[MOD] Hull Multiplier mod v.0.5 for XTC v1.2

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Arghy
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Post by Arghy »

So once i install this all of my current ships wont have the upgrade? is there a way to fix this without cheating besides trading the ship in? Will it just be the ship i'm in or will my UT fleet be affected to(not that it will mater)?
vkerinav
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Post by vkerinav »

Once you install this, every ship in the game will have reduced hull, not just yours. They'll fly slower, and die easier than freshly spawned ships. Using the included script is highly recommended.
Arghy
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Post by Arghy »

Ah so the script will fix that problem then?
Requiemfang
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Post by Requiemfang »

Yes it will, just put the script in the script folder in the main directory and run it via the in game script editor, you'll notice the Green text for it in the main post.

in other news

Version 0.3 is out

Other changes that are applied are with M6's all of them have higher pitch, yaw and roll stats, these changes don't reflect my own taste but Scoobs. They aren't quite as fast as fighters with the yaw, pitch and roll but they no longer feel like your flying a small capital ship, they aren't capital ships after all why should they turn, roll and ect, ect like them? They're suppose to be the filler role between fighter craft and frigates, basically gunboats.
Scoob added a extra gun to the rear turrets of M6's

I've also included changes Scoob made with the Tlasers file.

Fighter class weapons

Scoobs own words

* Also here are my faster fighter class tBullets changes...if anyone wants to have a look - it does make combat much harder when you're on the receiving end as strafe/roll/dodge is not so effective - especially if you get close. I like it this way. Note: weapon ranges are maintained.

Finally here are the changes Scoob made with the Tlasers his own words again.

* Finally a quick ROF reduction for Capital class (not M7) weapons...using it in my own game...give a perf boost as well as reduce the near insta death we see at the moment.

I haven't tested this version yet so, it might need feedback from those using it. Any feedback is appreciated as it'll help Scoob work out some balance issues with the changes he made.

Check the main post for the link
Requiemfang
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Post by Requiemfang »

I updated the mod again, though it's a slight change, I had to remove the repair laser because it kills the XTC installation when you begin a game or load it.

You notice the green version number when you start or load a game, this indicates a proper install of XTC.

With the repair laser mod on it breaks the install and makes the version number red. I'll have to find a solution to this so for now the repair laser mod is out. If you downloaded the previous file re-download the new file in the main post.

Sorry for the trouble.
dungand
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Post by dungand »

Hey, this mod seems pretty interesting.
I was looking for something like that since months and I must say battles are boring because it's too quick.

I'd really like to try it, but the link on the front page don't works,
where could I download the mod? Or someone could reupload it please?
Thanks
Requiemfang
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Post by Requiemfang »

Hmmm seems I got some technical issues to work out, I'm putting the link for version 0.2 out until I can overcome these technical difficulties
Arghy
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Post by Arghy »

Eh i just want the hull increases in the future will there be an optional DL/file from the other changes?
Requiemfang
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Post by Requiemfang »

Course once I figure out what's going on, I'll likely have to manually do the changes Scoob made, seems the files he gave me were of a different XTC version as it broke the install for XTC

version number color was red which is bad, green is good.

Edit, version 0.3 is out again, until I can overcome issues Scoobs changes will be omitted from the version.

This is what's changed in version 0.3

Paranid Poseidon I changed the hull up to 4,000,000, it had 2,565,000 and that just feels a bit too weak of a hull for a light destroyer, it's 1 million hull under the Odysseus.

Xenon MX had the same hull value as the M, changed it by making it 13.5k so it's a true M4+ with the hull to prove it.
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surferx
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Post by surferx »

I've got a 1.1r. And that's without the update. I thought something was wrong because two Polaccas toasted my Taipan and that shouldn't happen. I guess a reinstall of XTC is needed.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Requiemfang
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Post by Requiemfang »

What else are you using? besides this mod?

It's likely you downloaded the version 0.3 that I took down before, it's the one that has a Tlaser and Tbullet file in there.

Those files, or at least one of them is probably the cause of the red version color.
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surferx
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Post by surferx »

Psc01s cockpit mod and a 500k com mod. What do your cat/dat order look like?
[edit]no way I d/l your 0.3, I just got home from work and read your last post. I think mine turned red several days ago. I had no idea it meant it was broken. :lol:
[2ndedit] also I've been having crashes, and they're getting worse.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Requiemfang
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Post by Requiemfang »

when do the crashes happen? are they combat related crashes?
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surferx
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Post by surferx »

Yeah, last time I just began combat and as the number of laser/cannon blips built up it crashed. Sometimes it was ctd when I tried to quit the game though. As I got to the main screen it ctd.
[edit] Hull multiplier should be the last cat/dat I have in my file right? X3:TC is 12, then XTC takes 13-15 iirc. and I think cockpit, 500k com, and yours.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Requiemfang
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Post by Requiemfang »

Hmmm... yeah I get the battle CTD sometimes, though it only happens rare when certain weapons fire. It's a known issue in XTC and has to do with something with the sound files for the weapons.

Here's a suggestion when you do the reinstall... put this mod after 15 and then the other two, note down what happens after you load your game with either one installed. It's likely one of them is causing the problem.

I'm slowly beginning to alter the needed files that Scoob made, I'm following what he did with his files and applying them to fresh Tlasers and Tbullet files. It'll take me a bit of time but I'll get that up after I test and finish with it. I wanna be sure I don't run into this issue.

A side note I noticed, even with the hull pack M2 and M1 ships get toasted pretty quickly due to the weapon hull damage rates.

XTC team needs to balance their weapons cause it's unnatural for a M2 to die in under a minute. I doubt the ROF changes Scoob made will make any bit of difference by looking at the major weapon stats for the XXL weapons. These are M2, M2+ and M1 based weapons.

Paranid Trans-Phase Cannon hull dmg: 33000 - shield dmg: 65000 (This weapon chews through enemy ships very quickly, I know I have a Poseidon)
Teladi Gauss Cannon hull dmg: 12000 - shield dmg: 24000
Split Anti-Proton Cannon hull dmg: 10500 - shield dmg: 25200
Argon Positron Cannon hull dmg: 7050 - shield dmg: 21200
Photon Pulse Cannon hull dmg: 5670 - shield dmg: 32375
Boron Ion Cannon hull dmg: 6800 - shield dmg: 106000
Terran Point Singularity Projector hull dmg: 10000 - shield dmg: 20800
Kha'ak Delta Kyon hull dmg: 4500 - shield dmg: 7500
Xenon Nova Cannon hull dmg: 7000 - shield dmg 45100

as you can see... having even hull in the millions range doesn't do much against these weapons and basically they eat through hull like a knife through butter.
dungand
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Post by dungand »

For the overpowered weapon, the combat mod 4 rebalanced the weapons dmg and I'm sure would fix your problem.

For example, Photon Pulse Canon
Vanilla : hull dmg: 5670 - shield dmg: 32375
Combat mod 4 : hull dmg: 2000 - shield dmg: 9000 (something around)

You can get it here http://forum.egosoft.com/viewtopic.php? ... sc&start=0

It makes the battles longer, but I think it still too quick, this is why I'm looking for your Hull multiplier mod.
Requiemfang
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Post by Requiemfang »

Umm combat 4 mod doesn't work for XTC
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surferx
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Post by surferx »

I'll do that tomorrow, too late here to do anymore tonite. Thanks for the help.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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surferx
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Post by surferx »

Requiemfang wrote: A side note I noticed, even with the hull pack M2 and M1 ships get toasted pretty quickly due to the weapon hull damage rates.
Not before I got the red version number, I don't think. I was taking all kind of incoming and the Taipan was hardly noticing, its got seven 2gj military shields. So the hull damage rates were no factor.

mañana
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Requiemfang
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Post by Requiemfang »

Odd... also those stats are from the Tbullet file, I might have jumped the gun but still in game stats for capital class weapons (non-flak versions) are overpowered and need to be rebalanced because it's not fun to see a ship with multi million hulls going up in a minute or less.

The paranid Trans-phase cannon alone is the strongest of the capital weapons in game, at least 20 shots from the main banks, front, left and right is enough to nuke a M2 with around 3/4/5 million hull in a minute or less depending on how many shots hit.
Posiedon has 16 main guns, 8 in the front, 4 on left and 4 on right each can mount Trans-phase cannons.

that's 308000 to hull and 606672 to shields in damage per shot for those 3 turrets, 20 shots by the guns is enough to nuke a M2 with 4 million hull :lol: and yes... I'm speaking from actual combat, of course during a combat trial the ship fires well over 20 shots at least 100, those shots the ones that actually hit are around 20 or so.

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