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

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paulwheeler
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Post by paulwheeler »

@ aka1nas and surferx

Thanks guys - its appreciated! :wink:
Ragemaster9999
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Post by Ragemaster9999 »

Yes I am very grateful for paul taking the time to do CMOD 4... and update everything he has.. ship mod rebalance and cmod 4 are imo pretty much a "must have" mod.

Out of all the mods or scripts I have played this one feels like the most complete.. if we can just maintain it to egosoft changes we may be in great shape for months to come..

I think I am going to try and make my own ship, though id imagine having trouble designing's a good role for it... no thanks to paul wheeler =) Then again, im a design student with 3dsmax experience so wtf am i waiting for. Ill see what i can come up for for a concept..
paulwheeler
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Post by paulwheeler »

Ragemaster9999 wrote:Yes I am very grateful for paul taking the time to do CMOD 4... and update everything he has.. ship mod rebalance and cmod 4 are imo pretty much a "must have" mod.

Out of all the mods or scripts I have played this one feels like the most complete.. if we can just maintain it to egosoft changes we may be in great shape for months to come..

I think I am going to try and make my own ship, though id imagine having trouble designing's a good role for it... no thanks to paul wheeler =) Then again, im a design student with 3dsmax experience so wtf am i waiting for. Ill see what i can come up for for a concept..
If its good I'll certainly consider including it in the SRM. How about designing a Argon Heavy Assault Frigate?
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surferx
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Post by surferx »

How would an Argon HAF differ from the Cerebus? Smaller/faster/less guns? or more guns?
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paulwheeler
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Post by paulwheeler »

UPDATE RELEASED v0.89
-----------------------------------

This is a big update - the longest change log for a release so far!

- Removed PSP and FBC from main guns on ATF Aegir – it’s a standard M7 so should not be able to mount these weapons.
- Fixed non-firing Aegir main guns.
- All Perseus variants to L cargo size – in line with other M3s.
- All Medusa variants to L cargo size – in line with other M3+s.
- All Pericles variants to M cargo size – in line with other M4s.
- Xenon M to M cargo size – in line with other M4s.
- Condor and Phoenix cargo size reduced to XL.
- Added separate Shipyard Pack script to add Orbital Weapon Platforms to shipyards. The Xtra OWP activate script from the Shipyard Pack is required to deploy them.
- Added new trail pack based on Killerog’s pack A, but with a more subtle look, like Algoran’s. It also extends draw distance on all ship and many missile and weapon trails so they can be seen further away.
- Updated TFactories with all Patch2 scene fixes for Terran factories.
- Removed trails from Arrow and Starburst. Both ships are too fast to support trails correctly.
- Increased Arrow acceleration.
- Fixed misaligned weapon/cameradummys on Shark, Megalodon, Dragon Mk1, Colossus Mk1, Agamemnon, Raptor Mk1, Hydra Mk1, Nemesis Mk1, Python Mk1.
- Reduced guns on front turret of Megalodon to 12 as 14 isn’t supported correctly by the game.
- Changed colours of Patroclus and all Mk1 engine effects to match correct race colours for trail packs or standard blue for no trails.
- Removed flares from all Mk1 M6s, except for Dragon Mk1A Prototype.
- Changed Elite and Tonbo to variation 20 to match all other M3+/M4+ ships.
- Removed FBC from Yokohama main guns (missed that one!).
- Increased speed and weapons energy on Logich so it better fills the anti-fighter role. Removed M/AM from most turrets. SSC is now the weapon of choice.
- Geochen gains one shield slot and more laser energy for its antifighter role.
- Morrigu changes to 5x 1GJ shields and gains speed and laser energy.
- Yokohama loses some laser energy.
- Improved Patroclus turret position so it no longer fires through ship.
- Drake shield slots increased to 3.
- Removed TBC from main guns of Akurei.
- Added engine effects to Raptor Mk1 and Python Mk1.
- Corrected missing trail emitters on all Yaki Fujins.



You'll need to update the main mod, hull packs, trail packs and the shipyard pack with this release.

Make sure there are no changed ships in sector when you upgrade. The Morrigu, Geochen and Drake may need cloning before the new shield configs will work.

There is a new script in the shipyard pack to add OWPs to shipyards. Due to this I recommend that you make sure your other shipyard scripts are using the latest versions. You'll need to use the Xtra OWP activate script to use them (see the shipyard pack index for details).

There is a new SRM exclusive trail pack. This is based on Killerog's A pack colours, but with a different look. It has been tested on the fastest Explorer M5s and has an extended draw distance so they can been seen from further away.

All trail packs have been updated so please update whichever one you use.
Mad_CatMk2
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Post by Mad_CatMk2 »

Holy guacamole huge update! Awesome work paul.
surferx wrote:How would an Argon HAF differ from the Cerebus? Smaller/faster/less guns? or more guns?
The Cerberus is a pretty big frigate, but I think an Argon HAF should follow the same rectangular prism-y design of all Argon ships. Maybe a bit more sleek and rounded...? Less gun count for most slots but have them fit more anti-capital weapons, and maybe even remove the front guns in lieu of a front turret.
I fly an OWP. What about you?
taskforce3
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Post by taskforce3 »

Thanks for the new update!

Anyways, I don't use the hull packs and it only happens with Teladi ships and their OWP. I started a new game as a Terran and right off the bat, the FBC forge had FBCs and not delaxian wheat. As for the Cadius shipyard scene, the update replaced it back to Cadius but my Tern is docked at the shipyard so it might be fixed.
paulwheeler
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Post by paulwheeler »

Mad_CatMk2 wrote:Holy guacamole huge update! Awesome work paul.
surferx wrote:How would an Argon HAF differ from the Cerebus? Smaller/faster/less guns? or more guns?
The Cerberus is a pretty big frigate, but I think an Argon HAF should follow the same rectangular prism-y design of all Argon ships. Maybe a bit more sleek and rounded...? Less gun count for most slots but have them fit more anti-capital weapons, and maybe even remove the front guns in lieu of a front turret.
Definately bigger and slower. All the HAFs tend to be somewhere between a standard M7 and M2. No need for front guns - putting the capital weapons in the front guns is less effective for the AI. Turrets is the way to go. Think "a Cerberus with attitude!"

Check out the other HAFs - their turrets are just about right IMO.
Net-burst
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Post by Net-burst »

File RTM_SHIPS_IN_SHIPYARDS.xml missing in new version of SY pack. Was it intended?
paulwheeler
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Post by paulwheeler »

taskforce3 wrote:Thanks for the new update!

Anyways, I don't use the hull packs and it only happens with Teladi ships and their OWP. I started a new game as a Terran and right off the bat, the FBC forge had FBCs and not delaxian wheat. As for the Cadius shipyard scene, the update replaced it back to Cadius but my Tern is docked at the shipyard so it might be fixed.
So it sounds like maybe there was an issue when the FBC forges were created, but they're OK now...

IIRC - the beam forge script checks for their existance at each start up. So destroy the existing ones, save and reload.
taskforce3
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Post by taskforce3 »

paulwheeler wrote:
taskforce3 wrote:Thanks for the new update!

Anyways, I don't use the hull packs and it only happens with Teladi ships and their OWP. I started a new game as a Terran and right off the bat, the FBC forge had FBCs and not delaxian wheat. As for the Cadius shipyard scene, the update replaced it back to Cadius but my Tern is docked at the shipyard so it might be fixed.
So it sounds like maybe there was an issue when the FBC forges were created, but they're OK now...

IIRC - the beam forge script checks for their existance at each start up. So destroy the existing ones, save and reload.
Cool, that fixed it :D and now to find out whats up with these missing hulls.
h2o.Ava
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Post by h2o.Ava »

Is it possible to create update only downloads?
That way we don't need to redownload everything?
Moizo
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Post by Moizo »

I've been trying for a couple hours to get these things to work but it just...wont...

Script (plugin manager)
CMOD4 script only factory

Mods (cat/dat)
13 = EMP
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails

latest versions.

CMOD4 works, red main menu, sound effects, guns etc. all working.
SRM sent me messages new shipyards etc. (19 messages total incl. CMOD)

But im lacking all new SRM ships, redesigned mistral, centaur sentinel, kingtiger etc. etc. nothing.

There are some shipyards around the universe that werent here before, info and the trade menu lists nothing, just shield/armor of the station and the rest is blank.

About an hour (ingame) after i got the 19 installed messages i cheated in a centaur prototype to test trails, but no luck either. old mistrals look the same, newly created ones look as well.

From what i gather, everything is not working except CMOD4, yet i think i did everything as instructed (three times), tried all the SPK versions as well as the RAR's.

Any help would be appreciated!

Other scripts i have installed:
AP Libraries, Auto-rename (your), Cheat, Imperial Libraries, Improved races, universe explorers, medusa, wing hotkeys, hotkey manager and community plugin configuration.

Regards

Edit, also the civilian script (unleashed srm version) doesn't appear to work but i understand that takes time. I've tried all the no civ ones, none appear to work for me.
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TrixX
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Post by TrixX »

Moizo wrote: Mods (cat/dat)
13 = EMP REMOVE THIS
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails
The plugin manager has EMP by default. Adding it a second time causes unpredictable issues. Remove that and have SRM at position 13 and all will be well and puppys will be saved :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
aka1nas
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Post by aka1nas »

TrixX wrote:
Moizo wrote: Mods (cat/dat)
13 = EMP REMOVE THIS
14 = SRM
15 = Hull Increase
16 = CMOD4
17 = Trails
The plugin manager has EMP by default. Adding it a second time causes unpredictable issues. Remove that and have SRM at position 13 and all will be well and puppys will be saved :lol:
Has that always been the case? That would explain a lot of issues that I've had in the past.
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TrixX
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Post by TrixX »

At least since 1.20, I wasn't around before that so you would have to ask Cycrow for confirmation :)

Having it in twice can cause wares to malfunction...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
WhoCares01
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Post by WhoCares01 »

A quick question if I wanted to make a little change there myself.

If I reassign the weapon types that the ships can use in tships.txt, will the AI be able to use the ships in that new configuration as well or will I have to touch another resource (jobs.txt?) to have the game spawn the new conifgs?!

Just as an example, if I gave a Boron M5 just Ion Disruptors (which it doesn't have and don't fit in vanilla, too big & too much energy) and removed the standard weapons, would I end up with Boron M5 patrols with some standard weapons in the trunk but no weapons mounted to the gun pods?!
Last edited by WhoCares01 on Sat, 13. Nov 10, 11:33, edited 1 time in total.
nap_rz
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Post by nap_rz »

does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
vkerinav
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Post by vkerinav »

Moizo wrote:Edit, also the civilian script (unleashed srm version) doesn't appear to work but i understand that takes time. I've tried all the no civ ones, none appear to work for me.
If you've installed it on an old game, then the first sign its working should be scores of unnamed military ships. On a new game, it should take effect right away, so the all new ships will appear.

The only thing that should block the altered jobs is a compressed Jobs.pck file in your types folder.
taskforce3
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Post by taskforce3 »

nap_rz wrote:does this mod alters turrets numbers and placement on vanilla ships?

what's the best M7 in this mod? (+combat mod) I can't help but thinking OTAS Astraeus maybe the answer... it has 5GJ shields, 8 main weapons, 5 turrets, and freaking 33 docking ships? also with commonwealth weapons

sounds like one hell of an M7 :twisted:
It doesn't have 8 main guns, it has 5 turrets with two guns each... :shock:

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