[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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someone else
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Post by someone else »

@Jrk: the trail mod has a Tships file as critical file... and Tships is critical for my mod too. If I merge them there is no coming back. (without a lot of work)
I hope that to make it compatible with Cmod3 there is only a different Effects file... creating and updating 2-3 different Tships files (the main and most important file in my mod) are a bit too much work for me.
Doc Quixotic wrote:If you do like to add many 'extra's', consider making modules, adding only compatability or creating a full and a lite version.
yeah, this is my line... I added compatibility to most things, but the trail affair is All-or-Nothing. As I said before I'm not keen on creating and updating 2-3 different Tships files... loads of work.
Doc Quixotic wrote:As for TS, fixed jumpdrives may not be in the spirit of the game. JD are probably too rare to be standard-issue on any ship. The best solution for the tankers so far is IMHO the M-cargo-only option.
every TS that I own has its jumpdrive... :P anyways the built-in JD is too much. I have settled for the M cargo.
Perhaps rename them
heh... a bit more complex... I'll try to see if I can do that in all languages using external xml files... modding the big 0001 file is not my intention
(maybe say that to draffut too)
By the way, many people have been complaining about the widespread use of PBG
yeah. I was thinking of leaving only Raider versions of Commonwealth M3 able to mount it (not touching Pirates and Yakis), no, M3+ won't be able to mount them... Eclipse + PBG is a unstoppable monster.
for Nova Raider not able to mount it in this mod... who knows... :D

p.s. I plan to add cockpit scene entries to ships that do not have them to "fix" the "ship with no cockpits" issues of Shawn's Cockpit Mod... (if they tell me exactly how to do that). :D Will have no effect on people that don't use that Mod.

p.p.s while I'm at it...
I'm modifying Dolphins and Vultures to make them more worty without making them uberships:
(I nerfed the Mistral SF cargo to 12k and raised its speed to 90m/s, to mantain the same stats philosophy of the Mistral)
--------------------------------------------------------
All the Dolphin TS are a bit faster and more maneuverable, they have mid-range shields but recharge them faster than any other TS. Weapon energy reduced to trivial value (they have no weapons.. why do they have weapon energy?) and removed their missile launching ability.
----------------------------------------------------
All Teladi TS are now cheap as chips, (halved the price) their stats are a bit crappy, but the price is very appealing.
-----------------------------------------------------------
I wanted to add more cargo bay to their TS but... I'm not sure.
these are the two descriptions of them in-game:

The Boron Dolphin is a cost effective transporter ship. Its unique Boron technology has been developed and combined with Argon know-how to produce a transporter that can carry great loads whilst moving gracefully.
It can be found in most Boron sectors.

--------------------------------------------------------------------------
The Vulture is the trading vessel commonly used by the Teladi in all space sectors and can always be found wherever the largest profit is to be made, no matter in whose sector it happens to be.
It is also believed that a number of these transporters have been supplied to the Pirates that operate throughout Teladi sectors in exchange for unknown preferential trading services.


what do you think? :D
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DannyDSC
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Post by DannyDSC »

someone else wrote:(if they tell me exactly how to do that). :D Will have no effect on people that don't use that Mod.
I think few ships are without the cockpit but... I can made a list of the ship that I use in my game :)

For the other thing for the rebalanced mod I've already reply in the Italian modding forum ;)
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lrd99
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Post by lrd99 »

someone else wrote: what do you think? :D
Ok with Dolphin and Mistral.
As for Teladi TSs... I think their speed should be increased next to Caimans. If you are late, you won't do any profitsss! And Vultures should have weakest shields, turret and generators for their class. Maybe no turret at all for cheapest standard. Investing into hardware means no profitssss...

P.S. My "number one" is Caiman Hauler.
Doc Quixotic
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Post by Doc Quixotic »

It might be hard to make vultures viable by making them cheap. Basic TS hulls are not very expensive to begin with, most of the costs come from software and equipment.
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someone else
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Post by someone else »

As for Teladi TSs... I think their speed should be increased next to Caimans. If you are late, you won't do any profitsss
Teladi ships have never been renown for their fast speed (Kestrel is a strange exception) :P
It might be hard to make vultures viable by making them cheap.
I know, this is why I have posted here to ask for your opinions. :roll:

anyways... I want to make them fit with the general Teladi stats line:
-slow like vanilla (some are VEEERY slow)
-biggest cargo hold of their class
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lrd99
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Post by lrd99 »

someone else wrote: Teladi ships have never been renown for their fast speed (Kestrel is a strange exception) :P
I know. And Teladi M3s never had cargo bays of 600+. :)
anyways... I want to make them fit with the general Teladi stats line:
-slow like vanilla (some are VEEERY slow)
-biggest cargo hold of their class
Poor Borons. A prize lost.

I like your mod anyway. :)
someone else
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Post by someone else »

And Teladi M3s never had cargo bays of 600+
oh... :D how strange... their fighters are quite crappy, why that? to let the pilot make profitsss with its bigger cargo hold!
They just screwed up the cargo bay increase... a crappy fighter to have 20-30 more cargo? you crazy Tealdi... :P
their ships now make very good fleet tenders... considering the annoying "No TS on TL" motto of TC that is not very bad... a 700 XL-carrying Falcon Hauler is the TL's best friend now. :D (and screw those bugged Cargo Drones)
Poor Borons. A prize lost.
they will still have the second prize for Cargo, and have a good speed with good shields.
what will be the best now? choices choices choices... this is the Think part of the Game.

Teladi ships have always been the crappiest ones. It is now time for REVENGE, in Teladi style. :D
I like your mod anyway.
thanks... i like when people say it. :lol:

EDIT: ok, TS rebalance done: these are the proposed TM modifies....
1.Magnetar has a M4-grade weapon generator and a better weapon choice in its turrets.
2.Boa has a M3-grade weapon Generator and a very good weapon choice, doubled its turreted guns.
3.Pleco is faster (144m/s), more maneuverable, mounts 2x 200mj shields, has a good shield generator and can mount repair lasers.
4.Caravel has a M4+-grade weapon Generator and a very good weapon choice, doubled its turreted guns.
5.Chokaro and Adv. Chokaro have a very good weapon choice.
6.Pelican has a very big cargo bay (who would have guessed?) and is a bit faster (90m/s).
7.Helios has 4x 200mj shields, a M4+-grade weapon generator and a decent weapon choice in its turrets. (can now shoot PSG, yeah a AWFUL choice for a carrier.)
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someone else
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Post by someone else »

New version! 0.55! updated with new fixes from draffut's bug-fix mod!

Rebalance of all ships of the same Class/Race done so far:
1.Enhanced Turning rate on those M6 in need:
Centaur 6 Hvy Centaur 4,9 Hvy Cent. Prot. 5,2 Dragon 8,1 Hvy Dragon 6,7 Hydra 5,6 Hvy Hydra 6 Nemesis 6,7 Hvy Nemesis 5,3 Osprey 5,3 Hvy Osprey 4,8 Otas Skiron 6,1 Katana 7,4 ATF Vali 5

2.Paranid M6/M6H can mount PSG everywhere. (but not the Hyperion)
3.Terran M6/M6H can mount SSC everywhere.
4.Split/Argon/Paranid M6H can now mount their prototype beam cannons in the main slot.
5.All M6/M6H turrets with an odd number of guns now should have an even number of guns.
6.Removed IBL compatibility from ALL Commonwealth M1 and M2, (except pirates and yakis of course)
7.Removed IC/IPG compatiblity from Pirate and Yaki Capitals.
8.Terran/ATF frigates are now able to load only 4 guns on main, but they can now use PSP on main.
9.Added PBG's to Pirate and Yaki M1/2 turrets.
10.Increased the cargo capacity of all M1 by 60 % (they are BIG and require massive stockpiles of ammo and missiles for the fighters...) (not on Teladi)
11.Increased cargo on M2 by 30 %. (they need to carry a lot more weapons, the current Ego loading sistem requires a good cargo bay to spawn a decent weapon selection on enemy M2) (not on Teladi)
12.All Xenon ships now have better stats... (like in Reunion) but no modifies have been done to the turrets placement of the K.
13.All Kha'ak Big and Small ships have better speed and turning. I want them ass-kicking.
14.All Teladi “military ships” have double the original Cargo Bay (TS and TL excluded), now they make sense.
15.Removed compatibility to all Anti- capital weapons on all M1. (They are Carriers! And only the Raptor was able to use them effectively)
16.TS, TP now are upgraded to 200 Mj shields and have a scaled-up shield generator.
17.TL are upgraded to 1Gj shields and have a scaled-up shield generator.
18.OWP are now more powerful and heavily shielded, a small OWP has the same firepower of a M7 without IBL, a medium OWP is dangerous as a M2, a big OWP kicks anything.
19.All drones now have half energy recharge. tell me how they perform.
20.All boron small ships have better turning, bigger shields, bigger shield/weapon/generator,
and bigger acceleration but same weapons and speed.
21.All M4 go 20% faster than Vanilla now
22.Bigger differences between standard/Raider/Vanguard/Sentinel in M3 and M4 (no, not M5):P:
Raider=fast, maneuverable, good weapon gen., low shields
Vanguard= better in any respect than standard, half cargo bay, same shields.
Sentinel= more shields, very maneuverable, slower (perfect for AI pilots)
23.Added PBG's to Pirate M6 turrets.
24.Pirate ships are a lot more pirate now... all fighters are fast and maneuverable, but have less shields and weapon gen. (not all XD), Pirate Capitals are now the fastest of their class and very maneuverable (for their class). All the Pirate Capitals can shoot Boarding Pods... get ready to board that TL you dogs! Har Har... :pirat:
25.Raised maneuverability and shields on deca# ships, they are supposed to be AI-driven so they need to be adapted to that role.
26.TS shielding upgraded as follows (and raised a bit the generators):
-standard TS: 4-6 25mj shields
-Hauler TS: 1-2 200Mj shields
-Sup. Freighter: 3-4 200mj shields
-small Tanker = little less than Standard TS shields
-big Tanker = little less than Hauler shields
27.TS classes now have a more linear progression in the bigness of cargo bay (some still overlap a bit) Most TS have a bit different cargo bay now.
28.TS require different reputation levels to be bought:
-level 4 (required to buy all TS in Vanilla) for standard TS and smaller Tankers ,
-level 5 (required to buy 200mj shields in Vanilla) for Haulers and bigger tankers,
-level 6 (required to buy a M3 in Vanilla) to buy Superfreighters.
29.Tankers (both versions) have become bulk loaders, they can load a lot more wares but are limited to M class cargo. They are faster too. (as the standard TS for the smaller and as the Hauler for the bigger one) They remain cheap as chips as they were before.
30.All the Dolphin TS are a bit faster and more maneuverable, they have mid-range shields but recharge them faster than any other TS. Weapon energy reduced to trivial value (they have no turrets, so why having weapon energy?) and removed their missile launching ability.
31.All Vulture TS have the biggest cargo bay of their class. They are a bit cheaper too. They have bigger shields, but not-so-powerful shield generators.
32.All Caiman TS have bigger Laser recharge and better laser selection.
33.All Baldrics TS have a bigger Cargo bay (big about as a Hauler's) to compensate the fact that Terrans do not have Tanker/Hauler/SF versions.



Single Ship rebalanced so far:

1.Springblossom's speed tuned down to 250, price up to around 35 milions, front weapons down to 6.
2.All Drones CAN mount Repair laser (useful for MARS scripts, otherwise ininfluent) making another type of drone is beyond this Mod's scope, but now you can give repair laser to them by scripting means.
3.Boreas is now a Light destroyer, speed to 82, manouverablility to 3.2, 2x 2 Gj shields, 4 weapons front/right/left/side turrets, less shield/laser generator, capital weapons only on front/rear/side turrets.
4.Increased the weapon slots for each Python's side turrets to 8, PPC and Gauss compatibility on all other turrets.
5.Tokio has laser energy and regeneration closer to that of Odin/Woden. And its cost has raised...
6.Zeus has 4x 2GJ shields and a 9000KW shield generator.
7.Odisseus will have 5x 2Gj shields and 14400KW shield generator.
8.Cerberus is now a REAL anti-fighter platform. Added Flak to the cockpit lasers (and tweaked the laser selection of other turrets), increased rear/up/down turrets to 6 lasers each, and boosted the laser generator, increased cargo bay to 4500 to account for more weapons. Speed increased to 135-140 manouverability has also been increased to be able to catch fighters.
Increased hangar bay to 10 fighters (just to have some wings in it).
9.The falcon sentinel loads 5x 25MJ shields.
10.The kite vangaurd loads 2x 25MJ shields and has a 265 shield generator, weapon generator up to 1000.
11.The Tyr has a bigger cargo bay (but it will be still small if compared to other M2).
12.The Yokohama has now 4 guns per turret.
13.Increased the cargo bay on Panther to 5000
14.Removed the compatibility to PPC on Q's side turrets
15.Raised the number of frontal guns on Heavy Hydra, raised the cargo hold to 1000 and toned down the price
16.Done something on Xperimental shuttle, but waiting to do more on it.
17.Raised laser energy pool on Galleon to 73200 kw
18.Minotaur maneuverability raised to 1.5-1.6-ish
19.Gannet speed up to 68, can now launch ALL and I say ALL Commonwealth missiles, Tomahawk included.
20.Asp has now a M3-grade weapon generator and can mount EBC.
21.Mistral Super Freighter has less cargo (12000 max) but is a lot faster: 90 m/s
22.Pirate TS has 2x 200Mj shields and a bigger shield generator.
23.Magnetar has a M4-grade weapon generator and a better weapon choice in its turrets.
24.Boa has a M3-grade weapon Generator and a very good weapon choice, doubled its turreted guns.
25.Helios has 4x 200mj shields, a M4+-grade weapon generator and a decent weapon choice in its turrets. (can now shoot PSG, yeah a AWFUL choice for a carrier.)
26.Pleco is faster (144m/s), more maneuverable, mounts 2x 200mj shields, has a good shield generator and can mount repair lasers.
27.Caravel has a M4+-grade weapon Generator and a very good weapon choice, doubled its turreted guns.
28.Chokaro and Adv. Chokaro have a very good weapon choice.
29.Pelican has a very big cargo bay (who would have guessed?) and is a bit faster (90m/s).


thanks to all that posted ideas until now... it is your ideas that make this possible! :D

draffutt "reactivated" a lot of ships... you will see new ships running around :D

WARNING, it is better to do the installation procedure as said in fist post even if you have already this mod installed... or risk visual glitches

p.s. try to spawn a Terran Lasertower... the one that is listed as M4/M5... and tell me if works. :D
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DannyDSC
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Post by DannyDSC »

don't forget to post the update on the Italian Forum :D
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7ate9tin11s
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Post by 7ate9tin11s »

As this seems to be the most popular rebalance mod and I do not play with any mods, I have a few questions :D

Have there been any changes to the Yaki Shuri?

If there are...

Can it use the following missiles: Hammerhead Missile, Hurricane Missile, Tempest Missile, and Disruptor Missile?

Has the shielding capacity changed from the default three 2 GJ shields?

Has the cargo bay size decreased?

Can it still use incinderary bomb launchers in the back turret, Ion pulse generator in the front, and flak arrays everywhere else?
According to your post a few up all M1 can no longer use anti-cap weapons...if the back turret can no longer use IBL what can it use? or could you put it back in since this is the Yaki HQ :D

Does it still hold 60 fighters?

Is there a way to easily determine your mod is installed for scripts?


Sorry for the strange questions! Just want to see if I need alternative scripts for the Aoandon in IR when your mod is installed.
The Invader Zim
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Post by The Invader Zim »

wow nice, Version 0.55 is released.

Is there a new Jobs.pck or use it the same Jobs.pck as in 0.54?
lrd99
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Post by lrd99 »

Excellent!

By the way... Is it possible to fix an existing TS fleet? Right now some of them carry 3x200 instead of 1x200 or 4x25. Description is right, but it doesn't matter. I can remove redundant shields manually, but if I place them in cargo bay again... You know.

It is not a critical matter, but I'm in search of perfection. :)
someone else
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Post by someone else »

7ate9tin11s wrote:I have a few questions
this mod is merged with draffut's Bug-player fixes mod.
a way to tell if the mod installed is mine or his is to check the specs of the Boreas too.... :roll: if it has 3x2Gj shields it is my mod.
Have there been any changes to the Yaki Shuri?
missiles No
shielding No
cargo bay No (or slightly increased)
IBL/other weapons mmmmh... BUG! now fixed.... now works as you (and I) intended.
fighters No

btw.... why don't you use the Hoshi in your scripts? it is a yaki ship and not a "stolen" Colossus, mmmmh... its stats are quite strange though... anyways worth a look.
btw2... you knew that there are 3 Yaki M7? you can use them as patrols or escorts. (they are not used a lot in Vanilla)
Is there a new Jobs.pck or use it the same Jobs.pck as in 0.54?
I think that the current jobs has been modified to spawn the new ships that Draffut has reactivated... better if you ask in his thread if he has updated the "no civilian" version too.
Is it possible to fix an existing TS fleet?
eh :roll: the only way is to kill/spawn or sell them/buy new ones.... if you don't have hundreds of TS you can do that with Cheats... :oops: sorry... that is a stupid hardcoded thing...
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7ate9tin11s
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Post by 7ate9tin11s »

someone else wrote:btw.... why don't you use the Hoshi in your scripts? it is a yaki ship and not a "stolen" Colossus, mmmmh... its stats are quite strange though... anyways worth a look.
Fighter bay capacity (60 vs 40), shielding (6 GJ vs 4), description text and, most importantly, not buyable by the player so it won't get modded as heavily ;)
and, um, good luck boarding the Aoandon if that is your plan. While it is possible, I doubt the reward is worth the cost in marines and ships. :roll:
someone else wrote:btw2... you knew that there are 3 Yaki M7? you can use them as patrols or escorts. (they are not used a lot in Vanilla)
Oh, there are plans... :fg:

One of these days I will get more time to work on the Yaki :shock:
kipstafoo
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Parsing the log

Post by kipstafoo »

Gazz,

Any hints on parsing the log? I'm trying to figure how/why a Titan, Ray, Shark, Condor, 3 Galleons and 14 Novas loose to 1 Pirate Carrack and M3 fighters :P

Thanks!
someone else
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Post by someone else »

For Aoandon reasoning... the Hoshi is FAST and can mount LBI everywhere. Has more guns too.
it won't get modded as heavily
you asked for that.... :lol: in the next version will become a OMG WTF different ship :P

@kipstafoo: wrong topic? I'm not Gazz! :D


p.s. fixed a typo on a Mercury Tanker... :oops: please redownload....
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kipstafoo
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Post by kipstafoo »

Yeah... I'm a bit slow today. Wrong topic. :P
someone else
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Post by someone else »

cool... :D
As maybe you have noticed the TP are the same as Vanilla but with 200Mj shelds instead of 25Mj and a bigger generator.
I modded them this way because the "people" onboard is the most precious cargo.
This makes them better suited for boarding ops too.
(they don't get instant-gibbed by the first PPC shot and endure a few seconds of contiuned Flak fire)
anyone disagrees/has better proposals for them? :D

I was thinking of taking the model of the Eurus (OTAS M4) that is underused but its dimensions and design (and honest coolness) are well suited for a "promotion" as Notus (OTAS M3+), removing that ugly "XTM-eclipse" model.
the Eurus will use the Enh. Elite model or another M4 model.
(just in case you are lazy... Eurus, Notus Hauler, enhanced Elite)

regarding PBG... it is a pirate weapon but ALL ships in the Commonwealth can mount it. I thought of leaving PBG on only the Raider versions of M3 that mounted them in Vanilla. Better ideas?

any ideas on the M8 class? are they all ok? I just thought of making them more different.
(btw, draffut reused the Skate model to make the Marlin Huler look Boron... before that ship was an ubiquitous "XTM-Eclipse")

anyone thinks that M5s need a look? :P

another thing... I was thinking of doubling the M1/M2 shielding (and scale up the generator accordingly) to make the battles last a bit more than 10 seconds. (and to reduce the "M2 owned by a PBG-Eclipse")

Last one.... all ships that are called Hauler/Raider/whatever without reason (there are no other variants, only the Hauler/raider/whatever), will lose their variant name.

p.s. anyone tested the new terran Lasertower? have you seen the new ships around? :D
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JrK
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Post by JrK »

The only M5's that I feel need a look are the Harrier series. They are simply way too slow (except one that does 400 or so iirc) to be of any use as an M5. Either make those a little faster (like 350 at least) or heavily increase their cargo bay to make them the ultimate microchip trader or something like that.
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lrd99
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Post by lrd99 »

someone else wrote:cool... :D
As maybe you have noticed the TP are the same as Vanilla but with 200Mj shelds instead of 25Mj and a bigger generator.
I modded them this way because the "people" onboard is the most precious cargo.

anyone disagrees/has better proposals for them? :D
Precious cargo? Ok. How many of our preciousss we have on TP? Yesss... Only ten of them... Shame, shame on TPs!

Civilians? Hm... They worth a dirt and never uses TP full potential. But only ten marines ? This is not the way for TPs.

Maybe it worth to extend their marine capability up to, say, 50? Or even 80? This make them real flying academies in peace time. In combat, a single TP may serve as a large reinforcement base.
I was thinking of taking the model of the Eurus (OTAS M4) that is underused but its dimensions and design (and honest coolness) are well suited for a "promotion" as Notus (OTAS M3+), removing that ugly "XTM-eclipse" model.
the Eurus will use the Enh. Elite model or another M4 model.
Looks like a good idea.
regarding PBG... it is a pirate weapon but ALL ships in the Commonwealth can mount it. I thought of leaving PBG on only the Raider versions of M3 that mounted them in Vanilla. Better ideas?
and
Last one.... all ships that are called Hauler/Raider/whatever without reason (there are no other variants, only the Hauler/raider/whatever), will lose their variant name.
And PBGs on were-raiders?
another thing... I was thinking of doubling the M1/M2 shielding (and scale up the generator accordingly) to make the battles last a bit more than 10 seconds. (and to reduce the "M2 owned by a PBG-Eclipse")
I think it should be tested. It can be one more step in right direction.

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