
[MOD] SSBM V2.7 & Cmod3-SSBM
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
-
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
-
- Posts: 490
- Joined: Wed, 27. Jul 05, 17:10
-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
-
- Posts: 490
- Joined: Wed, 27. Jul 05, 17:10
-
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Stock valhalla was slower i think, i'm sure it's now set at 50 something! but i will look into it. do you think there are too few/many or just right ships in the 2 ATF sectors?X2-Eliah wrote:Found another issue..
2 Ships - Valhalla and #deca have their speeds left at the 48-ish range.. It may be intended for #deca, but Valhalla is far too slow now..
-
- Posts: 110
- Joined: Sun, 25. Jan 09, 09:54
Hey SFAddict , seems AHD has come to a stable usable version, no comments or bug reports in more than a week 
You'd like to be informed about it so here it is
Also i think, if you still think AHD is a neat addition to your mod that you redirect people to AHD instead of including it straight in your mod.
Because IF there is any bugs or if in the future i improve my script you'll have to make a new version each time i update mine and make people re download the whole thing instead if the AHD part
On my part, great job on that mod but I'll start playing it when i don't have to restart with every version
For now I'm enjoying the background and playing "Speedy Gonzales" with the Advanced Hyperdrive
Cheers
Loky

You'd like to be informed about it so here it is

Also i think, if you still think AHD is a neat addition to your mod that you redirect people to AHD instead of including it straight in your mod.
Because IF there is any bugs or if in the future i improve my script you'll have to make a new version each time i update mine and make people re download the whole thing instead if the AHD part

On my part, great job on that mod but I'll start playing it when i don't have to restart with every version

Cheers
Loky
-
- Posts: 952
- Joined: Sun, 15. Feb 04, 08:33
If I have CMod3 already installed, along with the ship changes listed for that mod, do I just install this mod over it? Won't the two changes to ship stats conflict with one another?
Holy smokes, you need to host that file somewhere else!
5 clicks to get to it and barraged with adds and flashing banners.
Everyone is running windows right?
Why don't people set up thier own ftp server using the ISS built into windows? It doesn't take _that much_ bandwidth from you when people are just occasionally dling a file...
Holy smokes, you need to host that file somewhere else!
5 clicks to get to it and barraged with adds and flashing banners.
Everyone is running windows right?
Why don't people set up thier own ftp server using the ISS built into windows? It doesn't take _that much_ bandwidth from you when people are just occasionally dling a file...
To understand recursion you must first understand recursion.
-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
I don't know about the stock speeds, perhaps the 48 is the new speed of the Valhalla, and is intended to be so.. (Just strikes me as an exception of your -All Capitals have speeds in the 90-110 range-)spacefueladdict wrote:Stock valhalla was slower i think, i'm sure it's now set at 50 something! but i will look into it. do you think there are too few/many or just right ships in the 2 ATF sectors?X2-Eliah wrote:Found another issue..
2 Ships - Valhalla and #deca have their speeds left at the 48-ish range.. It may be intended for #deca, but Valhalla is far too slow now..
On the number of ships, well, I'd say it's just about right, Perhaps a bit more capitals (one or two Tyrs) can be added, but I think it is fin enough as it is.
-
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Hi mate, glad to see that the AHD is coming on well and is stable.Loky77 wrote:Hey SFAddict , seems AHD has come to a stable usable version, no comments or bug reports in more than a week
You'd like to be informed about it so here it is
Also i think, if you still think AHD is a neat addition to your mod that you redirect people to AHD instead of including it straight in your mod.
Because IF there is any bugs or if in the future i improve my script you'll have to make a new version each time i update mine and make people re download the whole thing instead if the AHD part
On my part, great job on that mod but I'll start playing it when i don't have to restart with every versionFor now I'm enjoying the background and playing "Speedy Gonzales" with the Advanced Hyperdrive
Cheers
Loky

What I’ll do is rather than add my script to my mod, I’ll post a link and recommend it as a must have addition to the mod, that way if you do have to make changes in the future them users will just have to re-download the AHD.
If my internet wasn’t screwed ‘d host it myself, other than that if anyone has a suggestion for a good site to host on I’ll look into it!brekehan wrote:If I have CMod3 already installed, along with the ship changes listed for that mod, do I just install this mod over it? Won't the two changes to ship stats conflict with one another?
Holy smokes, you need to host that file somewhere else!
5 clicks to get to it and barraged with adds and flashing banners.
Everyone is running windows right?
Why don't people set up thier own ftp server using the ISS built into windows? It doesn't take _that much_ bandwidth from you when people are just occasionally dling a file...
As for the mod, if your wanting the full thing it will be a re-start, so just use the basic CMod3, don’t bother with the ship mod, mine does have the uprated M6’s with the single docking point from CMod…(Credit to SS_T).

I’ll take another look at the Valhalla, don’t really want to bump the speed up too much, after all it’s the closest thing to an M0 that X3 now has, maybe set it to somewhere around 65-75 m/s?X2-Eliah wrote:
I don't know about the stock speeds, perhaps the 48 is the new speed of the Valhalla, and is intended to be so.. (Just strikes me as an exception of your -All Capitals have speeds in the 90-110 range-)
On the number of ships, well, I'd say it's just about right, Perhaps a bit more capitals (one or two Tyrs) can be added, but I think it is fin enough as it is.
Have already added another Tyr + escorts (Deimos), and some extra’s M6’s + escorts (Phobos).

-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
Yeah, speed around 67 whateverspersecond would be best, as the Valhalla is not that much of a hulk compared to other destroyers - it only has 14Gj of shielding (I think), and the Tyr/Osaka have 12, Boreas had somewhat near that, I mean, nothing like half the shielding..
If Valhalla had 20Gj of shields, well, then I'd settle for the M0 definition and slow speed, but as it is now, it is just a very, very good destroyer.
If Valhalla had 20Gj of shields, well, then I'd settle for the M0 definition and slow speed, but as it is now, it is just a very, very good destroyer.
-
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Ok, 67 it's is!X2-Eliah wrote:Yeah, speed around 67 whateverspersecond would be best, as the Valhalla is not that much of a hulk compared to other destroyers - it only has 14Gj of shielding (I think), and the Tyr/Osaka have 12, Boreas had somewhat near that, I mean, nothing like half the shielding...
Edit: I like the way you say ONLY 14GJ!!!!

A good one that doesn't fit through gates, hence using bigger jumpgates. I could bump up the sheilds to 16 G/J, then wecould call it an M0'ishalmostnotquite?X2-Eliah wrote:If Valhalla had 20Gj of shields, well, then I'd settle for the M0 definition and slow speed, but as it is now, it is just a very, very good destroyer.

-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
I'd reckon M0.5 would suffice 
As for shielding adjusts - I'd say no need, the balance is OK as it is, no need to mess with what works.
I captured some nice screenies, I figure I might post them in this thread here (HD res), so folks can see more of the goodness that is this mod.. If thats OK with you, of course.°
Oh, and a tip for folks - when you get in a sector, look around! Sometimes the good stuff is not in front of you, but up/down or on the sides (or in the back)..

As for shielding adjusts - I'd say no need, the balance is OK as it is, no need to mess with what works.
I captured some nice screenies, I figure I might post them in this thread here (HD res), so folks can see more of the goodness that is this mod.. If thats OK with you, of course.°
Oh, and a tip for folks - when you get in a sector, look around! Sometimes the good stuff is not in front of you, but up/down or on the sides (or in the back)..
-
- Posts: 85
- Joined: Thu, 16. Oct 08, 13:55
Hello Spacefueladdict,
Been playing with this mod for a couple of days now. The looks are awesome. I used the non changed T files version. I guess for the view it does not matter which of the two one installed?
I do have a question. Is the amount of pirates due to this mod or did I misread something? In my game Elena's Fortune was flooded with pirates, the basically took over the sector . Is there anyway to lower the amount of pirates a bit?
In the game I play, I take no missions other then maps and stationhacks. Moneymaking must be done by trade or pirating. At the moment I'm trying the latter, but as it is (in my Elite) I'm no match for the pirates. The are ALL hostile to me and there are thousands of them. I have scanned the Argon sectors in the west and have not yet gone any further due to the amount of pirates.
I hope this can be toned down, for it is not very rewarding this way. (playing DID, so having to run away a lot)
Anyway, cheers mate, the looks are wonderful.
Bando
Been playing with this mod for a couple of days now. The looks are awesome. I used the non changed T files version. I guess for the view it does not matter which of the two one installed?
I do have a question. Is the amount of pirates due to this mod or did I misread something? In my game Elena's Fortune was flooded with pirates, the basically took over the sector . Is there anyway to lower the amount of pirates a bit?
In the game I play, I take no missions other then maps and stationhacks. Moneymaking must be done by trade or pirating. At the moment I'm trying the latter, but as it is (in my Elite) I'm no match for the pirates. The are ALL hostile to me and there are thousands of them. I have scanned the Argon sectors in the west and have not yet gone any further due to the amount of pirates.
I hope this can be toned down, for it is not very rewarding this way. (playing DID, so having to run away a lot)
Anyway, cheers mate, the looks are wonderful.
Bando
-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
Allrighty, here are some pictures taken with this mod.. Main focus on backgrounds, since that is the star of this game 
[ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ]
[ external image ]

[ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ]
[ external image ]
-
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Hi Bando, which version are you using, (a) or (b)? i'm using (b) on Bankrupt assasin mode, and the pirates are not too bad, i did check before i released to see if i hadn't done an overkill, and i did have to do a little tone down[Snipe] Bando wrote:Hello Spacefueladdict,
Been playing with this mod for a couple of days now. The looks are awesome. I used the non changed T files version. I guess for the view it does not matter which of the two one installed?
I do have a question. Is the amount of pirates due to this mod or did I misread something? In my game Elena's Fortune was flooded with pirates, the basically took over the sector . Is there anyway to lower the amount of pirates a bit?
In the game I play, I take no missions other then maps and stationhacks. Moneymaking must be done by trade or pirating. At the moment I'm trying the latter, but as it is (in my Elite) I'm no match for the pirates. The are ALL hostile to me and there are thousands of them. I have scanned the Argon sectors in the west and have not yet gone any further due to the amount of pirates.
I hope this can be toned down, for it is not very rewarding this way. (playing DID, so having to run away a lot)
Anyway, cheers mate, the looks are wonderful.
Bando

When i was tweaking the jobs file i gave the pirates slightly larger patrol radius, so i may be the case that you had a number of patrols passing through.... However if you could check that area fairly regularly for me and i'll actions another tweak if things don't improve.
No shame in runnig away! as long as you keep alive!....

If i'm correct 'X2' you are using the original version? if so then in subsiquent versions the star problem i had is fixed, (see changelog) so not pics like these will look a little better.X2-Eliah wrote:Allrighty, here are some pictures taken with this mod.. Main focus on backgrounds, since that is the star of this game
[ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ]
[ external image ] [ external image ] [ external image ]
[ external image ]

Nice pics BTW, you would make a good recon pilot!

-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
-
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Yeah, i thought that the anarchy port didn't really have to be a paranid trade port, so i just used the id tag on whatever i fancied at the time, will remove that ware, and will check the others for similar errors.X2-Eliah wrote:Yeah, I'm using the (a) version..
By the way, The Pirate Anarchy port you added in theis actually a Split Trading port model, and it sells Split Police license, might want to check that out..SpoilerShowsecond sector after Maelstrom, Veil something)
Have you noticed that there has been too many pirates about or would you say it's about right so far?
-
- Posts: 4369
- Joined: Thu, 12. Oct 06, 16:30
Well.. I find the pirates normal, but there are a lot of them - 5BC prototypes, 3BCs and 4Elites is a bit too much for an escort for one Pirate TS..
However, I like the dangerous universe - more fun. (It's not like you can't escape them anyways, and the Race patrol ships usually take care of them in small time).
So yeah, the Pirates are more than in vanilla, but I say keep them.
However, I like the dangerous universe - more fun. (It's not like you can't escape them anyways, and the Race patrol ships usually take care of them in small time).
So yeah, the Pirates are more than in vanilla, but I say keep them.