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

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OOZ662
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Post by OOZ662 »

You may want to check NSRM's changelog for some of the smaller fixes I did, such as the fix for the roaming Terran Customs squads. They're simple little oversights that take a couple seconds to fix.
paulwheeler
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Post by paulwheeler »

I'll check the changelog - thanks.

Regarding the turrets... the way Someone else fixed the Thor and Fenrir turrets is to remove their tcockpits reference in tships for the turrets so they use the weapons compatiblity defined in tships instead. This would be a simple solution and would not involve and tcockpits editing.
paulwheeler
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Post by paulwheeler »

@ Neaera - this approach works great. If you set the tcockpits index for a turret to 0 it will use the main weapons compatibility bit mask instead. Since there are no main guns on the Baldric and Scabbard it doesn't matter.

So by setting the main weapons compatibility mask to just be the EMPC and special you don't have to add any new tcockpit entries to fix the Baldric or the Scabbard. I have tested the turrets and they work great.

Actually you don't want special on the basic Baldric and Scabbard as it makes the Baldric Miner redundant.

I will be releasing a new version next week.

Other changes include upping the guns on the Boreas. The left, right and rear turrets can now mount 6 guns rather than the 4 SomeoneElse set (but still less than the vanilla 8 guns). Front turret stays at the 6 guns SomeoneElse set. It means the Boreas is now back to being a destroyer worthy of its price tag, while still being a light destroyer and fast. Its hull has been reduced but its weapons energy and recharge rate increased. Its speed and shields stay where SomeoneElse set them.
Neaera
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Post by Neaera »

Mmm. Ok I was just afraid that like the baldric/scabbard have no "cockpits weapons", putting a cockpits' weapons' compatibility will result in an error or something like this.

Also, I've noticed that the Colossus had an inversion in its turret:

left is a SS_COCKPIT_A_UPDO_M1
top is a SS_COCKPIT_A_RILE_M1

I've just switch these entries in the TShips.
paulwheeler
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Post by paulwheeler »

I think this is deliberate so that the Collosus is not symmetrical in its turret line up. You get PPC on the right and up and flak on the left and down.

I quite like this as it means you can bring two sets of PPCs to bear on a target.

This is also the case on some of the other M1s too.
Neaera
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Post by Neaera »

Hum. Never see it that way. :wink:
Gavrushka
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Post by Gavrushka »

I downloaded and installed this and loaded up a old SRM 0.59 save and it works perfectly! Thank you.

You must have upped hulls on the Phoenix and Advance Perseus yes? They were showing hull damage in the reload. (all at 75%)

Increasing hull strength has had a huge positive impact on a full game mod I am playing (new dimensions) - The Phoenix has 3,500,000 hull, M3's start at around 50,000 hull M7s 1,000,000 and it makes for some real protracted battling.
paulwheeler
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Post by paulwheeler »

Yep - All M2s have had their hulls increased in an effort to make capital vs capital battles last that little bit longer. Shield generators too.

I rebalanced all the prototype and advanced ships too. I thought it was silly having advanced ships that were not as good as their standard configurations. They are now much more sought after and, of course, much more expensive.

Its fairly simple to reload the hulls using Cycrows cheat scripts.

With all the changes in the next version to the Boreas you will need to clone any Boreas's that you have in your fleet for their turrets to work correctly. As a rule I'm trying to avoid changes that force you to clone ships, but for me SomeoneElse nerfed the Boreas a little too much. I've now put it back as a force to be reckoned with, while still being a light destroyer.

I should have the new version ready this week. I want to go through the NSRM change log and see what fixes I can include first though.
paulwheeler
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Post by paulwheeler »

NEW RELEASE:

SRM:Continued 0.63

This release has started to address some of the balancing issues, including reversing some of Someone Else's changes to an extent. I think occasionally the original SRM went a bit too far in its rebalancing.



Major changes include:

Rebalanced Boreas. Its is now not quite as "nerfed" as Someone Else made it. Its gained more speed, weapon energy, shield energy and now has two more guns in its left, right and rear turrets giving six guns in each.

Removed experimental weapns compatibility on Scabbard, Baldric and Claymore.

Reduced speed of Panther and increased speed of Tiger. Now there is a reason to buy the Tiger over the Panther.

Rebalanced Griffon so it can compete with the Panther.

Rebalanced Xperimental Shuttle. Its now in line with other M3+ ships.

Leveled the stats of M1s so Zeus is no longer overpowered and Collosus is no longer underpowered.

There are lots more minor changes. See the change log for all the details.


Due to changes to the Boreas you will need to clone any in your fleet before the turrets will work correctly. However I think it was worth it as the original SRM turned the Boreas into an M7. Now its much more of a light destroyer worth its price tag.
Neaera
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Post by Neaera »

Nice.
I will test this in a near future.
panzerkw
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Post by panzerkw »

Hello Paul, please look at the screenie below. I am using v0.63 of your mod:

[ external image ]

Here's my stationary Boron Ray engaging a Xenon Q, and with the Ray it's possible for the Front, Left and Right turrets to fire on it at the same time. However for some reason the Front turret and one of the side turrets will always aim off the Q's center of mass. This makes killing Q's harder than it needs to since maybe half the shots miss. If I want the turret to aim right at the Q I have to take control manually.

Now I'm guessing (I'm not a modder) the turrets are aiming at some sort of "bullseye" the Q's visuakl model has, would this be something that is addressed in the mod where the target point on the model is not the center of mass for the Q?

I use MARS, but it's the same behavior whether the turret is using the Mars scripts or vanilla
paulwheeler
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Post by paulwheeler »

Hi,

I certainly haven't made any changes to the Ray and I don't think the original SRM mod altered the Ray's turrets.

Did it do this before you installed my mod?

Are you sure you have auto-aim switched on? Not sure if it makes a difference with turrets but its worth a shot.

Is it just the Q its doing this for or other ships as well?
panzerkw
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Post by panzerkw »

Alright Paul here's some more testing results for you:

First off, this strange thing happens with any target larger than a M6 (huge ships)

Switched to my other X3TC install which only has Cycrow's cheat scripts installed.

Started a new game, spawned a Ray and warped to the nearest Xenon sector. Engaged a Q, and the Ray's turrets aimed right at the center of mass, Q died quick.

Spawned an Odysseus, again front turrets aimed right at center of mass.

Added your mod.

Started a new game, spawned a Ray, and went to engage a Q. Turrets aimed towards the starboard engine pod of the Q, so maybe half the shots missed.

Spawned an Oddy and the front turrets did the same thing as with the Ray, aiming for the starboard side. This time I noticed, however, that the moment the Q entered the 5KM range, the turrets immediately adjusted to firing at the center of mass.

Switched back to the Ray, this time turning off a turret so that the Q would live long enough to enter 5KM range, and the same thing happened as the Oddy.

So it looks like something's up with the Huge ships with firing at them from outside of 5KM. The turrets always seem to want to aim towards the starboard side of the target.


One more thing that is more of a request: removing P M/AM Launchers from the L's and LX's and giving them back PBE's.
paulwheeler
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Post by paulwheeler »

Thanks for the report. I'll try and get to the bottom of this tomorrow.

one more question. What weapons are you using? PPC's? Are you mixing weapon types in the turrets? Remember the turrets will aim for only one type of weapon to hit. So if you mix weapons not all will aim right.

And what other scripts and mods do you have installed?

Thanks.
panzerkw
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Post by panzerkw »

With all the tests I was using PPC's, and all turrets were only equipped with those.

Other mods: Missile Rebalance Mod, Connary's Immersive Sector Backgrounds

Scripts:
Cycrow's cheat collection
Pirate Guild 3 with ADS
Improved boarding
RRF 1.8
NPC Bailing Addon
ATF Shipyard V5
Salvage Commands and NPC's
Ship Killed Notifications
Universal Best Buy/Sell Locator
paulwheeler
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Post by paulwheeler »

I am a little confused by your screenshot. Your weapon fire is blue/purple. PPC fire is yellow in my game... I do have the cmod installed on my game though. Maybe that's why.

The SRM does not touch anything to do with weapons, just the ships and I have no such aiming problems in my game. If it was a problem with one of the ship scene files it would specific to that ship and it would not change with range.

I will do some further checks, but I really think it may be something else causing this as I really cannot think of any file the SRM changes that would cause this kind of problem. It does not touch tbullets or tlasers.

Can you try with a different long range weapon such as the Ion cannon or Point Singularity Projector and see if it does the same thing?

Are you using any of the addon packs such as the trail mod?

I will have a bit more time to investigate this properly tomorrow.
panzerkw
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Post by panzerkw »

Paul, the tests were done on a X3TC installation that was vanilla except for Cycrow's cheats, and then all I did was add your mod (no addon packs). Aiming was fine before, and different after.

Did a test with an Osaka with PSP's and it's the same thing.
paulwheeler
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Post by paulwheeler »

Well thats very weird. This mod goes nowhere near any files that control aiming.

I will have a proper look tomorrow.
paulwheeler
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Post by paulwheeler »

I've had a look today and I'm struggling to find a cause for your problems. I went through all the default files that this mod alters and they all seem to be OK.

I did a test on my game and my Collosus was hitting targets from 7Km out with no problems (I have the CMod installed hence the 7Km range).

I have posted about this in the player bug fix mod thread as its the only mod which I can think of which might cause something like this. Its an older version merged with this so perhaps there was something in that. Maybe they will come up with an explaination.

I searched the old SRM thread and found no other mention of an aiming problem. The changes I have made are relvatively small so I doubt its something that has just arisen.

Can you do a test and try the original SRM mod and see if it causes this problem for you? That would help narrow down what is going on.

I'm really at a loss to explain this one. As I said the SRM goes nowhere near any files that control aiming and I am certainly not aware of there being any difference in aiming further than 5km away.

If there is a problem with a file then it must be a global file since you say it affects every ship.

If I could reproduce the problem it would help, but as I said I have no problems with aiming.

I'll let you know if I come up with anything else.
panzerkw
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Post by panzerkw »

I'll try both the original and yours with cmod tomorrow and see if that does it.

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