[MOD] SSBM V2.7 & Cmod3-SSBM

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
spacefueladdict
Posts: 508
Joined: Thu, 12. Jun 08, 15:42
x3tc

Post by spacefueladdict »

X2-Eliah wrote: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.
I also had noticed that they were mostly M3,4,5+ classes, i may just tweake it a little to bring some of the other ship classes in and i'll try not to add more in.
:roll:
I was trying to make the pirate a bit more of a 'Force to be reconned with' i had always felt that there wasn't enough of them in vanilla. :twisted:
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

Reporting into net:

I'm playing the "A" version. Will start new with the "B" version later today.
To give you an idea: I had 1 pirate M2 in Elena's Fortune, about 5 x M1 and a dozen or so carracks. M3-4-5 were a LOT.

In all Argon sectors were pirates active. The wiped out all Argon resistance. Here and there were some Argon capitol ships active, but the picture on most sectors was; No shipping (except pirates) no trade and me running like a screaming girl.

I would not leave it as it is. :(

Again, I'll try the "B" version tonight and will report back.

Bando out

:roll:
User avatar
spacefueladdict
Posts: 508
Joined: Thu, 12. Jun 08, 15:42
x3tc

Post by spacefueladdict »

[Snipe] Bando wrote:Reporting into net:

I'm playing the "A" version. Will start new with the "B" version later today.
To give you an idea: I had 1 pirate M2 in Elena's Fortune, about 5 x M1 and a dozen or so carracks. M3-4-5 were a LOT.

In all Argon sectors were pirates active. The wiped out all Argon resistance. Here and there were some Argon capitol ships active, but the picture on most sectors was; No shipping (except pirates) no trade and me running like a screaming girl.

I would not leave it as it is. :(

Again, I'll try the "B" version tonight and will report back.

Bando out

:roll:
Report Recieved:

Krikey!! that is some major activity! are you running any scripts with the mod? (just as aprocess of elimination)..... don't remember puttin that many m1's in.

Anyway try (b), and see if it's better, if not, i'll do some changes and delay (c) until there ready.

Mod Control...Out: :lol:
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

LOL

I am D/L-ing "B" right in a moment. Will try the newer version with another restart.

I am running:
*CMOD with MilHud and signal boost and crew chatter by Ulfius and SSWamp trooper
*This mod by you obviously as a fake patch
*improved boarding by Cycrow
*Lowpolyroids Asteroides by Halo
*Pirate Fence by Palador (very nice script)
*The Maurador shipyard by Teladidrone
*Numerical raceranks by Gazz
*Friendly pirates by Grax
*I have ComplexCleaner by Gazz as a fake patch

That's about it. Quite a lot if you list it :)

Bando
kyoo
Posts: 350
Joined: Wed, 26. Jul 06, 10:54
x4

Post by kyoo »

The backgrounds look gorgeous but I'm not so sure that I like the sound of increased sector sizes. How are you guys finding travel and mapping? Does the ship speed boost compensate sufficiently?
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

Sectors are a lot bigger, giving you the feeling there's a lot of space out there. I love that. I did not use the version with the increased speed, and I have to say that it takes a while to fly from one end to the other. Again, I myself like that. Space is vast and this mod gives you that feeling.

What I absolutely dislike is the amount of pirates. Installed the "B" version, went to Elena's Fortune and was greeted by 2 pages of M3-4--5 plus 3 carracks and a zeus. Because of this, I am asking if there will be a version where the amount of pirates is like in vanilla. I hope there will be one.

However I like this mod, and I really like this mod a lot, I'm uninstalling it right now. My style of play is totally ruined by the amount of red ships in the gravidar to the effect that I do not want to play anymore. So, uninstalling and starting over with the vanilla backgrounds. I really am sorry and I will miss these backgrounds, but playing this game is supposed to make me happy :(

Wish there was only the enlarged sectors and the new backgrounds......
and maybe some plugins for those that want it.......

Bando


EDIT:

After uninstalling this, the Signalboost plugin from CMOD worked again. It did not work as of late and I was wondering why. This may help you in finding conflicts with other mods. (Hope I did some good for you)
kyoo
Posts: 350
Joined: Wed, 26. Jul 06, 10:54
x4

Post by kyoo »

One other question, does this have the annoying flickering stars that the original realspace backgrounds had? Those really killed the mod for me.
gb113
Posts: 1
Joined: Thu, 6. May 04, 17:19

Post by gb113 »

Hi,

Is there any chance to d\l the .spk file?

thanks in advance :wink:
Melcahya
Posts: 4
Joined: Sat, 22. Nov 08, 00:22

Post by Melcahya »

They look awesome, but the download doesn't work :(

Fix it please :)
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

kyoo wrote:One other question, does this have the annoying flickering stars that the original realspace backgrounds had? Those really killed the mod for me.
Not really, most of the backgrounds now have static dots, not flickering ones (There may be a sector or two, but not everywhere and not in majority).

@ kyoo - well, you should really use the AHD (advanced HyperDrive) script by Loki77 with this mod - it makes traversing sectors a breeze.. Personally, I find the new size of sectors is much better, I mean, you do have seta on your ship, right? (Besides, now with a non-capital ship you are safely looking at 200m/s ship speeds - some fighters may have received a boost.
MindImage
Posts: 13
Joined: Fri, 21. Nov 03, 10:35

Post by MindImage »

I'm also using AHD with this mod and it workes like a charm. I like the space sectors to be much bigger and with the AHD script you can travel around really quick, so no worries about tedious flying. :)
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

[Snipe] Bando wrote: What I absolutely dislike is the amount of pirates. Installed the "B" version, went to Elena's Fortune and was greeted by 2 pages of M3-4--5 plus 3 carracks and a zeus. Because of this, I am asking if there will be a version where the amount of pirates is like in vanilla. I hope there will be one.
Hmm, I went around the Argon sectors and, actually, all the universe, and didn't see any Massive invasion fleets - the most I got was one carrack with about 10 fighters (if we are talking of non-pirate sectors)..
Perhaps it is just bad luck? Becasue I certainly don't see too many pirates.

Besides, the Zeus might have been part of X3s default Paranid invasion into Elenas fortune - happens randomly in vanilla too.
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

I was a bit agitated yesterday. But the matter is, I went for a restart about 5 times. Every time I found my doom in EF. All pirates were hostile (weird, most of the time at least some are not hostile) and they were there in the numbers. As I stated earlier, lots and lots of pirates were there.

Playing vanilla at the moment and my universe is back to normal pirate levels. It is possible it is coincidence, but I did restart 5 times with and without the "T" files and the results were all the same.

I'd like to stress that Spacefueladdict did one hell of a job and made a beautiful universe. In version 1.4 there were not so many pirates, and I would not play this game without his mod.
It's his mod, he decides what to put in there and what not. At this moment, the amount of pirates killed my universe and the joy I had when 1.4 was installed. So back to vanilla I am. Alas..... :oops:

As for the zeus; I meant the M1 of the pirates
User avatar
spacefueladdict
Posts: 508
Joined: Thu, 12. Jun 08, 15:42
x3tc

Post by spacefueladdict »

The number of pirates in your univers worries me, TBH, i've not been in that sector im my game i'm running at the mo, i do have a fair number of pirates, but not to the levels of what your getting, if you have several carracks and galleons then you will naturally get fighter escort wings with them. :wink:

What i can do is have a look at the jobs file and maybe organise the pirate jobs into a simliar format to the terrans, where each sector will have it's own capships assigned, with its own fighters, then have 1 or 2 capships with fighters that patrol through those sectors? Although i'd imagine that will take me some time to achieve correctly. :gruebel:
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

Hello Spacefueladdict.

I am very happy you are willing to take a look at it. I do love the backgrounds, the larger sectors and the larger Jumpgates.
The number of pirates is increased so much in my universe that for me playing was no fun anymore. At the moment I'm playing vanilla background, but the pirates are at normal levels (if i may call it that way :P ) and the fun to play the game has returned.

Don't know what to say. The other scripts I have running do not cause this many pirates to spawn, as they are still running and I'm not seeing this huge amount of them, it's all back to "normal' levels.

I noticed Eliah could not even reproduce this amount of pirates in his universe, but I assure you, they were there. 5 Times they were there.

I read you based this on the extreme mode of the CMOD?
Maybe this is causing those pirates?
I don't really know.

I just hope you know what to do, for I'd really love to see those backgrounds again. :(

Bando
User avatar
spacefueladdict
Posts: 508
Joined: Thu, 12. Jun 08, 15:42
x3tc

Post by spacefueladdict »

Right, is seem to have solved that little problem, over cooked the wing sizes of the pirates, the tweaks should improve the situation, also created several pirate M6's with small escort wings which patrol 1-2 sectors and reduced slightly the jobs of M1,2,7's in the pirate sectors.

Version 2.0 (c) is now available for d/load, see changelog for details of alterations. :)
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

This is GREAT news, DL -ing now.

Thanks a bunch. Really.
User avatar
spacefueladdict
Posts: 508
Joined: Thu, 12. Jun 08, 15:42
x3tc

Post by spacefueladdict »

[Snipe] Bando wrote:This is GREAT news, DL -ing now.

Thanks a bunch. Really.
No probs, let me know if there is:

1). too many pirates still.
2). I've over 'Nerfed' them.
3). it's just right.

Cheers. :D
[Snipe] Bando
Posts: 85
Joined: Thu, 16. Oct 08, 13:55
x3tc

Post by [Snipe] Bando »

He Spacefueladdict,

I hardly dare to tell you this, but I cannot unzip them. Did you use a normal zipper? It says (with both files - with and without the modified "T" file-) that it does not recognize the packer. Never had this problem with zip files.

I'll go looking for an alternate zipper, but this is strange...

EDIT

Tried several zippers, no luck. They do not recognize the file. Tried to re download, it generated the same errors.
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Try to re-download it mate, I just tried out the zipped t-ships version, d/led it and opened perfectly with WinRAR - the default that comes with your OS.. So there may be a problem with the download...

Edit - odd, if you say that e-downloading does not work.. Have you tried 7-zip?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”