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

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

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Troubleshooter11
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Post by Troubleshooter11 »

Any chance you will ever be able to make the Truelight Seeker into a proper M6(M) insted of the Gauss Cannon tottin' gimmick it is at the moment? :)
someone else
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Post by someone else »

for now it has a back turret. :D

Considering it is a Goner ship... what you think it should be?

a real Heavy Cannon M6? (powerful enough weapon generator but same speed/manouverability/shielding)

a fast, well shielded M6 with a big cargo and none/crappy forward weapons?


(goners goners... who decided to gave a M6 to Goners? :goner:)

btw... I think that it was born in XTM... how was it like in Xtm?
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Troubleshooter11
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Post by Troubleshooter11 »

someone else wrote:for now it has a back turret. :D

Considering it is a Goner ship... what you think it should be?

a real Heavy Cannon M6? (powerful enough weapon generator but same speed/manouverability/shielding)

a fast, well shielded M6 with a big cargo and none/crappy forward weapons?


(goners goners... who decided to gave a M6 to Goners? :goner:)

btw... I think that it was born in XTM... how was it like in Xtm?
In XTM i believe it was a regular M6M class ship. With Alpha PPC's up front and 4 turrets all around.

Pretty much just like the CMOD3's Improved Ships v1.3 mod.
someone else
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Post by someone else »

too bad... there are already enough "regular M6M class ship", we need someting new for it, it is one of the two strange and unique Goner ships after all (the other is the Aran).
M6missile? why not. No main guns but can missile-barrage. :)
M6 very lightly armed but can mount 3-4x 1Gj shields, a Ramming ship.

bah.. I'll think tomorrow. g'night everyone.
Trade, Fight, Build, Think, Modify.
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Troubleshooter11
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Post by Troubleshooter11 »

someone else wrote:too bad... there are already enough "regular M6M class ship", we need someting new for it, it is one of the two strange and unique Goner ships after all (the other is the Aran).
M6missile? why not. No main guns but can missile-barrage. :)
M6 very lightly armed but can mount 3-4x 1Gj shields, a Ramming ship.

bah.. I'll think tomorrow. g'night everyone.
A while ago i was wondering if the Truelight Seeker could make a nice heavily armoured bomber or missile corvette.

Its main gun ports do kinda look like torpedo tubes. :D
JrK
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Post by JrK »

Maybe a variant of what is already there. Instead of mounting every gun there is, what about mounting every missile there is? Maybe give it the turrets for the barrage. Downsides: give it not too much shielding (like 2x200Mj) and make it fairly slow. It should have a decent cargo space. The whole idea behind it is that it is a Goner ship; a cargo hauler. But one that is adapted to the reality of spacial warfare. They couldn't mount lasers on it because that would be a lot of work, but how about using that cargo space for missiles?

Then, take away the all-missiles from the Gannet, and you have a unique ship, that has an ability no other ship has, but is a true reward. Maybe adjust the Gannet to include Tomahawks and/or Hornets, but no light missiles.
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Walterses
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Post by Walterses »

hey i know u said compatible with cmod3, but does that include the optional improved ships mod to???? i like being able to put pbc's on my cerburus lol
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
Troubleshooter11
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Post by Troubleshooter11 »

Walterses wrote:hey i know u said compatible with cmod3, but does that include the optional improved ships mod to???? i like being able to put pbc's on my cerburus lol
Nope, they both alter ships but each in a different way. You will have to pick:

CMOD3 + Improved Ships

or

CMOD3 + Ship Rebalance Mod
Walterses
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Post by Walterses »

aww thats lameness :( lol
wants both XD
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
someone else
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Post by someone else »

hey i know u said compatible with cmod3, but does that include the optional improved ships mod to???? i like being able to put pbc's on my cerburus lol
due to the fact that Improved ships has not been updated it is potentially game-breaking. The Treasure hunt Plot will be pointless... the Improved ships does not have the "bonus ship" in its files.
You can easily grab X3 Editor 2 and Modmanager to modify my files as you wish... It is your game after all. :D

btw... I'll have a look at the goner Ranger too... :D that ship is crying for a refit.

For the Truelit seeker... so you like the missile Corvette.
the speed is ok at 138 imho... if it was a cargo/civilian transport ship, it was supposed to be decently fast.
The shielding is already at 2x200mj so it is ok.
The cargo bay is at 1250 XL but considering it is a "unarmed Goner ship" I think I could raise it to 2500 or 3000 without any problem... damn it is large as a whale! :D
For the missile conversion I can simply add a cockpit to the scene and link to it the front 6 invisible weapondummies. That will qualify as "missile turret" (all M7M's missile turrets are this way).

While I'm modifying the scene... why not add more missile exit points? like on the "wings"... I can use turned and sunken weapondummies to make them look like "missile tube doors".

on the missile selection... Dumbfire, Light, Medium, Heavy... do you think that it should be able to mount M7M missiles too? and another thing... I was thinking of adding the Terran missiles too... it is a Goner ship, so they could be in good terms with Terrans.

Then, take away the all-missiles from the Gannet
yep. Gannet then will be able to launch only M7M missiles, Medium ones and Heavy ones. No Tomahawks for it. A barrage of Firestorms is a thing to be feared indeed. :o
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JrK
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Post by JrK »

Well, I did say all missiles, so m7m, m8 and terran could be included. Then again, maybe that overdoes it a bit. Methinks the flail, hammer heavy, tomahawk and boarding pod could be taken out perhaps, but do add the Terran missiles. If the TLS wants to fire m7/m8 missiles, it will have to use the Terran versions. That's just my idea, since there are so few ships which fire those missiles already.
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someone else
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Post by someone else »

new version, 2 cockpit packs ready for you. :D

check second post for details.
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JrK
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Post by JrK »

Found two new bugs:
- Demeter SF XL still has 6x200Mj shields. Seeing as they are paranid, 4x200Mj should do.
- Cutlass M3+ (terran) has prototype versions of guns in the turrets. Not cool because if you haven't done the Terran plot yet you don't have any access to those weapons.
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someone else
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Post by someone else »

Cutlass turrets fixed.

The Demeter SF are intended, they have OMG big shields but take a while to recharge them.
the SF takes 741 seconds (12 minutes) to recharge fully, and the SF XL requires 889 seconds (14 minutes) to fully recharge.
The Vultures SF have OMG big shields too (same as Demeters) but have a crappier generator, so the SF takes 926 seconds (15 minutes) to recharge them and the SF XL needs 1111 seconds (18 minutes) to recharge them.

The Mercury SF XL recharges its 4x200mj shields in 9 minutes and a half and the Dolphin SF XL recharges its 4x200mj shields in 5 minutes (just for comparison)

p.s. wait about 10 mins before redownloading
At least that was the intention... if they are now moving battleforts I'll do something for them.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
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Remember young Padawan: money stolen can be, time cannot.
lrd99
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Joined: Wed, 27. May 09, 12:42

Post by lrd99 »

I've noticed Falcons have got a second weapon slot in back turret. Nice work. :)

(And it could be even better if all my Falcons didn't decide to use it for unremovable IRE)
someone else
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Post by someone else »

I've noticed Falcons have got a second weapon slot in back turret.
Yep. ALL M3, M4, M6, TS and TP have now two guns in their turret. The fact that every turret model is double barreled but can only shoot from one barrel always bugged me.
I don't think that this can "unbalance" something.
(And it could be even better if all my Falcons didn't decide to use it for unremovable IRE)
That is another annoying way the game engine uses to annoy people with Mods that change turret slots. :shock: Already covered in other threads.... I have no solution to fix the already created ships.
Only way: Cheat in new Falcons in and Cheat out old Falcons.

If you start a new game everything should work fine from the beginning.

If only I could find out how Egosoft guys make the game recognize any type of modification they make to game files without such annoying things..... :roll:

p.s. Anyone tried the cockpit packs? :D
Trade, Fight, Build, Think, Modify.
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Remember young Padawan: money stolen can be, time cannot.
JrK
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Post by JrK »

I did take PSCO1 cockpit module, but I already used Shawn's and then PSCO's cockpit mod together with ship rebalance. Seemed to work fine if I installed ship rebalance later. Shawn's was a well done but PSCO has a little but more variety which keeps the mind going.
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someone else
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Post by someone else »

yep. the Shawn's mod was already compatible-ish, but there were some ships without cockpits or with the wrong ones due to wrong entries in Tships file. (terran ships, the Bores, the Osprey...)

PSCO1 fixed the entries... including a fixed Tships file, so it was incompatible with this mod.

Just that I was at it fixing the entries I made 2 packs to be sure to be compatible with both cockpit mods without having two Tships files... :roll:


btw, I sent PSCO1 a old italian X-tension-to-X2 cockpit mod to let him reuse and modify the cockpits in it as he sees fit. (the Author gave permission to use the files before vanishing with the mod 3 years or so ago and I had the mod sitting in my Backup X2 files) Hope he can come up with something new and cool soon.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
cnecktor
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Post by cnecktor »

Hi I was wondering is there a way I can tell what cat data file is yours. I seem to I a lot of them and I can't remember what ones is what mod.
JrK
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Post by JrK »

This is offtopic but; i keep a .txt with the numbers of non-plugin-manager mods I install. I had to reinstall my entire x3 folder because I wasn't sure which mods I had, what scripts I could delete etc. So keep a .txt file handy which you update.

Someone else: what's the scoop on the engine trails? They look pretty good and I want them, but this ship rebalance mod goes first. Is it compatible anyway? Anyway, I wanted to add a minor words of thanks for doing this work. :D Hope I've been of some help with 'testing'.
Last edited by JrK on Sat, 1. Aug 09, 23:33, edited 1 time in total.
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