[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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Gavrushka
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Post by Gavrushka »

I am sure the answer is no, but I just need to go through an elimination process:

Bearing in mind I installed 2.6 before you made this Mod compatable - I am experiencing some kind of Memory Leak problem and it has been a progressive issue dropping to single digit FPS now (from 40-50) - Is there anything in this Mod that could in any way cause a memory leak? - The only other mods I have ar No Civilians, MARS ( was installed on 3 ships, now switched off) and a deactivated RRF. - I believe it may be 2.6 related but just want to rule out all other options first.
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Railgunner
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Post by Railgunner »

My guess is a problem with the incompatible version and the saves, maybe your save was corrupted, Also I remember having that problem a long time ago but it hasn't resurfaced at all yet...

Edit: Have you deleted the old version and installed the new version??
Gavrushka
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Post by Gavrushka »

I'm just going through a clean install now. The progressive nature of the deteriorating performance leads me to think there is a memory leak - I just stupidly over-wrote my back-up saves for my SRM game so if my saves are infected it will be a restart! :( - I've had a lot of Beta patches in this game and I think something went awry there.
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Railgunner
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Post by Railgunner »

As I had said, I too had encountered that problem, it seems to have been fixed mostly over the various patches, But it still rears it's ugly head now and again....
Gavrushka
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Post by Gavrushka »

A reinstall seems to have improved matters tremendously. Thank God!

Can I make a request? - The one group of ships, as I can see, that are not buyable are Yaki M7s - Is there a way they can be added to the Yaki shipyard? And is there a specific Yaki M6? - If not is it possible to create one using the Centaur model?

I also noticed missions being offered to supply Yaki ship derivatives (m3 m4 and m5) in ship missions that could not be bought anywhere.
creidiki
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Post by creidiki »

Yaki M6: Washi Hauler (Argon Heavy Centaur base)
Yaki M7: Akurei Hauler (Argon Cerberus base)
Yaki M7: Kariudo Hauler (Paranid Deimos base)
Yaki M7M: Senshi Hauler (Argon Minotaur base)
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Mad_CatMk2
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Post by Mad_CatMk2 »

question/suggestion: Should the OTAS Boreas cost less than its current 90+ mil tag? I.e. would it be more fair if it costs a bit less than the Titan with less shields, and some lesser turret mounts?
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DannyDSC
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Post by DannyDSC »

this new version works perfectly, but in a old savegame [ In my new game the cockpits and the other modification works perfectly atm ] I've lost the modification on the Otas M2 ( and his cockpit ) , is normal?
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paulwheeler
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Post by paulwheeler »

RE: The memory leak -

I seriously doubt it has anything to do with SRM. Memory leaks are generally caused by continuous loops in badly written scripts or model problems.

Since the SRM does not have any scripts or change any models I don't think it would cause a memory leak. The only possiblity is if there is a problem with one of the X2 ship models.



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RE: Boreas:

The original SRM halved the Boreas' turrets and reduced its shields. I didn't think that this warrented the price tag of the Boreas. Also it turned the Boreas practically into an M7.

Remember Otas ships are supposed to be on the cutting edge of technology.

So I decided to increase the Boreas' turret guns to 6. It now has 6 front, left, back and right (less than the vanilla 8 guns). It is also much faster with reduced shields (3 slots). For me this keeps the Boreas within the Otas ethos and justifies its high price. It is now still one of the best M2s but its no longer an "I WIN" ship.

I want to keep the Boreas as one of the best and most expensive M2s while making it a light destroyer without turning it into an M7. Now its a much more specialist M2 ship and you have to be careful how you use it. Head to head with any other M2 and it will lose. But it can outrun any M2 in the game and is great when you need to intercept another destroyer quickly to keep it busy till your big guns arrive.

If I were to reduce its shields and turrets any more it becomes an M7.



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RE: The Boreas in an old SRM save -

it has had some turret changes from the original SRM so you will have to clone it before it will work correctly. See the main post for details on this.



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RE: Yaki ships. I can add these ships if you wish. I'll include them in one of the addon packs - perhaps the advanced shipyard one.

Do you want other missing ships added (such as the Griffon) or are you happy to use Amurphs shipyards?



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The new update will have an SRM version of the ATF shipyard. It will sit along side the standard Terran shipyard in the moon and will be called ATF Headquarters (with Betty saying it too!). So if you already have Amurphs ATF shipyard installed you will have to remove it. I've asked in his thread to reupload the uninstall script as the link seems to be broken at the moment.
Gavrushka
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Post by Gavrushka »

I was pretty sure the slowdown was nothing to do with this Mod - and as mentioned in subsequent post it looks like it was a bit of pollution from Beta testing.

I would personally like to see the Yaki ships (and the Griffin) added - The Agamemnon I could capture, but I'd have no access to the other ships without them being added (or me cheating them in). I did not really want to add any other scripts or mods.

Did you come to any conclusion on the Cadius ships? Or some of them at least?
paulwheeler
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Post by paulwheeler »

What I may do is just have one shipyard pack with several director scripts in which add various ships to various shipyards. You can then pick and choose which scripts to install.

I haven't had a chance to properly go through Cadius' ships yet. I'm going to try and make a start today.
Gavrushka
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Post by Gavrushka »

That sounds like a great idea!

Just noticed the enhanced/Advanced? Pike has a much poorer laser recharge than the standard one (an 1/8 the recharge rate) not sure if this if this was intended.

I don't know how much difficulty it is to add additional ships but it is great to see the added variety. Thank you.
paulwheeler
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Post by paulwheeler »

Adding ships to shipyards is fairly straightforward so its not really a problem. It seems silly to me to have ships like the Griffon, which work 100% and fit perfectly, not in the vanilla game.


Here's the current state of play with Cadius' ships:

The two Longsword ships (same as Normandy) do not make it in.
The Proetus does not make it in.

These three ships do not look anything like X universe ships so will not be making and appearance - not to mention that they were seriously overpowered.

All other ships will be in with a bit of rebalancing. I haven't finished the rebalance yet. I'll post a bit more when its done.

I should have the update out this week. You'll get Cadius' ships, the Ship Systems Rebalance Pack, various ships added to shipyards, updated cockpit pack, more fixed trail emitters and various other fixes that have been brought up over the last week or so.

(I'll check the Pikes now.)

EDIT - there is no enhanced Pike. I assume you mean Skate...


P.S. how are people finding the Advanced/Prototype shipyard? Do I need to make the clues a bit more obvious?
Gavrushka
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Post by Gavrushka »

KITE!! Sorry I meant Kite! - I got the 2nd and fourth letters right! :)
paulwheeler
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Post by paulwheeler »

Ah - remember the Kite is just a Vanguard varient - not an advanced or prototype. So I'll up its recharge rate, but it won't be as good as the standard Kite as it already is faster with more shields.

(FYI - Skate was wrong too!)


-----------

In addition to the above on Cadius' ships, the station model changes will be included. The Mobile Mining Base Ship will keep its vanilla model, but I'll include Cadius' model in the pack should you wish to manually change it.
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Railgunner
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Post by Railgunner »

That's fine by me, just include a how to on how to do that for those of us not experts at modding X3, I've only dabbled about with mods, So pleas include instructions once the update has been released.....

PS: I take it the standard baldric will be balanced with the super baldric from cadius' pack
djrygar
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Post by djrygar »

also Mistrals are "I WIN" ships in TS rooster.
They are the best - fastest, biggest cargo, best shields, best everything.

And are just 1 mln more expensive than rest of TS

So I (and I guess rest of players) end up with buying Mistrals and not even looking at other alternatives. At least I'd increase difference between min and max cargo about 1000 (so it results in much higher price when ship's fully tuned) - so default (min) cargo capacity is 1000 or even 1500 smaller, max cargo stays the same

OR
remove at least 1 shield

argon ships are supposed to be all-rounders average ships, not best of the best ones, right?
So maybe those ships should have just better than average stats in all areas, but not best?
paulwheeler
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Post by paulwheeler »

Well ill have another look at the mistral. I have already pulled back the stats a bit and increased the price.

Don't forget they are otas - not argon. So I interpret that to mean better than stock argon, but much more expensive.
djrygar
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Post by djrygar »

otas is argon ;)

yes, they of course should be better than normal ships. You know, after few hours into game, 1 mln more is not a problem. So price will prevent you from buing this ship right after start, but after that.. Thus they should have some disadvantage. I'd go with crippling shields or decrease cargo (max) by some value

My feeling is generally that special (advanced/enchanced) ships given by NNMC corporation should be 'best' ones for trading - they are teladi. Their TS ships should at least have the biggest cargo from all TS ships.
Gavrushka
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Post by Gavrushka »

The Teladi do have the biggest cargo space 16000+ yes? - The Mistral SF has been pulled from 15,000 to 12,000 - Seems about right to me I have to say - Mind you everyone's idea of what is 'balanced' is different.

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