Not exactly. Unitrader said it is possible to have dynamic ships but there are limitations. There would have to be existing turret spots already set up and different turrets are different sizes and may not fit well in certain spots, etc. plus I don't think there is a way to force a limit of turrets on a ship dynamically like that.Saquavin wrote:What about the X3 turret slots system ?
Keep the vanilla version of all ships, and add a versatile version with the ability to choose the number of each turret types.
Prevent cheated version by setting a limit on the more powerful turrets.
Ex for an arawn :
- HIT : unlimited
- PLASMA : 40 max if JET under 6 and HIVI under 2
- JET : 8 max => PLASMA reduced to max 30 and HIVI max 2
- HIVI : 4 max => PLASMA reduced to max 20, JET to max 2
Is this possible to mod ?
[Mod - Idea] X Rebirth Ship Rebalance
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
well, you can restrict the max amount of each turret type with the connection Tags, which would not influence how you arm the remaining slots though. and for the finer limit i thought about doing this via the Interface only because it allows the most flexibility.BlackRain wrote:Not exactly. Unitrader said it is possible to have dynamic ships but there are limitations. There would have to be existing turret spots already set up and different turrets are different sizes and may not fit well in certain spots, etc. plus I don't think there is a way to force a limit of turrets on a ship dynamically like that.Saquavin wrote:What about the X3 turret slots system ?
Keep the vanilla version of all ships, and add a versatile version with the ability to choose the number of each turret types.
Prevent cheated version by setting a limit on the more powerful turrets.
Ex for an arawn :
- HIT : unlimited
- PLASMA : 40 max if JET under 6 and HIVI under 2
- JET : 8 max => PLASMA reduced to max 30 and HIVI max 2
- HIVI : 4 max => PLASMA reduced to max 20, JET to max 2
Is this possible to mod ?
My general Idea for the limit was to give each Ship Type a Generator Strength and each Turret and Shieldgen uses a certain part of its Energy (MG uses very few energy and Plasma/LR much more, and the most is used by HODU/MA Turrets - and similiar for Shieldgens)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 486
- Joined: Thu, 22. Aug 13, 17:12
I'm thinking about a power generator for a long time, but I thought it was nearly impossible to mod, so I wrote my example.UniTrader wrote:
well, you can restrict the max amount of each turret type with the connection Tags, which would not influence how you arm the remaining slots though. and for the finer limit i thought about doing this via the Interface only because it allows the most flexibility.
My general Idea for the limit was to give each Ship Type a Generator Strength and each Turret and Shieldgen uses a certain part of its Energy (MG uses very few energy and Plasma/LR much more, and the most is used by HODU/MA Turrets - and similiar for Shieldgens)
But hey, I really prefer a power generator.
The power generator could be the only fixed object.
You choose one hull, powergen is bound to this hull (matter of size...) and then you compose your ship by tweaking shields/engines/turrets with available power.
-
- Moderator (Script&Mod)
- Posts: 7465
- Joined: Mon, 15. Dec 03, 18:53
-
- Posts: 3769
- Joined: Mon, 1. Oct 07, 02:18
Re: [Mod - Idea] X Rebirth Ship Rebalance
Huzza!BlackRain wrote:I also plan to add more Hull and/or shielding to ships, etc. Any ideas or suggestions?
Well, as I said in one discussion, Surface Shields should be based on what they protect....
mk1 = hit/ma & hailstorm/ma
mk2 = plasma/ma & engines
mk3 = plasma/jet & drone bays
Highest tier item determines what shield goes there.
I do not think that a Taranis should lose ALL hit/mas; just adjusting ships to have more for their role and less of the others sounds good.

Editing posts since long before I remember.