[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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OOZ662
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Post by OOZ662 »

I believe MD files can be packed in the .cat/.dat pair. Since it's just a simple install notification, it'd be easier on the end user that way. :) (Unless I'm wrong, of course.)

Will the new M6Ms spawn under the AI on their own even without the Advanced Shipyard pack?
paulwheeler
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Post by paulwheeler »

I tried that. For some reason the MD scripts would not run automatically when packed into a cat. Shame as I'd prefer that way. Its not just a simple notification. It also loads the text file for the new ships.

Yes the new MM6 ships will spawn. (as often as the HCP anyway!)
Gavrushka
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Post by Gavrushka »

Fantastic! - Shipyards are working too..

Thank you!

Do you know whether Mk1 ships will spawn in second hand ship missions? The reason I ask is I'll only buy ships new that I can't buy second hand.
paulwheeler
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Post by paulwheeler »

I have no idea... I guess if rare ships spawn then its possible. Let me know if you find one!

Glad the shipyards are working now.
vkerinav
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Post by vkerinav »

I'd really prefer not to have the X2 ships included. I see no reason to buy them, and if they work poorly with the various response improvement scripts, that's a bigger problem.

I've been busy playing around with a few files. I took the extreme approach of setting duplex to XL and triplex to ST. With the moderate increase of base range from 50 to 70, I can just fly a M3/4 without feeling blind. Now it really feels like a relief to have an M5 around. Switching the improved scanner(downgraded to duplex) from the M5 raider to the base variant also seemed to make sense.

I do have a short list of things that could use fixing;

The Tyr is listed in game as having four docking slots, but the scene file has two(I think; in any case, I can only dock two). The Tyr is powerful enough on its own, so two slots is fine.

The Terran OWP needs a boost to shields, and the proper weapons capability.
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OOZ662
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Post by OOZ662 »

vkerinav wrote:I'd really prefer not to have the X2 ships included. I see no reason to buy them, and if they work poorly with the various response improvement scripts, that's a bigger problem.
That's what the second TShips file is for.
Mad_CatMk2
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Post by Mad_CatMk2 »

i looked through TShips.pck - no X2 and noticed that the X2 ships are classified as "Terran".

Is that done on purpose or is it supposed to fall into the "Unknown" category?
I fly an OWP. What about you?
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OOZ662
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Post by OOZ662 »

Mad_CatMk2 wrote:i looked through TShips.pck - no X2 and noticed that the X2 ships are classified as "Terran".

Is that done on purpose or is it supposed to fall into the "Unknown" category?
That sounds like a mass number replacement typo. I wish I could remember the program I used to make mass changes to Types files...CSV-something...
paulwheeler
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Post by paulwheeler »

No that sounds like me typing in the wrong race number! :cry:

I'll get on that straight away and correct it.

I think you're right about the Tyr only having two docking slots. I'll check it out and look at the terran OWP.
paulwheeler
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Post by paulwheeler »

I've uploaded v0.68a

This sets the race in the optional no X2 TShips to 0. This should now stop them spawning. It also stops them from appearing in the encyclopedia.

People who have already downloaded 0.68 and are fine with using X2 ships do not need to worry.
paulwheeler
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Post by paulwheeler »

Some good news for the next update for those who like the X2 ships:

I've managed to get Betty to say the "MK1" prefix for all ship names. Also for the MK1A Dragon Prototype, Betty now says the entire thing! Sounds great!

I've looked at the Tyr and you're right the scene file only has two docking ports. The original BSD mod gives the Tyr four which is probably why the Tships dock entry says 4. I agree though that the Tyr is powerful enough so I'll drop the dock entry to 2.

I've not found the Terran OWP yet (didn't realise they had one!). Its on my list to check next.

If you have any more things on your fix list, please let me know.
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OOZ662
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Post by OOZ662 »

paulwheeler wrote:No that sounds like me typing in the wrong race number! :cry:
Don't tell me you edit it all by hand? :o CSVed (I found it) is a life saver for that sort of thing.
Make the change on one ship, compare old file with new one to see which number changed, cut/paste ships that need change (usually in a big block in the file) into an empty .txt, change their values with two or three clicks, paste them back in, save. Works even better with TFiles that aren't so heavily detailed as TShips.
paulwheeler wrote:I've not found the Terran OWP yet (didn't realise they had one!). Its on my list to check next.
Its race is Player in TShips, IIRC.

EDIT: The current .zip is missing the new Mission Director file.
paulwheeler
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Post by paulwheeler »

Reuploaded again with Director file. Thanks for spotting that! :wink:

I am actually editing all the files using just notepad at the moment. Call me old fashioned, but I actually like it.

I've found a second large orbital weapon platform which has terran weapons, but its not in the vanilla Tships... The only other thing I've found is a Terran lasertower.

Do you have the ID for it?


More for X2 fans - just adding engine effects to the MK1 Titan. You'll need the Particle Trails pack to see them.
vkerinav
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Post by vkerinav »

ID for the Terran OWP is SS_SH_TR_Defencestation

I haven't seen it in any Egosoft files either--I think someone else added it, in the original SRM.
paulwheeler
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Post by paulwheeler »

Thanks - consider it rebalanced!

I'll put it up to the same level as the standard large orbital weapons platform.
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OOZ662
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Post by OOZ662 »

paulwheeler wrote:I am actually editing all the files using just notepad at the moment. Call me old fashioned, but I actually like it.
You poor, poor soul. Hell, I couldn't even find a place that listed with any sense what each column in a TFiles is for.
paulwheeler
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Post by paulwheeler »

Well I kinda like to work things out for myself. I find it helps me to understand how a developers mind works and so I can then make leaps of logic to work out the non-documented parts.

Besides the layout of most tfiles is given in the X3 Wiki:

http://www.xwiki.chaos.net.nz/T_files_%28X3%29



I've gone through all the fighters and corrected the engine glow settings so now every fighter uses a race specific engine glow and lens flare effect. The split fighters are now back to having a red lens flare rather than the default blue. (only affects those using the trail pack).
paulwheeler
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Post by paulwheeler »

UPDATE 0.69 - 2.6 Compatible
------------------------------------

With this release of the SRM you are now free to update your X3TC to 2.6. Don't forget to change your cat/dat numbering before you install the patch. Simply increase the number of each cat/dat in turn starting at 10.cat. (so there is a gap between 09.cat and 11.cat). Only install the patch AFTER you have done this. (I always backup my mods first before a patch anyway.)

Update your SRM before you try loading a save game in 2.6 otherwise you may get save corruptions.

The trails packs must also be updated with this release for 2.6 compatiblity.

Major changes in this release:

- Added “MK1” to the ship computers voice for X2 ships.
- Corrected number of docking slots for Tyr to two.
- Changed race of Collosus Hauler to none so that it is not spawned by 3rd party scripts.
- Added basic “glow” type engine effects to MK1 Titan and Collosus.
- Corrected all ships engine glow settings so each now uses race specific glow and lens flare effects.
- Removed trail effects from MK1 M6s.
- Rebalanced Terran Large Orbital Weapons Platform to match Argon LOWP.
- Made SRM compatible with X3TC 2.6.


I cannot guarentee compatibility with older versions of TC so I highly recommend that you upgrade prior to installing this version. (although it'll probably be fine)
paulwheeler
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Post by paulwheeler »

OK - Opinions please:

I am working on the Ship Systems Rebalance Pack and this is where I am at the moment price wise:

Jumpdrive now XL with price around 2.5M
Transporter Device now M with price around 800K (maybe make it L?)
Triplex XL, price around 1M
Duplex S, price around 300K
Nav sats M, price around 200K
Adv sats L, price around 800K (maybe more expensive?)

All scanners have had their ranges increaed.

So what do you think? Have I gone too far with the prices?

Looking at the prices I just realised how ridiculously cheap most ship systems are. No wonder we all just max out every ship when you buy it. So I am thinking about repricing a few other things...

I was thinking that the freight scanner should be more expensive. I'm not sure about the mineral scanner as I don't want to put off the miners amongst you. Any other systems? What do you think?

This will have the EMP fully merged and it may have to be installed into the main "types" folder rather than a cat/dat so that it overrides any other TWareT files. For example, the Ware Manager package adds the EMP TWareT and is only installable via the plugin manager. Thus it will always be the highest cat/dat. So rather than fiddle about it'll just be easier to install this pack to the "types" folder so it'll override everything. The merged EMP will also make sure the ware manager will work correctly too.


P.S. Regarding the latest update - I have only rebalanced the basics of the Terran OWP. I haven't changed its weapon compatibility yet. I'll sort this for the next update.
Gavrushka
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Post by Gavrushka »

To change satellite prices you'll have to change the resource requirements in the factories too yes? - And then a Adv. Sat factory costs the same as 3 satellites? - It's a difficult one.

I've made my position clear - All prices are far too cheap - Be it equipment, ships or prices. - I support prices going up hugely - BUT the problem is the scope of this Mod is ships not factories - and as soon as you change equipment prices you do unbalance it against some of the other elements of the game - Factories and ships - I think an entry level M5 should be 1,000,000 a Destroyer should be a billion credits -

A mineral scanner should cost a fortune - An equipped TS can pick up 1000 ore in a couple of game hours - value of Cargo (average) 128,000 -It can make a million a day easy - 365,000,000 a year!! - Not many investments give a return in minutes - Even at a million credits it'll only take a day to put you in profit. - BUT maybe that is too much realism for people.

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