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

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DannyDSC
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Post by DannyDSC »

thx for the reply! Last 2 question : the Boreas is less "reactive" now? ( if yes my very very old save work perfectly ).

I've installed the script but... I can't see the Mk1 X2 ships... I've save and reload but..I think I have some problem because I can't find the ship also with the cheat ( ok ok but I use the cheat only for this situations :) )
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paulwheeler
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Post by paulwheeler »

Did you put the file in the "director" folder from the main srm install into the director folder in your x3 install? You should have had a popup message saying the srm has been installed.

If you did this but still cant see the mk1 ships via the cheat scripts then check if you have another mod with its own version of tships. This may be interfering.

There may also be a problem if your x3 is not in english. I've only put an english text file in.

I did reduce the boreas' turning a bit. It is still an m2 afterall.
DannyDSC
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Post by DannyDSC »

paulwheeler wrote:Did you put the file in the "director" folder from the main srm install into the director folder in your x3 install? You should have had a popup message saying the srm has been installed.

If you did this but still cant see the mk1 ships via the cheat scripts then check if you have another mod with its own version of tships. This may be interfering.

I did reduce the boreas' turning a bit. It is still an m2 afterall.
well... ok

I see the popup for srm and X2 ships ...but....nuuuuuuuu! I must delete the mod for normandy ship ( and start )...ok no problem now the games work perfectly :D

thx paul!!!
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vkerinav
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Post by vkerinav »

I notice that the ATF ships haven't been modified from their vanilla values. They could certainly use some re-balancing, especially the price.

The Valkyrie not only has the largest cargo bay of any M5, it is one of the fastest, and with 5 EMPC, can take out an average M3 in a single run. One can purchase this amazing ship for fifty thousand credits.

Compare this to the Mjollnir, a slow and underpowered M4 compared to the Sabre, but with three extra gun mounts and and three times the cargo space.

The cargo bays on the Aegir are amazing, equal to the Tyr's.

I envision the Woden as a light destroyer/carrier cross; 10-20 fighters, ~5000 kw weapons generators, shield generators in line with the Tyr, and a speed in the 60 m/s range. I find this fits with the description; 'not even a proper carrier'. With eight left/right PSP, it could hold off a destroyer.

(I choose the Woden for the above because it appears to be slightly bigger than the Odin, and already has the weapon mounts.)

Hm. After one of these, I always feel like I should be writing my own re-balance mod. Ignore or not, as you like.
paulwheeler
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Post by paulwheeler »

No - please keep these suggestions coming!

I haven't really looked at atf much yet. I agree with what you're saying. Ill try and get something done on them for the next update. I will certainly be upping the prices and rep required to buy them.

The new atf headquarters pack will be terran owned, so the rep requred to buy atf ships will linked to your terran rep. It will be much higher than standard terran ships.
Antheus
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Post by Antheus »

Juuuust btw: Do you still want the Mk1Raptor to have 60 ships when you balanced the Raptor down to 40?
Its also a tinge faster, but I don't see any of the other stats being an issue. (I'm working off the Excel doc, btwbtw, not ingame.)
vkerinav
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Post by vkerinav »

I stumbled across the stats for the Kite. Your post makes it sound like you increased the generators on the vanguard variant, but the recharge rate on the original version is corvette level.
Gavrushka
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Post by Gavrushka »

Vanguard I THINK was like any M4+ at 51? The Standard Kite was 423 - Yes higher than any M3 - BUT its only redeeming feature - I think that's what this Mod is about giving us a reason to use every ship rather than A) having uberships or B) Homogenous ships where all are the same.
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OOZ662
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Post by OOZ662 »

I've got a personal question for you all. :P

Just for my personal game, I'd like to make the Cerberus halfway mirror the Split carrier frigate; have a "large" fighter bay, but keep its anti-fighter role. I find the Cerberus already absolutely molests whole swarms of fighters by itself, much less if it had the capability to carry a strike wing. Seeing as I don't tend to fly Split or Paranid ships, I wouldn't know how to balance it (and my mind for balancing sucks anyway). So, if you were going to do it, what would you nerf on the Cerberus (and how much) if it were to get a bigger fighter bay?
Gavrushka
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Post by Gavrushka »

That's hard to know what to do with the Cerebus - It is the most capable of Anti fighter M7s with its FAA - You'd need to up the Cargo capacity in addition to holding the additional fighters - May sound a bit radical but I'd lose the 'offensive' front guns and replace it with a two gun turret - I'd make that a Cerebus derivative though (if you can) and keep the original as it in itself has a valuable role - Call it a Cerebus Carrier?

Edit - Maybe drop CIG compatability and just leave it with PRG/FAA/HEPT/EBC
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OOZ662
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Post by OOZ662 »

Gavrushka wrote:May sound a bit radical but I'd lose the 'offensive' front guns and replace it with a two gun turret
Yikes...I'm a TFile expert...no idea how to work with models. :lol: I suppose maybe I ought to stick with my usual of giving it about ~15 bays for salvaging duty instead of trying to rebalance it as a carrier.
paulwheeler
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Post by paulwheeler »

I think what you're looking for is called the griffon... coming to a shipyard near you with the next update!

I will check the kite when I get a chance, but an m4+ having an m3+ weapons energy doesn't sound right.
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OOZ662
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Post by OOZ662 »

paulwheeler wrote:I think what you're looking for is called the griffon... coming to a shipyard near you with the next update!
I toyed with the Griffon a while, but it feels weird to not have it producing Fighter Drone Mk. IIs :P
paulwheeler
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Post by paulwheeler »

OOZ662 wrote:
paulwheeler wrote:I think what you're looking for is called the griffon... coming to a shipyard near you with the next update!
I toyed with the Griffon a while, but it feels weird to not have it producing Fighter Drone Mk. IIs :P
Just forget that ever happened and think of it as a straight forward light carrier that can launch all its ships simultaneously.

I used one as my personal ship for a while and it was great. I rebalanced it a bit recently too.



------------------

New update is almost ready and its huge! Just a few more little things to check. I have taken the proverbial axe to some of Cadius' ships, but I hope now they fit nicely. Expect release tomorrow or Thursday.
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OOZ662
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Post by OOZ662 »

It appears the Yaki ships have some various cockpit bugs. The Susanowa Prototype's is embedded in the ship and the Raijin (or whatever the non-Susanowa M3 is) has no cockpit.
paulwheeler
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Post by paulwheeler »

Already fixed the Susanowa proto cockpit. I'll check the Raijin. Thanks.
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OOZ662
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Post by OOZ662 »

Sure, you reply as I come back to edit my post. :D It's the Tenjin, not the Raijin. I found it while fixing the vanilla Yaki Insurgent gamestart that was nixed from the game.
creidiki
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Post by creidiki »

Yeah, there's prolly a reason they're not ingame.

I haven't tried them but I guess the Yaki M6/M7/M7M are like that too.
I am not as think as you drunk I am.
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OOZ662
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Post by OOZ662 »

creidiki wrote:Yeah, there's prolly a reason they're not ingame.
Are they not cappable in Vanilla?
Gavrushka
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Post by Gavrushka »

I don't think any of the Yaki M7 spawn or are buyable - Unless they only appear in some special missions?

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