DDRS Rebalance V2.5 with 55 custom ships and 6 custom shipyards

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neumanf15
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Post by neumanf15 »

KRM98,
I had this problem with a centaur a long time ago. I tried everything I could and nothing seemed to work. I'm sure it was pre-Bala Gi, but I think I had DDRS. The bottom line was: I used LV's cheats to create a new copy, transferred my stuff and me over, then destroyed the broken one.

I don't think this is a DDRS issue, as it happens randomly. I've heard of it happening to various turreted ships - The Boron Shark (not just the old back turret issue) is a very common one - and IIRC it has happened to many people WITHOUT DDRS. I tried a search for broken turrets and couldn't find much only one I saw that mentioned other than Nova Vanguard and Shark was: http://forum3.egosoft.com/viewtopic.php ... ken+turret, but I KNOW I read about the same problem somewhere outside DDRS. I did run across one suggestion that I never tried: switch the turret to a different mode and back (i.e. to protect ship or some other subroutine) and try again.
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DeadlyDa
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Post by DeadlyDa »

DDRS Update! Version 2.4.2 - now with 54 ships and Bala Gi (patch V2.0.02) compatibility!

++ Version 2.4.2 - Three new ships, the Yaki Shuriken (M5) and Sai (M4), and the Split Krait Super Freighter (TS). The new Yaki ships are spread around between the 5 custom shipyards used by the 5 main races. In version 2.5 of DDRS (under development), there will be a 6th shipyard for the Yaki, complete with PHQ "unlock" missions. There is a new Yaki sector that has been added, but you will not see it unless you start a new game.

There are also two new custom start points:
  • -- Pirate Scum (the Pscum map) will start you off in the same sector as the PHQ, in a fully loaded Cylon Raider Mk2. The Argon, Split, and Paranid hate you...but at least you get a few sectors pre-explored so you can get DDRS missions right away, and you have 25k credits to spend in the bar of your choice.
    -- Deadly Mercenary (the DMerc map) will start you off with a fully loaded Wakizashi in PTNI Headquarters with 5 "over-tuned" units of Engine Tuning. You also get an Invicta over in The Hole, pre-loaded with Mk3 Trader software and with pretty much everything you need to start up a sector/galaxy trader. There is also a derelict Kyoto somewhere in the universe map that you can claim (you'll have to fly over to it in your space suit to trigger the capture sequence, as you cannot claim it from your ship via the system override software scripts).

As for fixes; the Tigerfish model (aka Cheyenne) was way to big, and has been resized. In the process, the model was completely redone (e.g. new mesh). The Koi is now visable (again), and the Tie Interceptor no longer causes problems when it is being unlocked via an assassination or escort mission. There are also a number of other small bug fixes, and all of the custom DDRS laser turrets should move when you switch to the turret cockpits.

I am also in the process of re-exporting all DDRS ships to enable them to use bump mapping. Currently all of the Yaki ships, and quite a few of the others, are now flying with much improved textures. (So far, 18 ships and the 'Roid base have been updated.)

Finally, two of the optional script packages (DD.Bountyhunters and DD.JumpStart) have been updated. The DD.BH scripts are packaged as an SPK, and running it (with Cycrow's Script Installer) will automatically update your game to the current version. Since DD.JumpStart is a 1-time script, there is no need to update it if you have already run it.

==================================

See the DL links in the 1st post.
Hieronymos
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Post by Hieronymos »

There actually is a way of claiming the Kyoto without going for a space walk..which is pretty dangerous anyway as the Kyoto is moving at ~25m/s.
Spoiler
Show
You need to use Salvage Claim Software found in TECGS's Salvage script. Target the Kyoto (she's in a pirate sector near the Argon Main), fly along side her to just under 100m...which can be difficult if she's turning. Then claim her.
Hieronymos
andyjg247
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Post by andyjg247 »

Hi,

Im having an odd problem with this. Everytime I load my game it says the DDRS mod is updating, afterwards it shows its complete with 2.1d (I think) as the update version. Even if I fly around and then land, save and try reloading this save it re-installs it.

The previous version was the SPK with the XXL SPP and I loaded over the top with this new version so it may be this. Any other idea's though?

thanks
neumanf15
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Post by neumanf15 »

I know from experience of trying combine the two mods (to use XXL with the 2.5 beta) that you can't just load a new version of either mod over the top of the combined mods, specifically because they both mod Tfactories. Unless you want to dare combining the mods yourself, I'd recommend waiting until (I think it was) Armageddon gets a chance to recombine the mods to be able to play both.
Hieronymos
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Post by Hieronymos »

I'd second what neumanf15 says--you'll need to wait on a new combo DDRS + Ashleys Factories mod.

Remember, the key to avoid corrupting your game before you install a new or updated mod, is to save in a vanilla freighter or fighter in an empty or nearly empty sector (Iusually use Freedom's Reach).

Regards,

Hieronymos
andyjg247
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Post by andyjg247 »

Hi,

Thanks for the replies. I will give it a go

cheers
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DeadlyDa
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Post by DeadlyDa »

Ah...bad Deadly, no biscuit!

I accidentally packaged the 2.5 beta scripts in the 2.4.2 update :oops: .

I just FTP'd a script fix package to my server, so for all of you who have downloaded the 2.4.2 package, please download the script fix, and extract to your .../x3/scripts folder.

Here are the links:
The RAR archive
http://www.flatrock.org.nz/wolf/images/ ... _2.4.2.rar
The self-extracting EXE
http://www.flatrock.org.nz/wolf/images/ ... _2.4.2.exe
Fendalis
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Post by Fendalis »

Deadly, quick question. Will the latest DDRS (2.4.2) work without a restart upgrading from 2.4.1whatever? Just curious. I'd like to get hold of the new split freighter, but I can live without it if it requires a restart...I've already restarted too many times.

Thanks, and great work as always.
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DeadlyDa
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Post by DeadlyDa »

Fendalis,

No problem upgrading. That's why i came out with 2.4.2...to maintain compatibility.

When 2.5 comes out, a restart will be required, because at that point there will be at least one additional (for the Yaki), and several new sectors.

The Krait is a bit "heavy-duty" for the leveled mod, but fits right in on Rebalanced. It's huge...about the size of an M7...and should have docking for 1 fighter. Unfortunately, the external docking is not working in the version I packaged in 2.4.2, but otherwise if is a nice fit between a standard super freighter and a TL.
Fendalis
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Post by Fendalis »

Slick! Can't wait to try it out then. :)

Be sure to not add anything too cool to the next update, as I really don't want to have to restart. :D Love the Rebalanced, btw. Adds a whole new dimension when you have to worry about Flak Arrays and MDs and suchlike.

On a side note...talk about jumping out of my seat. Had headphones on while I was flying my overtuned Pirate Falcon, and something I was fighting had said flak arrays...The extremely loud booms combined with the sudden explosion of my ship startled the heck out of me. Needless to say the second time through I kept a greater distance from the flak-armed ship. :P
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NeoSeether
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Post by NeoSeether »

I'm surprised that no one has noticed, but the three new ships, the Shuriken, Sai, and Krait, don't seem to be included in the Rebalanced version.

At least, there were no references in TShips, but it's likely the models/textures aren't there, either...

The Leveled version, OTOH, seems to be just fine in that aspect.

Is the reason for their lack of inclusion because they haven't been, er, re-balanced to fit the higher difficulty of the Rebalanced edition of DDRS?
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Hieronymos
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Post by Hieronymos »

Fendalis,
2 things:
First, a restart is not required before upgrafing to a new version of the mod, as long as you've saved first in a vanilla fighter or freighter in a sector without any big ships. Having made such a savegame, then install the newest version of the mod, reload yr last save..and off you go.

Second, try out the DDRS Teladi Gorith Raider M3. In Rebalanced she's designed to be the replacement for the Falcon Sentinel with 250Mj shields. She is slow, so supertuning is definately in order.

Cheers,

Hieronymos
Fendalis
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Post by Fendalis »

Yeah, I too have noticed the absence of the three new ships in Rebalanced. I was in my vanilla Pirate Falcon when I saved, though I was in low traffic sector I'm not certain about whether there were big ships or not. May have to see if I have an older save floating around.

I'll definitely try out the various fighters, once I unlock them all. The missions take quite some time in between, and sometimes quite a while to complete if there's 20 odd ships to kill off. Beyond that I've only found one of the special shipyards so far. :)

I should also note that in a quick restart the new ships were still not on the list of ships when going through the cheat menu to script one in....whaaaat?? I wanted to see what they looked like :)
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DeadlyDa
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Post by DeadlyDa »

OK...looks like I'm about ready to do a 2.4.2a to clean up three of the obvious bugs.

- Found the "lost ships" (Krait, Sai, Shuriken)
- Fixed the Cylon Mk2 rear turret.
- Invisible Koi now showing up (again).

Are there any others I've missed?
Fendalis
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Post by Fendalis »

Major bug...I'm missing um....12 M2s....yes, that's it...a fleet of destroyers....
Okay, didn't fool anyone with that. :D
No, no other bugs that I've noticed, at least with the ships I've worked with directly.
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RayvenQ
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Post by RayvenQ »

Would it be possible for you to add the Spray shop to the two custom stations (asteroid base and the other one) or is it just not possible?
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hip123
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Post by hip123 »

Can you move from a leveled game to at rebalanced game wo a restart :?
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Red Spot
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Post by Red Spot »

I dont advise you try, but it might be possible to get away with it ....



G
Hieronymos
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Post by Hieronymos »

Hip123,
as long as you save your game in a vanilla M3/TS/TP in an empty sector, there should be no problem. However, your existing Leveled DDRS ships will keep their Leveled stats. Supposedly, many/most will 'update' to Rebalanced stats once you make a jump--but some will not.

Also, the existing 2.4.2 version of Rebalanced will soon be updated by Deadly to v2.4.2a. Within the next few days? I'd wait for that, as it fixes a few bugs and missing ship (that were included in Lvl'd, but forgotten from Rb'd).

Finally, all new DDRS ships created since ~Jun. 2006 share a single set of specs--the Rebalanced specs. Also, a few older ships, like the Tigerfish M6 have been "retrofitted" in Leveled with the Rb'd specs. Together, these trends result over time Leveled is becoming increasingly "rebalnce-ized".

Perhaps one day the two forms of the mod will remerge, but for now they remain separate out of respect to gamers who prefer things in Leveled to remain 'as they are'.

This is a bit of a shame really, as many Leveled M2's for example are vastly inferior in combat capabilities compared to their Rebalanced counterparts. The same is true for many of the M3's and M4's as well..

Rebalanced was also considerably more difficult in terms of combat as well, mainly because a lot more Rebalanced M4's and M3's carried MD's, and lots more Big Ships carried FAA's. And in normal 'roid base missions, where the player usually initiates combat this resulted in screamingly intense combat challenges.. :twisted: ehich were a lot of fun IMO. But when Deadly created and added the built-in "Deadly Da Bounty Hunter" script, which resulted in loads of MD-armed aggressors directly hunting and targetting the playership..the difficulty level became insane..

So DD was :( forced to modify the weapons portion of the ship spawning script to edit out most MD's...But we've got some contingency plans we're working on, like assuring that no more tha 20% of aggressors spawn with MD's..and other 'special' weapons.

Personally, I liked DDBH as it was..Sure it was crazy difficult, but it'd force a player to really think, decelop strategies to avoid getting wasted by a MD-armed posse..Like always keeping wingmen, using missles more creatively, keeping to the fringes of massed enemy concentrations, jumping more often, having backup ships, etc.

But I understand that not everyone shares a deep, perhaps masochistic need for crazy difficult combat...That said, it's also pretty obvious that standard vaniila combat difficulty levels are still waaaay too easy. As in the lone player M3 taking on a sector full of pirates or Xenon, and wasting everybody in site without a scratch..

So in the meantime Rebalanced has attempted to come up with more "creative" solutions for upping combat difficulty without going into excessive difficulty levels via the t00-many-MD's-route. The new Paranid Starfury M4+ is one such example of this. Originally an M5, and one of the coolest (visually & aesthetically) ships in the game, Starfury
was reborn as an "M4+"--roughly a cross between combat capabilities of an M3 and M4, including a rear turret (first in an M4 class--just a single BIRE). But Starfury now has 8x APAC's or APBE's up front. The fast RPM and muzzle velocity of these weapons means an AI pilot's gonna land more hits on target than with 6x BPAC's (IS anyway).

Similarly, there's the new Yaki Shuriken M5+, which carries 6x AIRE's up front. Likewise, bigger ships (M6 and larger) are carrying an increasing number of 'light flak' turrets, i.e., 4x or 6x or 8x light, fast energy weapons like APAC's or BIRE's--that while they lack the punch of AHEPT's, BHEPT's, etc. and are shorter range, can pump out a much larger volume of high-velocity fire for identical energy usage--and shred any lighter fighters that come within range..There are also small numbers of Rb'd ships that use A-kyons...which don't miss much, and while they suck against heavily shielded ships are nonetheless pretty dangerous adversaries..

Lastly, there are many more Big Ships, TL and larger that now mount FAA's. And this means that taking out most DDRS Big Ships in your lone M3 will be very difficult if not downright impossible. Instead you'll need to use other strategies, or be prepared to suffer heavy fighter casualties.

Over at DD's site I've made up individual Racial Fleet analyses. This is the link for the still unfinished Yaki fleet:

http://www.xforum.chaos.net.nz/viewtopi ... =1224#1224

Cheers,

Hieronymos

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