Source for ships in XSP

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Do you want rebalanced XSP ships?

Poll ended at Sat, 17. Jun 06, 21:54

Yes
32
89%
No
4
11%
 
Total votes: 36

Sephiroth1550
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Post by Sephiroth1550 »

Thanks man. That might be the answer that I'm looking for!
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tensin
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Post by tensin »

There are quite a few ships that have this problem as when I installed my selected ships (which I redownloaded from your site last night) and put them all on in one go the Shipyard in Paranid Prime had 4 entries for sale at the bottom but with no description. I already found that the Roger Young and massive Vorlon was doing this at the Boron and Paranid shipyard but obviously there are more ships that do it.
Which ships did you install? Which showed? Where did they show? Which did not show? Which shipyards?

I'm gonna look for patterns.
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tensin
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Post by tensin »

BTW, I'm working on a new (still non-active :( ) design for the website. Lemme know what you think:

http://207.5.90.130/Jerry/ComputerGaming/X3/index2.asp
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jackleonfraust
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Post by jackleonfraust »

i liked the old one. this one's ok.

@ sepiroth:

you Could try to modify the files for added ships to get the correct explosion referance, notated in the ewfx. aulthough, if yoou did that, you would probably need to edit weapons in order to get some of the custom ones to work on new ships. (this would be an advanced, do it yourself, fix) Much like adding kyon emmiters to the in game buster. I believe the xtended can be run without ewfx,

hope its helpful
Last edited by jackleonfraust on Wed, 21. Jun 06, 20:09, edited 1 time in total.
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tensin
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Post by tensin »

Which part don't you like as much? The lack of cells around the table, or the use of an inline frame?

(I've kept the old one in case this one is less useful to people).
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jackleonfraust
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Post by jackleonfraust »

its just kinda the same really, the cells WERE tidy though.
Sephiroth1550
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Post by Sephiroth1550 »

@ jackleonfraust

Yeah, I was afraid of that. I think that most of the new ships for the Xtended mod are finished, so I will look at the files and see if I can redirect all of the old ship explosion references to the old ship files (I know that is not very technical, but I don't understand the file structure enough to be more specific). I don't know where most of these are located however. Do you know where these are referenced? (ex: TShips)

P.S. I appreciate the help!
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jackleonfraust
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Post by jackleonfraust »

actually, the 5c version of the ships were easy to extract ( i have em in my game and am flying a panther)
Snowship
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Post by Snowship »

Tensin;

The rear turret not working on the EA Thunderbolt after 1.5 installer.

(I'm gathering this is a known issue???)

Just thought I'm bring it up/remind you

Snowship
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Dread
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Post by Dread »

Tensin. Just a thought and probably not a good one :roll: but as you are doing your own rebalance versions of the xsp's, are you (or can you) do them to be more diverse in their classes amongst each other, and maybe rebalance the existing x3 ships the same way.
By this I mean that in the current X3, (for example) the M3's all have slightly different stats and some are a bit better than others, but it still leaves a stale feel to them as they are still a bit too samey. It could be where a few M3's are far more superior to most of the others, and a few are worse than the average. Of course where say the split have the most superior M3 there would have to be a balance in that their M4's are rubbish in comparison with the argons Buster.
Anyways as Im sure at this point ppl are saying wtf and stupid idea.

I just saw all these new ships and know that you will be doing a rebalance of most of them and just wanted to point out I think it would be good to have more varied stats even in each category. I like the idea of say for example flying around in my maxed out Buster and spotting another M4 and thinking only an M4 like me, and without checking his stats, get blown to pieces as its a super-M4, and the next time I see one I know not to go near as i feel outclassed and in danger.

I Guess I just want 2 things - With all these new ships, I wanted some to be run-of-the-mill and some to be lame and some to be supertough.

Also want to feel a real danger in playing the game again like I used to feel in X2 in the mass pirate raids. At the moment Im flying around in the Teladi M4 (I forget the name) with APACS & BPACS and have no 2nd thoughts about picking a fight with any fighter mixture of pirates. If there's a ships there that Im outclassed by I want it to make me feel outclassed and outgunned and endangered.

Sorry for the rant, started out as just a thought. Guess you can all tell me to stuff my idea where the sun......erm, aint so bright :roll:
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tensin
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Post by tensin »

The rear turret not working on the EA Thunderbolt after 1.5 installer.
Yea, the thunderbotl is a PITA. There's another guy who seems to have gotten it working and gave me his FTP site. As soon as I successfully get in it, I'll be replacing my thunderbolt with his.
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tensin
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Post by tensin »

Ok. I've thrown everything but the kitchen sink into the Hammerhead XSP. Anyone brave enough to go oncemore into the breech and test the current version (I'm at work and cannot).

With tremendous thanks to Cutty: I think I have the 4 Starwars Rebel fighters working. If anyone can cest those as well, it would be great :)
Last edited by tensin on Fri, 23. Jun 06, 15:13, edited 1 time in total.
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tensin
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Post by tensin »

Dread,

At present my goal is not to make a new balancing of the game but merely to bring the added-in ships in-line with the current blance. That goal has been overshadowed, almost from the get-go, with getting the ships in question fully functional.

I did rebalance one current game-ship (the Barraccuda), and I do think that the ships I've chosen to rebalance thusfar are typically more... unique, than the ones in the stock game; including the introduction of the clearly inferior X2 Nova (I'm hoping to rebalane the rest of the X2 ships as inferior, but interesting, variants of their X3 replacements).

There's the Conestoga TL with firepower more inline with an M1, the extremely manuverable but unarmed Firefly, the Kyon-spewing Sharlin, etc.

The problem with making ships you are outclassed by (super tough ships) is that, in short order, you will be flying one of them. Then, instead of the uber-ship making the game more challenging, it will make it less challenging.

What we need is some more sophisticated AI for groups fighting. Imagine if the opponent M4s straifed in mass; pulling out together to come around for another pass; or if instead of it being the guy you'ge got your gun almost trained on firing missiles, it was the guy sitting back?
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Dread
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Post by Dread »

Thanks Tensin, I didnt mean to seem ungrateful or impatient by asking about the stats balancing when quite clearly you are just trying to get the XSP's into working models at the moment, which I am using and trying out as you know from all my posts over the last week or so :roll:

I agree on the fact the AI needs to utilise better tactics and fly more realisiticly as an attacking formation team and watch each others actions. Surely the AI can be improved to act more Intelligent I suppose, after all we have plenty of other games that act better this way, like the half life games where enemies use clever tactics in attacking.

But the work you have done so far is comendable and appreciated by a lot o people.
Kadaas
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Post by Kadaas »

Ok just re Dled the Hammerhead and installed it.
Have to manually edit the components file to get the turret to work.

This applys to the thunderbolt rear turret as well...wont see a fix until Cycrow finds out why the ship installer adds the extra " ;0; " 's in the file.

temp solution is to extract the file .edit it with wordpad then put the file back in the shipcreator mod. (Double's X3 editor and Mod manager makes that fairly simple) .will do till better solution comes along.
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tensin
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Post by tensin »

But changing that 0 is currently the only modification required to get the hammer working?
Kadaas
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Post by Kadaas »

yep its just typo's in the file preventing the rear turret from firing .

when you open the components file in wordpad (extract it and open it the formats easier to read ) .At the top below the first line there are two " ;0; " ....in the middle there is another (in between the component designation list types... and at the bottom of the file there is another.

There is also an extra " ; " in the line just above the last " ;0; " at the end of the line .I deleted that also (had the original components file for comparison on the format and the extra " ; " wasnt at the end of that line there).
sent all the Info to cycrow so he's looking into it for the ship installer to find out why it does it.
Thunderbolt and Hammer rear turrets fire now.

note: if u install another ship later and it recreates the components file again in the mod ,you will have to go re-edit it,as its the installer creating the typo's. HTH

took alot of tests and a few days but I REALLY wanted the Hammer and Thunderbolts ingame lol.
Cycrow
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Post by Cycrow »

kadaas, try the new version, 1.53
not update the make forum page yet, but the file is available to download.

i think i've fixed the problem
Kadaas
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Post by Kadaas »

Will do.going to Dl it now and will check back in a bit.
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tensin
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Post by tensin »

I'm not sure if the problem is from the import or the export. I'm looking at the components txt from the "extract ship" option (the one that puts the uncompresse files in a dir) and am not seeing the "0"s you are mentioning. It could be that I'm missing them, or that the problem occurs during the merge by the ship installer.

If it's not too terribly much trouble, if the ship installer is no longer adding the "0"s, please let me know if the Hammerhead XSP as is installs properly, or if I need to look at reimporting it.

Thanks as always.

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