[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- I understand what you mean about the Dragon - It is 'fragile' but does not have the huge laser power that the APPC mounted Dragon of old had - But it is a class leader in speed / maneuverability - It's a pity there isn't a laser available that it could mount that's an M7 class - There is a big leap up in power from the ISR/CIG to the IBL/GC etc - I guess what you are saying, given it more guns, does make up for this - IF it can be done it would be good, from my view, to have the up/down turrets restricted to the forward arc?
You could always leave the turret in the back instead- reduce it to IRE/PAC compatability and give it 12 nose lasers?
You could always leave the turret in the back instead- reduce it to IRE/PAC compatability and give it 12 nose lasers?
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And exactly what it says in the description!
I'll be looking forward to giving it a flight when you release the update.
BTW I never got the add on pack for X2 ships working - Am I just supposed to install it as a sequential numbered Mod? - I have a Boron station that sells cheap Mammoths that I can see and a new kind of Pirate Dock in one of the Yaki sectors which doesn't sell anything much. - I've maybe done something wrong, or maybe not uncovered the shipyard yet?
I'll be looking forward to giving it a flight when you release the update.
BTW I never got the add on pack for X2 ships working - Am I just supposed to install it as a sequential numbered Mod? - I have a Boron station that sells cheap Mammoths that I can see and a new kind of Pirate Dock in one of the Yaki sectors which doesn't sell anything much. - I've maybe done something wrong, or maybe not uncovered the shipyard yet?
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Have you ever tried to install killerog's straight x2 mod? This used to have an error in tfactories that messed up the names of factories in existing saves. I fixed it in my release. Make sure you're not running any other mods that have a modded tfactories.
All you should need is to add the cat/dat from the x2 addon pack sequentially after the srm, then put the director file into the x3 director folder. You should then get a message when you load a game. This creates six shipyards in the universe selling the x2 ships. None of them are in Yaki sectors though.
An easy way to test it is to try to spawn an x2 ship using the cheat scripts. They all start with "mk1".
All you should need is to add the cat/dat from the x2 addon pack sequentially after the srm, then put the director file into the x3 director folder. You should then get a message when you load a game. This creates six shipyards in the universe selling the x2 ships. None of them are in Yaki sectors though.
An easy way to test it is to try to spawn an x2 ship using the cheat scripts. They all start with "mk1".
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I've started playing a bit again and am slowly noticing all the little things that bug my OCD side. I fix them in my own files, but perhaps you'd like to include some of them in your updates.
The first being that the models for the Miner TSes are rather random; the Caiman uses the Hauler model, the Demeter uses the standard Demeter model, and the Vulture uses the Tanker(?!) model. I personally change them all to the Hauler model as I think it best suits the looks of a mining ship.

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Successful install on X2 ships - I got the message, saved reloaded and in cheat package I can spawn MK1s so it did work - Haven't a clue where the six shipyards are - They must be very well hidden!
EDIT:
* OOPS REMOVED!*
I noticed that there are one or two ship 'packs' about - cadius has done one - I assume they would be incompatable unless integrated into your mod yes?
EDIT:
* OOPS REMOVED!*
I noticed that there are one or two ship 'packs' about - cadius has done one - I assume they would be incompatable unless integrated into your mod yes?
Last edited by Gavrushka on Tue, 13. Apr 10, 07:21, edited 1 time in total.
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IMPORTANT
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To anyone who has downloaded the trails pack in the last few weeks - The version that was available was missing two fundamental files.
I have uploaded a correct version. If you are NOT seeing any coloured particle trails then please redownload the pack.
If you can see coloured particle trails then there is no problem. I uploaded this incorrect file a few weeks ago. If you installed before then it should be fine.
So you only need to worry if you are NOT seeing any trails, just the default smoke.
I recommend that you have no ships that should have trails in-sector when you reinstall the pack or your save will crash. Ideally take an M6 or above to an empty sector.
NEW UPDATE
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I'm just finishing off the next version. I've moved the Dragon's turret and swapped the models for the miner TS varients. I've also given the Dragon a slight speed boost to make up for it no longer having a defensive turret. The Heavy Dragon already has a forward facing turret. This is good as the two Dragon varients are now more consistent.
I may get the trails B pack working if I get time. I will hopefully release it in the next day or so.
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To anyone who has downloaded the trails pack in the last few weeks - The version that was available was missing two fundamental files.
I have uploaded a correct version. If you are NOT seeing any coloured particle trails then please redownload the pack.
If you can see coloured particle trails then there is no problem. I uploaded this incorrect file a few weeks ago. If you installed before then it should be fine.
So you only need to worry if you are NOT seeing any trails, just the default smoke.
I recommend that you have no ships that should have trails in-sector when you reinstall the pack or your save will crash. Ideally take an M6 or above to an empty sector.
NEW UPDATE
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I'm just finishing off the next version. I've moved the Dragon's turret and swapped the models for the miner TS varients. I've also given the Dragon a slight speed boost to make up for it no longer having a defensive turret. The Heavy Dragon already has a forward facing turret. This is good as the two Dragon varients are now more consistent.
I may get the trails B pack working if I get time. I will hopefully release it in the next day or so.
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Good news - I have got the trails B pack working. Also I have made both trail packs 100% compatible with the CMOD.
CMOD users may have noticed that there were no lens flare effects on the engines. This is now fixed for both packs. There is now, however, a more rigid installation order for the CAT/DAT files to get everything working correctly with the CMOD.
I may also do my own version of the trails pack as I'm not really that keen on the way the Teladi and Split trails spread out so much. I'll think about it.
I'm going to do a little more testing then hopefully release later tonight.
CMOD users may have noticed that there were no lens flare effects on the engines. This is now fixed for both packs. There is now, however, a more rigid installation order for the CAT/DAT files to get everything working correctly with the CMOD.
I may also do my own version of the trails pack as I'm not really that keen on the way the Teladi and Split trails spread out so much. I'll think about it.
I'm going to do a little more testing then hopefully release later tonight.
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Yes the ship packs would have to be integrated. I'm more than willing to do this if people want. I'm just not sure about doing the entire set of ships Cadius has done as some of them don't really balance well and goes against the ethos of the SRM of making every ship useful. I may do a cut down version with just the ships which do not overlap with existing ships. I don't want to give any race an advantage over the others.Gavrushka wrote:Successful install on X2 ships - I got the message, saved reloaded and in cheat package I can spawn MK1s so it did work - Haven't a clue where the six shipyards are - They must be very well hidden!
Are the neutral Trade Docks to do with this Mod? They're smart looking stations for sure selling strange stuff....
I noticed that there are one or two ship 'packs' about - cadius has done one - I assume they would be incompatable unless integrated into your mod yes?
I've no idea what these neutral trading docks are. Certainly nothing to do with this mod as far as I am aware. Did they appear when you installed the X2 ships? As I said earlier if your game was initially started with a modded tfactories and then you install this mod then you may see strange names on some factories. This mod is only compatible 100% with the vanilla tfactories.
The tfactories is a list of all the factories in the game. The names and types of factories are set when you initially start your game. If you then add in a modded tfactories it can mess up the names and types of factories that already exist in the universe in your save.
For example, Killerog's X2 mod adds the line for the decomissioned shipyard in something like the fourth line down in tfactories. If you add this to an existing save game it will shift all the names and types of factories by one place for everything following, giving you strange factories in your game. For the SRM X2 pack I moved the line for decomissioned shipyard to the end of tfactories so it could be installed to an existing save without messing things up. However, if you started your game with a modded tfactories and then install the X2 pack, the names and types may not all be in the same position in this tfactories and so you may see strange factories appearing.
I can only guarantee compatiblity when installing the SRM and its packs into a vanilla save game.
The six shipyards are fairly obvious and in the centre of the sectors they are in. You may have to jump around to find one - they are in races border sectors as this seemed more logical to me. I can't imagine a core sector selling decomissioned ships.
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[ external image ]paulwheeler wrote:Good news - I have got the trails B pack working. (...) I'm going to do a little more testing then hopefully release later tonight.
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UPDATE RELEASED - v0.66
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Major changes:
- Changed Vulture and Demeter Miner ships to use Hauler model.
- Moved Dragon’s turret to a forward position. Now the Dragon is more Split-like with no defensive turret.
- Increased speed and manoeuvrability slightly on both Dragon and Heavy Dragon to compensate for neither ship having a defensive turret and less shields than other M6s.
- Added Particle Trail Mod Pack B.
- Integrated CMod3 effects into the trail packs effects file so the trail packs are now 100% compatible with the CMod3.
- Various other fixes - see change log for details.
CMOD users may have noticed there were no lens flares on the engines. This is now fixed. CAT/DAT installation order must now be:
SRM–OTHER PACKS–CMOD3-TRAILSPACK
The trails pack must be a higher cat/dat number than the CMod3 to see all effects correctly.
Users of pack A must redownload the pack as a few things have changed.
Future Plans
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- The other races are feeling a bit left out as the Argon deploy the Heavy Centaur Prototype. Expect to see soon the Heavy Dragon Prototype and the Advanced Heavy Nemesis.
- I will ensure all ships have the right number of particle emmiters to match the number of engines.
- Possibly merging some or part of Cadius' ship pack.
- Another trail pack with a few tweaks for my personal tastes.
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Major changes:
- Changed Vulture and Demeter Miner ships to use Hauler model.
- Moved Dragon’s turret to a forward position. Now the Dragon is more Split-like with no defensive turret.
- Increased speed and manoeuvrability slightly on both Dragon and Heavy Dragon to compensate for neither ship having a defensive turret and less shields than other M6s.
- Added Particle Trail Mod Pack B.
- Integrated CMod3 effects into the trail packs effects file so the trail packs are now 100% compatible with the CMod3.
- Various other fixes - see change log for details.
CMOD users may have noticed there were no lens flares on the engines. This is now fixed. CAT/DAT installation order must now be:
SRM–OTHER PACKS–CMOD3-TRAILSPACK
The trails pack must be a higher cat/dat number than the CMod3 to see all effects correctly.
Users of pack A must redownload the pack as a few things have changed.
Future Plans
--------------
- The other races are feeling a bit left out as the Argon deploy the Heavy Centaur Prototype. Expect to see soon the Heavy Dragon Prototype and the Advanced Heavy Nemesis.
- I will ensure all ships have the right number of particle emmiters to match the number of engines.
- Possibly merging some or part of Cadius' ship pack.
- Another trail pack with a few tweaks for my personal tastes.
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I am unfamiliar with the Cadius ship pack - and if it has some overpowered ships then that would obviously destroy the balance created here (although I assume they can be tweaked with the authors permission?)
I think it is my philosophy thet there should be as much variety in ship types as possible - I usually end up collecting all ship types in my game - so it adds to the challenge for me.
I am looking forward to trying out the new Dragons - I am sure they will be superb.
I think it would be great to see new M6 variants appear to rival the HCP.
I will come, cap in hand with a suggestion or two myself in the near future.
Is there a conclusion of Jump Drives yet?
I am now convinced although all the MK1 ships can be spawned using the cheat menu, that there are no new Shipyards in the Universe. - I did get the message as expected and saved / reloaded. - I will try another install later after 2.6 officially released.
I think my other comments may have been something to do with 2.6 - so I will remove reference to them! Oops!
I think it is my philosophy thet there should be as much variety in ship types as possible - I usually end up collecting all ship types in my game - so it adds to the challenge for me.
I am looking forward to trying out the new Dragons - I am sure they will be superb.
I think it would be great to see new M6 variants appear to rival the HCP.
I will come, cap in hand with a suggestion or two myself in the near future.
Is there a conclusion of Jump Drives yet?
I am now convinced although all the MK1 ships can be spawned using the cheat menu, that there are no new Shipyards in the Universe. - I did get the message as expected and saved / reloaded. - I will try another install later after 2.6 officially released.
I think my other comments may have been something to do with 2.6 - so I will remove reference to them! Oops!
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I havent touched the vali so it may be an issue with killerogs pack. It should be a fairly easy fix. Ill get on it. There are a few ships where things don't quite line up.
Just thinking, if you're running the 2.6 beta it may have a modded tfactories, which would cause the problems with the x2 shipyards. Once its released ill check it out. I may have to write a script to remove the decommissioned shipyards before you install the 2.6 patch if there is indeed a modded tfactories. Can you do me a favour and have a look inside the 2.6 beta cat/dat using the mod manager and let me know if there are any t files in there?
Just thinking, if you're running the 2.6 beta it may have a modded tfactories, which would cause the problems with the x2 shipyards. Once its released ill check it out. I may have to write a script to remove the decommissioned shipyards before you install the 2.6 patch if there is indeed a modded tfactories. Can you do me a favour and have a look inside the 2.6 beta cat/dat using the mod manager and let me know if there are any t files in there?
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As I fix them I'll send you the scene files so you can integrate them into your mod.killerog wrote:There are still some ships that have not had there trails placed in the correct places in my packs. Never have had the time to finish going though them all.
If people can please post if they see ships with misaligned trails that would help immensly.
Its Double Shadow's Mod Manager. It lets you open up a cat/dat and see whats listed.Gavrushka wrote: When I work out what you meant I shall indeed do that...
I've never used a Mod Manager .
http://x3mm.doubleshadow.wz.cz/
It will also let you extract the files for editing.