Are you sure you installed all the required components? And have you switched it on from the interface?danhmusic wrote:hmm, I just installed MBRR but they're still just sitting there and being useless!
[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Docking numbers is included in the main stats in the main SRM post. I've not included weapon compatibility as its quite complicated to do automatically from the files. Converting basic TShips entries into a spread sheet is easy. Converting the weapon masks into something meaningful is not.nap_rz wrote:is there a list for weapons & internal docking compatibilities for SRM?
You could always try the in-game encyclopedia...
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A little more feedback on the PAR fighters. I cranked out a bunch of Nova and Elite PARs and added them to my CODEA carrier fleet. Then I took on a Pirate Guild-dominated sector. I won the battle, but lost about 16 out of 25 fighters during the course of the combat. The two main issues I noticed:
- CODEA doesn't properly equip the built-in guns, you still need to equip them all for it.
- CODEA's fighter weapon switching logic is having issues with some of the PAR ships. Elite PARs were working fine once I manually equipped their guns, but the Novas kept unmounting the built-in HEPTs after I manually equipped them. They kept doing this in the middle of combat, too .
I'll repost these in the CODEA thread to see if Lucike can work around it, but thought you might want to know.
- CODEA doesn't properly equip the built-in guns, you still need to equip them all for it.
- CODEA's fighter weapon switching logic is having issues with some of the PAR ships. Elite PARs were working fine once I manually equipped their guns, but the Novas kept unmounting the built-in HEPTs after I manually equipped them. They kept doing this in the middle of combat, too .

I'll repost these in the CODEA thread to see if Lucike can work around it, but thought you might want to know.
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OK - not sure there's much I can do about it.... making weapons built in components is a bit of a hack to be honest.aka1nas wrote:A little more feedback on the PAR fighters. I cranked out a bunch of Nova and Elite PARs and added them to my CODEA carrier fleet. Then I took on a Pirate Guild-dominated sector. I won the battle, but lost about 16 out of 25 fighters during the course of the combat. The two main issues I noticed:
- CODEA doesn't properly equip the built-in guns, you still need to equip them all for it.
- CODEA's fighter weapon switching logic is having issues with some of the PAR ships. Elite PARs were working fine once I manually equipped their guns, but the Novas kept unmounting the built-in HEPTs after I manually equipped them. They kept doing this in the middle of combat, too .
I'll repost these in the CODEA thread to see if Lucike can work around it, but thought you might want to know.
Is there anyway you can turn off auto-selection of weapons with CODEA?
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OK - not sure there's much I can do about it.... making weapons built in components is a bit of a hack to be honest.aka1nas wrote:A little more feedback on the PAR fighters. I cranked out a bunch of Nova and Elite PARs and added them to my CODEA carrier fleet. Then I took on a Pirate Guild-dominated sector. I won the battle, but lost about 16 out of 25 fighters during the course of the combat. The two main issues I noticed:
- CODEA doesn't properly equip the built-in guns, you still need to equip them all for it.
- CODEA's fighter weapon switching logic is having issues with some of the PAR ships. Elite PARs were working fine once I manually equipped their guns, but the Novas kept unmounting the built-in HEPTs after I manually equipped them. They kept doing this in the middle of combat, too .
I'll repost these in the CODEA thread to see if Lucike can work around it, but thought you might want to know.
Is there anyway you can turn off auto-selection of weapons with CODEA?
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---COMING SOON TO THE SRM---
A final solution to the short supply of weapons and missiles in the X-Universe...
WEAPON DEALERS
These privately owned stations will be scattered throughout the galaxy. They stock a variety of weapons in large numbers, including missiles and ammunition. From time to time they will receive a delivery of weapons of varying size from their highly suspect sources.
The AI can buy from these dealers so they should also help with the availability of weapons in Equipment Docks too (good money maker for UTs too!). The prices will vary in the same way as standard factory prices vary. So if a weapon is in short supply, the price will be higher. If there are loads in stock, the price will drop.
You may find a few in pirate or unknown sectors selling weapons that are a bit harder to obtain permits for.
No longer will you have to create a weapon complex and wait several hours to outfit that new Pteranodon you've got your eye on.
Think of it as Quantitative Easing for the X-Universe weapons economy!
This will be an optional script. It requires a few TFactories entries, so it will be SRM only at the moment. I may add a vanilla compatible version if people like the idea.
EDIT - I've decided to make them owned by corporations. So you'll have Strong Arms Weapons Dealer, Terracorp Weapons Dealer, Dukes Weapons Dealer etc.
A final solution to the short supply of weapons and missiles in the X-Universe...
WEAPON DEALERS
These privately owned stations will be scattered throughout the galaxy. They stock a variety of weapons in large numbers, including missiles and ammunition. From time to time they will receive a delivery of weapons of varying size from their highly suspect sources.
The AI can buy from these dealers so they should also help with the availability of weapons in Equipment Docks too (good money maker for UTs too!). The prices will vary in the same way as standard factory prices vary. So if a weapon is in short supply, the price will be higher. If there are loads in stock, the price will drop.
You may find a few in pirate or unknown sectors selling weapons that are a bit harder to obtain permits for.
No longer will you have to create a weapon complex and wait several hours to outfit that new Pteranodon you've got your eye on.
Think of it as Quantitative Easing for the X-Universe weapons economy!

This will be an optional script. It requires a few TFactories entries, so it will be SRM only at the moment. I may add a vanilla compatible version if people like the idea.
EDIT - I've decided to make them owned by corporations. So you'll have Strong Arms Weapons Dealer, Terracorp Weapons Dealer, Dukes Weapons Dealer etc.
Last edited by paulwheeler on Tue, 16. Nov 10, 17:12, edited 1 time in total.
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actually I mean ship types that can docks at another ships... even the in game menu does not tell itpaulwheeler wrote:Docking numbers is included in the main stats in the main SRM post. I've not included weapon compatibility as its quite complicated to do automatically from the files. Converting basic TShips entries into a spread sheet is easy. Converting the weapon masks into something meaningful is not.nap_rz wrote:is there a list for weapons & internal docking compatibilities for SRM?
You could always try the in-game encyclopedia...

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Internal docking is only fighters.nap_rz wrote:actually I mean ship types that can docks at another ships... even the in game menu does not tell itpaulwheeler wrote:Docking numbers is included in the main stats in the main SRM post. I've not included weapon compatibility as its quite complicated to do automatically from the files. Converting basic TShips entries into a spread sheet is easy. Converting the weapon masks into something meaningful is not.nap_rz wrote:is there a list for weapons & internal docking compatibilities for SRM?
You could always try the in-game encyclopedia...
See the BSD mod thread for all the details for external docking. Link is in the main SRM post.
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I remember mentioning this to Saetan and he said Lucike might make a setting to toggle the automatic weapon switching. Not sure if its implemented, yet.paulwheeler wrote:OK - not sure there's much I can do about it.... making weapons built in components is a bit of a hack to be honest.aka1nas wrote:A little more feedback on the PAR fighters. I cranked out a bunch of Nova and Elite PARs and added them to my CODEA carrier fleet. Then I took on a Pirate Guild-dominated sector. I won the battle, but lost about 16 out of 25 fighters during the course of the combat. The two main issues I noticed:
- CODEA doesn't properly equip the built-in guns, you still need to equip them all for it.
- CODEA's fighter weapon switching logic is having issues with some of the PAR ships. Elite PARs were working fine once I manually equipped their guns, but the Novas kept unmounting the built-in HEPTs after I manually equipped them. They kept doing this in the middle of combat, too .
I'll repost these in the CODEA thread to see if Lucike can work around it, but thought you might want to know.
Is there anyway you can turn off auto-selection of weapons with CODEA?
I fly an OWP. What about you?
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I figured a workaround to the problem. I was using MARS but hadn't switched MARS on for the AI. I turned on AI MARS and then found one of the new Terran missile frigates from the Xtra ships mod to stat a fight with in my Vidar. After provoking it with few warning shots the Tosakabu lazily turned round and fired a few shots at me from its turrets. For a moment I thought nothing else was going to happen when suddenly the entire sector exploded in a horrendous fireworks display of blue missile trails and I had about 100 shadow missiles bearing down on me.paulwheeler wrote:Are you sure you installed all the required components? And have you switched it on from the interface?danhmusic wrote:hmm, I just installed MBRR but they're still just sitting there and being useless!
I don't think I've ever been killed so fast in a video game before!
Anyway thanks for the replies.
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I saw it in there after I posted last night. I am going to test with it off tonight to see if it fixes it.Mad_CatMk2 wrote:I remember mentioning this to Saetan and he said Lucike might make a setting to toggle the automatic weapon switching. Not sure if its implemented, yet.paulwheeler wrote:OK - not sure there's much I can do about it.... making weapons built in components is a bit of a hack to be honest.aka1nas wrote:A little more feedback on the PAR fighters. I cranked out a bunch of Nova and Elite PARs and added them to my CODEA carrier fleet. Then I took on a Pirate Guild-dominated sector. I won the battle, but lost about 16 out of 25 fighters during the course of the combat. The two main issues I noticed:
- CODEA doesn't properly equip the built-in guns, you still need to equip them all for it.
- CODEA's fighter weapon switching logic is having issues with some of the PAR ships. Elite PARs were working fine once I manually equipped their guns, but the Novas kept unmounting the built-in HEPTs after I manually equipped them. They kept doing this in the middle of combat, too .
I'll repost these in the CODEA thread to see if Lucike can work around it, but thought you might want to know.
Is there anyway you can turn off auto-selection of weapons with CODEA?
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I did that deliberately as ATF rep is either too easy to get when playing the plot or impossible when not. Terran rep is more consistent.paz3r wrote:I have a question regarding shipyard pack. Is it possible to change ATF HQ rep requirement to ATF instead of Terran ? If so, what do I have to edit to change it ?
To change it to ATF you need to change the race ownership to ATF.
Open the ATF Headquarters script in notepad.
Find this line:
<create_station name="ATFH" race="18" typename="SS_FAC_ATF_SHIP">
Change race to "17".
Then find this line:
<cue name="atf1.1 setup">
Change the cue name to "atf1.1a setup".
Do the same for the cancel cue command.
Load X3TC. The script should rerun, destroying the existing ATF Headquarters and creating a new one under ATF ownership.
Last edited by paulwheeler on Tue, 16. Nov 10, 23:37, edited 1 time in total.
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Hi,
Well straight away i have to say well done for such an excellent mod, i have downloaded it and the CMOD and a few of the packs and its bang on the money......really breath's fresh life into the game, and cap ships battles are far far better.
But my question is that i downloaded one of the Hull Packs (the lite one) and i only just noticed in this thread, that its states that the some of the Extra ships don't get the Extra hull treatment, is this still the case? (if so maybe it would be better to put a warning next to the download rather than at the bottom of the thread)
If its still a yes and some ships dont get the increase, then that will niggle me a bit, as some of the ships will have inflated hull stats and some wont, probably in hindsight would rather have kept them all standard, so is there anyway i could get rid of the hull pack? i installed everything using the plug in manager on SPK in this order...
SRM, Ship System rebalance pack, Hull pack, SRM Shipyard pack, CMOD, Scripts only factory pack, Trail Pack.
Can i just, using the plug in manager just disable/or remove the Hull pack, would this bugger up the other mods/scripts....as i know they have to be put in a certain order to run smoothly.... or would i need to simply delete everything and do a fresh install again to play without the extra hull pack?
Thanks......
Well straight away i have to say well done for such an excellent mod, i have downloaded it and the CMOD and a few of the packs and its bang on the money......really breath's fresh life into the game, and cap ships battles are far far better.
But my question is that i downloaded one of the Hull Packs (the lite one) and i only just noticed in this thread, that its states that the some of the Extra ships don't get the Extra hull treatment, is this still the case? (if so maybe it would be better to put a warning next to the download rather than at the bottom of the thread)
If its still a yes and some ships dont get the increase, then that will niggle me a bit, as some of the ships will have inflated hull stats and some wont, probably in hindsight would rather have kept them all standard, so is there anyway i could get rid of the hull pack? i installed everything using the plug in manager on SPK in this order...
SRM, Ship System rebalance pack, Hull pack, SRM Shipyard pack, CMOD, Scripts only factory pack, Trail Pack.
Can i just, using the plug in manager just disable/or remove the Hull pack, would this bugger up the other mods/scripts....as i know they have to be put in a certain order to run smoothly.... or would i need to simply delete everything and do a fresh install again to play without the extra hull pack?
Thanks......
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Sqeeeeeeepaulwheeler wrote:---COMING SOON TO THE SRM---
A final solution to the short supply of weapons and missiles in the X-Universe...
WEAPON DEALERS
May just be X3, but is it normal that the valhalla cannot exit a jumpgate without exiting with pieces of the gate inside the valhala? Found the ship bailed, felt bad having it, so decided to pretend it's like some sort of ship recovery/protection reward when I sell it

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Yes, that's part of why you can't have it in vanilla.Darkone8752 wrote:Sqeeeeeeepaulwheeler wrote:---COMING SOON TO THE SRM---
A final solution to the short supply of weapons and missiles in the X-Universe...
WEAPON DEALERS
May just be X3, but is it normal that the valhalla cannot exit a jumpgate without exiting with pieces of the gate inside the valhala? Found the ship bailed, felt bad having it, so decided to pretend it's like some sort of ship recovery/protection reward when I sell itUnfortunately, I had to use cheat package's no collision setting to even get it through the Saturn gate (TAA -> Jumpgate script)