[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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taskforce3
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Post by taskforce3 »

paulwheeler wrote:
taskforce3 wrote:
paulwheeler wrote:
taskforce3 wrote:I'm sure this has already been answered, but there is 218 pages of text I don't want to go through. :P

Anyways, I have used double shadow's MM to disable the X2 and Xtra ships but is there a way just to get rid of X2 ships and not the Xtra ones?

I was thinking i could just install the Xtra mod as a standalone mod, but will it conflict?

Edit: Also, I cannot get the shipyards addons to work. I have tried both the manual way and the spk way, both nothing. Maybe it has something to do with enabling the script editor, but mine is already enabled.

Thanks, great mod btw. :wink:
You'll have to extract TShips from either the base SRM or the hull pack, if you use one, using the Mod Manager. Open it in the X3 Editor 2 and change the race of the ships you don't want to see to "0". Then put the edited TShips back into the relevant cat/dat.

Some people find it easier to work from the No Xtra or X2 Tships and just return the Xtra ships to the relevant race.

Do not install the main Xtra mod - this will conflict.

Are you putting the shipyard script into the correct folder in your X3TC directory? i.e. the Director folder or the scripts folder? They must be the same folders that they are in in the pack itself. If you put director files into the scripts folder they will not work.

Ok, I will try that as soon as i understand what you just wrote, hehe...

Yes, the xml files are in the director folder and the scripts are in the scripts folder, but i had to create a director folder since one isn't in my default install directory.
It could be a permissions error on the Director folder, or maybe a spelling issue? I did that once!

Try deleting the director folder and recreating it manually. Dont copy the one from the shipyard pack.

Hmm, I'm sure it isnt a spelling error and there isn't a little lock pad on this folder so I'm sure it isn't a permission problem either. I did create a manual folder.. Oh well

Also, I think i got all the ships I wanted in the game through the editor and you're right, it was alot easier comparing the orginal tships with the No Xtra tships file. Correct me if I'm wrong but the stations and turret models from the Xtra mod were left unchanged?
Ragemaster9999
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Post by Ragemaster9999 »

the goggles arent exactly a make or break thing tbh... all they do is esentially act as a zoom so you can zoom really far in to identify ships and fighting in the distance that is outside of scan range.

Of course if there far away you wont see them on the scanner or be able to interact with them vie comms or targeting... but youll see larger ships easily, when you think you see a random huge explosion halfway across the map it was probably a dying capital /station=D

and IR makes the AI constantly go into fleet engagemetns, so there will be lots of stations and caps dying in a fire

EDIT: Btw, is there any benefit to using a m4/m5 over a m3 as far as carrier support goes... I just claimed myself an abandoned improved races galleon and not sure what types of fighters to fill it with.

Oh and, why on earth paul did you increase M4 and m3 prices? Fighters are expensive enough as it is considering their life span in large battles, or cost effectiveness value. Capitals can always jump out of a bad situation since they have massive hull shields and energy bay storage... but a fleet of fighters thats in trouble .... good bye wing! My poor mambas!!! *cry* they were such good men....

WTB price reduction for m3 to like 1 mil tops.... even with the CODEA I have yet to have one live through a whole sitting of play, lol.

EDit 2: Where is the PAR shipyard for pirates, and split? I have been unable to locate either.
paulwheeler
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Post by paulwheeler »

@nap_rz

Goggles are only available in certain EDs... you'll have to ask Ego as to why.




@taskforce3

So have you not had any messages from any of the director scripts at all? Are the ones in the scripts folder working?

The Xtra ships are mostly the same as in Cadius' mod. Originally I reduced the turret numbers as I thought the Xtra ships were way overpowered. Since then Cadius has reduced turret numbers anyway so the ships are more or less as they are in the Xtra mod now.



@ Ragemaster9999

I only increased the prices of M5s and M4s. To me, they were far too cheap. There not exactly expensive now.

M3s are still at the vanilla prices. I've no current intention to change this.

I would take a selection of fighters in a carrier for different roles. A wing of M3s will never catch a fast moving target - but could easily take on an M6 or two. Personally I use M4+ ships as general fighters - usually the Solano. I use M3s to take on bigger ships.

Once your rep increases and money starts to be easier to come by, you'll soon see the reason for upping the prices. Also its silly to have a ship cost less than the guns you mount on it. Plus it makes salvaging M5s/M4s more worthwhile.

Pirates do not have PAR ships. Why would they? They are not a military force which is what the PAR ships are aimed at. Most of their ships are salvaged and customised.

The Split PAR shipyard is there... somewhere... I don't want to make it too easy for you. A part of this game is exploration remember! :wink:
XenthosDragonfiend
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Post by XenthosDragonfiend »

I put in your Xenon Jobs script, and the Xenon spawn rate in 347 is way way down now. Thank you!!!
paulwheeler
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Post by paulwheeler »

Next update is going to be a pretty big bug fix - 22 entries in the change log already and some of them have multiple points. Some new content too -

Theres the new trail pack which I'm really pleased with. I have extended the draw distance on all the ship trails and most of the missile trails too so they no longer disappear so obviously as a ship flies away from you.

Also a new shipyard script specifically to handle all the OWPs in shipyards.

Plus, I've finally got round to sorting the engine colours of the MK1 ships so they are consistent with race colours for the trail packs or default blue for no trails. Sorted this for the Patroclus too.

Loads more fixes as well. I should have it ready for later in the week.
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Bléral
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Post by Bléral »

Awesome...!
How easy/painfull/dangerous will it be to update from current version? Anything users will have to take special care of, or just replacing everything will be the way to go?
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paulwheeler
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Post by paulwheeler »

Should be a straight forward upgrade. The only changes that may require ship cloning before youll see them is extra shield slots in the morrigu and geochen. Otherwise it should be seamless.

Ill give full update instructions when I release.
Requiemfang
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Post by Requiemfang »

Hmmm... paul just a small concern, I noticed the Split Drake has 2 200 shields... how about making it 3 instead of 2... I feel as though as a antifighter m6 it's defenses rather suck and yes I know it's a split ship but really... it's the only m6 in the game current that has 2 200 mj shields. just seems a bit under shielded to me
taskforce3
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Post by taskforce3 »

paulwheeler wrote:@nap_rz

Goggles are only available in certain EDs... you'll have to ask Ego as to why.




@taskforce3

So have you not had any messages from any of the director scripts at all? Are the ones in the scripts folder working?

The Xtra ships are mostly the same as in Cadius' mod. Originally I reduced the turret numbers as I thought the Xtra ships were way overpowered. Since then Cadius has reduced turret numbers anyway so the ships are more or less as they are in the Xtra mod now.



@ Ragemaster9999

I only increased the prices of M5s and M4s. To me, they were far too cheap. There not exactly expensive now.

M3s are still at the vanilla prices. I've no current intention to change this.

I would take a selection of fighters in a carrier for different roles. A wing of M3s will never catch a fast moving target - but could easily take on an M6 or two. Personally I use M4+ ships as general fighters - usually the Solano. I use M3s to take on bigger ships.

Once your rep increases and money starts to be easier to come by, you'll soon see the reason for upping the prices. Also its silly to have a ship cost less than the guns you mount on it. Plus it makes salvaging M5s/M4s more worthwhile.

Pirates do not have PAR ships. Why would they? They are not a military force which is what the PAR ships are aimed at. Most of their ships are salvaged and customised.

The Split PAR shipyard is there... somewhere... I don't want to make it too easy for you. A part of this game is exploration remember! :wink:

Yes i do get the message "ships/shipyards were added, please enable the script editor, save then reload." I already have my script editor enabled before i even installed this mod. All I did was save then reload after the message appears.

I'm beginning to think that this won't work if I'm playing a saved game when I installed it and I would have to start a new game.

Edit: Hmm, are all the Terran shipyards destroyed due to this mod?
Last edited by taskforce3 on Tue, 9. Nov 10, 06:58, edited 1 time in total.
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TrixX
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Post by TrixX »

Hey Paul just noticed the Yaki Akurei has Tri-Beam Cannons on its forward battery as well as forward turrets :)
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paulwheeler
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Post by paulwheeler »

Requiemfang wrote:Hmmm... paul just a small concern, I noticed the Split Drake has 2 200 shields... how about making it 3 instead of 2... I feel as though as a antifighter m6 it's defenses rather suck and yes I know it's a split ship but really... it's the only m6 in the game current that has 2 200 mj shields. just seems a bit under shielded to me
Fair point... the Heavy Dragon has 3x 200mj shields and the Drake is even slower. I'll look into it.
paulwheeler
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Post by paulwheeler »

taskforce3 wrote:
Yes i do get the message "ships/shipyards were added, please enable the script editor, save then reload." I already have my script editor enabled before i even installed this mod. All I did was save then reload after the message appears.

I'm beginning to think that this won't work if I'm playing a saved game when I installed it and I would have to start a new game.

Edit: Hmm, are all the Terran shipyards destroyed due to this mod?
If you're getting the message, then the scripts are running correctly. If the shipyards and ships are not appearing then you must have another mod installed which has an altered TFactories, TDocks or TShips. That may explain the Terran shipyards issue too.

What other mods do you have installed?
paulwheeler
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Post by paulwheeler »

TrixX wrote:Hey Paul just noticed the Yaki Akurei has Tri-Beam Cannons on its forward battery as well as forward turrets :)
Thanks for the heads up. They are removed. :wink:
taskforce3
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Post by taskforce3 »

[ external image ][/img]

These are all my mods.

For sure Cmod4 alter Tfactories but these two mods compatible since you made them both. :D Also, could the EMR compatiblity patch conflict, since it has a Tcockpit and Tship file.
Last edited by taskforce3 on Tue, 9. Nov 10, 13:56, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Well I can see the problem striaght away I think. For some reason the plugin manager has installed the SRM as a script rather than a fake patch... Also you don't appear to have the shipyard pack installed...

I would remove the srm and the cmod and install them manually using the installation instructions in the main post.

Personally I wouldn't use the plugin manager to install mods. I just use it for scripts. With mods installation order is vitally important and its easier to get it right when you install them youself. Its quite straight forward.
taskforce3
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Post by taskforce3 »

Ah, well let me try the manual way for both, but I didn't use the shipyard.spk so i could use the xmls i wanted manually.

Edit: Well, the manual way did not work. In a last ditch effort to get things to work, I uninstalled all of my mods and X3TC and reinstalled everything from scratch. At first I tried only the SRM mod and then tried to load my saved games only for it to say " Error, game may be corrupt". I tried with all my saves and when i uninstall SRM, it works just fine. However, there is good news, when i start a new game, everything seems to work. The goner shipyard that I had placed in to test was at its proper location and the XTra ships were in the shipyards. I have yet to see the new ships on patrol but then I wonder if i had correctly installed the jobs files or not. I did not have a types folder by default so I had to create a folder just like the director one.

In conclusion, this mod and my game for some reason does not like each other and I must say sadly I will have to play my saved games without this mod. I really appreciate your help and patience with this matter and regrettable, I must say "I give up". :cry:
paulwheeler
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Post by paulwheeler »

taskforce3 wrote:Ah, well let me try the manual way for both, but I didn't use the shipyard.spk so i could use the xmls i wanted manually.

Edit: Well, the manual way did not work. In a last ditch effort to get things to work, I uninstalled all of my mods and X3TC and reinstalled everything from scratch. At first I tried only the SRM mod and then tried to load my saved games only for it to say " Error, game may be corrupt". I tried with all my saves and when i uninstall SRM, it works just fine. However, there is good news, when i start a new game, everything seems to work. The goner shipyard that I had placed in to test was at its proper location and the XTra ships were in the shipyards. I have yet to see the new ships on patrol but then I wonder if i had correctly installed the jobs files or not. I did not have a types folder by default so I had to create a folder just like the director one.

In conclusion, this mod and my game for some reason does not like each other and I must say sadly I will have to play my saved games without this mod. I really appreciate your help and patience with this matter and regrettable, I must say "I give up". :cry:
In order to get the saves to work you'll need to fly to an empty sector. Then save, install the SRM and reload. If there are altered ships in sector the save will crash.
taskforce3
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Post by taskforce3 »

paulwheeler wrote:
taskforce3 wrote:Ah, well let me try the manual way for both, but I didn't use the shipyard.spk so i could use the xmls i wanted manually.

Edit: Well, the manual way did not work. In a last ditch effort to get things to work, I uninstalled all of my mods and X3TC and reinstalled everything from scratch. At first I tried only the SRM mod and then tried to load my saved games only for it to say " Error, game may be corrupt". I tried with all my saves and when i uninstall SRM, it works just fine. However, there is good news, when i start a new game, everything seems to work. The goner shipyard that I had placed in to test was at its proper location and the XTra ships were in the shipyards. I have yet to see the new ships on patrol but then I wonder if i had correctly installed the jobs files or not. I did not have a types folder by default so I had to create a folder just like the director one.

In conclusion, this mod and my game for some reason does not like each other and I must say sadly I will have to play my saved games without this mod. I really appreciate your help and patience with this matter and regrettable, I must say "I give up". :cry:
In order to get the saves to work you'll need to fly to an empty sector. Then save, install the SRM and reload. If there are altered ships in sector the save will crash.
Yes sir, the first save i loaded was a sector which only had a pirate base, then i thought maybe that still isn't enough so i found a completely empty sector, still nothing.
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surferx
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Post by surferx »

I had a similar problem, so I flew into an empty sector, ejected and ordered the ship to jump out, and then saved.
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taskforce3
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Post by taskforce3 »

surferx wrote:I had a similar problem, so I flew into an empty sector, ejected and ordered the ship to jump out, and then saved.
Dude, you are a lifesaver... IT WORKS! Finally! :lol:

Apparently just being in a ship counts as as having a ship in sector (makes sense) or the mod hates my Vidar.

Xtra ships are in the yards, shipyards are at their right coords, and my Vidar goes vroom vroom vroom now. :D

Only thing left is hope that I install the job files correctly cause I'm not seeing any new ships on patrol yet.

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