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

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Chestburster2
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Post by Chestburster2 »

Found another one :/

Noticed that some of the turrets on a Q are facing a wrong angle while tracking their target.
someone else
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Post by someone else »

yep. well spot mate... it really can use some assistance... its turrets look quite screwed. :wink:
(I hate to help xenon Qs, anyways... I must be fair with any ship)

can you please look at its 8 front guns? my external viewer shows that 3 of them (the lower ones) have their textures "reversed" (weird ugly effect... you see through the first surface of the weapon and see the surface of the other side only...) . If that is still in game... well... that poor Q will need a complete overhaul. :D

anyways, that is a Vanilla Q... so it is not "my" bug. :P

you said that you are german... can you please help me in comparing the draffut's text file with the Game's german text file? (i don't know german)

that will help me creating the german textfile...

if you agree I'll send to you only the english text and the german text, and you will send me back the fixed german (if it needed to be fixed) or translate a few words from the english to let me create the german textfile.
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Chestburster2
Posts: 214
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Post by Chestburster2 »

[ external image ]

Yep.. that (imho) beautiful ship needs an overhaul *g* The 3 guns look weird.

And yep, send me both files. i'll try to fix the german one.
someone else
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Post by someone else »

:| they definetly look weird. It is official: the Q is crying for help.
It is a cool ship for me too. I like Xenon design from Q to smaller craft.
K and J are rubbish imho. One day or another I'll change their texture.

I dunno how to work with textures and I have Gmax (that cannot see textures). I think I can copy/paste the normal guns and then replace the weird ones...

anyways this is the german game text file
and this is the draffutt's english text file

quick how-to:
-open both files with a txt editor (the windows Word Pad is perfect)
-search for the number after the "id=" to find the corresponding text
-modify the 0004-L44 file to make it become german
-save the 0004-L44 file as 0004-L49.xml and send it to me.
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.
Chestburster2
Posts: 214
Joined: Sat, 25. Mar 06, 13:19
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Post by Chestburster2 »

Uhh.. what Editor are you using to view/edit the .xml? All "ö, ä, ü, ß" are displayed as "??". Try using Notepad++ or a similar editor, but not the build-in Notepad/Editor ;) It will only screw up things :/
someone else
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Post by someone else »

hmmm.... you know how to use X3 Editor 2, so this is the original packed game file. open it with the "text resource editor" of X3 Editor 2 and you'll be fine.
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.
Chestburster2
Posts: 214
Joined: Sat, 25. Mar 06, 13:19
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Post by Chestburster2 »

someone else
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Post by someone else »

thankyou. :D downloaded.

you can place it in a folder called "t" in your TC installation folder to see it working.
Trade, Fight, Build, Think, Modify.
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cnecktor
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Post by cnecktor »

I claim a pirate eclipse the one with three wings. I jumped to another sector then wait for it to enter, and it turned into the one with out the three wings. The missions of defense or kill the pirates have the colors but the ones flying around don't seem to have them.
someone else
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Post by someone else »

new version released, added trail pack, thanks to Killerog.

added all the new fixes of the draffut's bug-player fixes mod.

@cnecktor: :o wtf! can you please post the eclipse issue in draffut's thread? I have no idea on why this happens.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
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cnecktor
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Post by cnecktor »

Ok thanks I will post there yeah its kinda crazy. I just want to make sure I have this right. When there is a new update for your mod is this the way to install it. I fly to unknown sector that is empty save then quit and put your mod in as it is says on the first page then load that save?
someone else
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Post by someone else »

yeah. do that and you are sure to encounter no visual errors. :D

I hope the new mod version fixes that "eclipse" issue someway... :?
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.
Zetsukaze
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Joined: Fri, 7. Aug 09, 10:01
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Aegir

Post by Zetsukaze »

Hey, I'm new here, and I've been using your mod.. Its really great! Although I have found two problems..

One is that the ATF Aegir has 3 guns in its rear turret, although it seems like there are 4 guns, not too sure about that..

Second is that the Trail mod by Killerog isn't working properly, there are only engine colours, and the particle trails are not working. Also the effects with the Xenon having white solid bars of light coming out from their engines..

Heh, altogether a really great job on the mod! Ships now make a lot more sense.. It would be good if you could get a compatible version for the pack B of trails though. I prefer that colour scheme :P
cnecktor
Posts: 337
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Post by cnecktor »

Your new version fixed it. That eclipse turned back to three wings with pirate colors. I see you may a lot change I think for the better.

@ Zetsukaze I had the same thing when I tried it. I think not all ships can have smoke trails. I took that mod off because the smoke trails that were too much neon and all in my face when dog fighting. I rather have the engine color changes and keep smoke trails see through I think the default color is black.
7ate9tin11s
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Post by 7ate9tin11s »

After playing a bit with this rebalance I must say I like it...so now I will begin to give you ideas :fg:

1. Yaki M6 Washi does not have a model, you may want hide it or give it a model (argon heavy m6 since they seem to steal from there?).

2. M7 anti-fighter frigates have a really large range of shielding options from the Yaki ones at 3 1GJ shields to the Paranid 6GJ beasts. I propose making the 3GJ or less ones into light frigates with a couple less front weapons and much greater speed/maneuverability (6 weapons / 130+ speed / 4.0+rpm / 80% of other M7 price / Down to 2GJ shields max?).

3. Since the Yaki have 2 competing frigate designs, one light and the other boosted into being a 'normal' one with 5 GJ shields or so. I would also suggest diferentiating their weapons loadouts more (Perhaps the light cannot use the flaks or CIGs, but can use PSG and ion weapons instead).

4. The Yaki M7M cannot use boarding pods...this makes the 7ate sad :(

5. The cockpit position on one of the Yaki M7 (I forget which, sorry :doh: ) is a bit annoying with the big block of ship on the right side.

6. Not sure if your mod could do this, but the adding the Yaki M7s to the shipyard would not hurt anything, I can continue to do it manually though

7. IR + your Kha'ak improvements is scary...I like it :D

That is it from my Yaki start so far ;)
Zetsukaze
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Joined: Fri, 7. Aug 09, 10:01
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Post by Zetsukaze »

Yeah, i removed the engine trails too cnecktor.. Couldn't stand the solid bars of light sticking out from the Xenon ships =P heh.

Haha, once again really great mod someone else! I'm eagerly awaiting the next update.
Gorium
Posts: 204
Joined: Sat, 13. Jun 09, 22:19
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Post by Gorium »

@someone else

how do I go about merging your mod with Complex Cleaner? Is there a way for me to put them into the same mod, so I only have to run one, and I don't have to run into the fake patch process?

Also, is it possible to combine your mod with a performance enhancer mod like I did in another complex mod group I did : http://forum.egosoft.com/viewtopic.php?t=254834

cheers.
someone else
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Joined: Sun, 18. Jun 06, 13:37
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Post by someone else »

@Zetsukaze: in theory the Aegir has only one turret in the back.. so 2 guns... I'll look at it.

for the trail mod... well... :roll: I knew it won't work at the first shot! I'll look at it, I must have made a mess with some files.
I'll say something to Killerog (the guy of the trail mod) if I cannot fix it myself.

@Cnecktor: happy to see that Eclipse is fixed. (in a strange and magical way)

@7ate9tin11s: so we have a Yaki-lover here... :roll: yeah, they are a bit overlooked in Vanilla. I can do all you asked but not adding ships to shipyards... that is a "simple" script, but i'm plain rubbish at scripting. You are a talented scripter, so you can have a look at Amurph0 shipyard scripts. Maybe you can modify one a bit to make it work for Yaki. (and maybe sending me a link to add in the first post)
And for Khaaks... I thought that their small ships and capitals needed a decent speed... they need to swarm and zerg everything isn't it? :D

@Gorium: as stated in the first post, I already merged the relevant files, so you need to install CC and place my mod after it. If you want to merge it just open the two cats files and drag-n-drop all my mod's files over the CC files, overwrite the files with the same name and you are ok.
I'd advise to have a look at Logain Industries MPM, a far more elegant approach to the complexes without any compatibility issues.
For merging... well, depends on what you wanna modify.
Anyways if you are gonna do the work, post my name in the credits with a link to my thread I'm fine. 8)
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.
JrK
Posts: 218
Joined: Wed, 20. May 09, 17:01
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Post by JrK »

I can confirm the Complex Cleaner prob. I know because I had the same problem before you merged the mods with an older version of SRM. But the problem has resurfaced, and I suspect it is either because of draffut's bug fixes or due to the trails. In any case, I have the correct install order and everything but something is wrong since I again get the Complex Cleaner "no factory files found" install error ingame.
God is in the rain.
DannyDSC
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Post by DannyDSC »

To use CC with Rebalance perfectly you can try to make Rebalance like "end" cat/dat [fake patch] and CC in the mod folder [ don't forget to load the mod in the TC menu ;) ]

I play in this mode and both script works perfectly
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