[MOD] Hull Multiplier mod v.0.5 for XTC v1.2
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Just for clarification:Requiemfang wrote:I updated the mod again, though it's a slight change, I had to remove the repair laser because it kills the XTC installation when you begin a game or load it.
You notice the green version number when you start or load a game, this indicates a proper install of XTC.
With the repair laser mod on it breaks the install and makes the version number red. I'll have to find a solution to this so for now the repair laser mod is out. If you downloaded the previous file re-download the new file in the main post.
Sorry for the trouble.
I just made a test run on a clean vanilla install + XTC.1.1 with new game start
for my repair laser mod 1.0:
no matter, how I use my repair laser mod (use mod / fake patch / installed Types/... ) it always results in a GREEN XTC 1.1R message.
However, in my current XTC save (started with 1.0r, upgraded to 1.1r) I have a RED XTC 1.1R message.
But afaik I remember it wasn't red before upgrading to 1.1r AND adding Lucikes Script-pack with XTC Addon and playing around with support for Complex Cleaner and Mars.
So I don't think, going RED, will have anything to do with the repair laser mod, since You have incorporated it "correctly" into your mod.
I didn't merged your mod with mine ATM, and haven't looked into your files with repair laser compability either, so I don't know, why You got red message after that

EDITH says: loaded a current save game with proper install of XTC.1.1r AND ReLaXTC and got green message. So it must be the other stuff I had altert / installed with has nothing to do with the repair laser

Edit2:
Lucikes Script pack and Complex Cleaners script + my personal adjustest tfactories are NOT responsible for "red alert", just to clarify that.
Cheers
Mike
"Space is big, really BIG!"
"Jetzt zeige ich Ihnen wie ein Borone kämpft... hier ist mein Schiff."
"Der zweite Stern von rechts, bis zum Morgengrauen"*
* "Kirk am Ende von ST VI - Das unentdeckte Land"
"Jetzt zeige ich Ihnen wie ein Borone kämpft... hier ist mein Schiff."
"Der zweite Stern von rechts, bis zum Morgengrauen"*
* "Kirk am Ende von ST VI - Das unentdeckte Land"
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I already figured this, it had to do with the Tlaser and Tbullet files Scoob allowed me to use. It's likely he sent me the wrong XTC file versions.Mike.Galaxy wrote:Just for clarification:Requiemfang wrote:I updated the mod again, though it's a slight change, I had to remove the repair laser because it kills the XTC installation when you begin a game or load it.
You notice the green version number when you start or load a game, this indicates a proper install of XTC.
With the repair laser mod on it breaks the install and makes the version number red. I'll have to find a solution to this so for now the repair laser mod is out. If you downloaded the previous file re-download the new file in the main post.
Sorry for the trouble.
I just made a test run on a clean vanilla install + XTC.1.1 with new game start
for my repair laser mod 1.0:
no matter, how I use my repair laser mod (use mod / fake patch / installed Types/... ) it always results in a GREEN XTC 1.1R message.
However, in my current XTC save (started with 1.0r, upgraded to 1.1r) I have a RED XTC 1.1R message.
But afaik I remember it wasn't red before upgrading to 1.1r AND adding Lucikes Script-pack with XTC Addon and playing around with support for Complex Cleaner and Mars.
So I don't think, going RED, will have anything to do with the repair laser mod, since You have incorporated it "correctly" into your mod.
I didn't merged your mod with mine ATM, and haven't looked into your files with repair laser compability either, so I don't know, why You got red message after that![]()
EDITH says: loaded a current save game with proper install of XTC.1.1r AND ReLaXTC and got green message. So it must be the other stuff I had altert / installed with has nothing to do with the repair laser![]()
Edit2:
Lucikes Script pack and Complex Cleaners script + my personal adjustest tfactories are NOT responsible for "red alert", just to clarify that.
Cheers
Mike
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OK, reinstalled XTC, no other mods, ran a save game and see this:
[ external image ]
Uploaded with ImageShack.us
The number on the screen is my ship's speed. If I target anything another number overlays. I'm starting to think it might have something to do with the cockpit mod now. Just hating to think of starting over completely.
But it's looking like that. I've tried 3-4 different savegames.
[edit] good news is the 1.1r
[ external image ]
Uploaded with ImageShack.us
The number on the screen is my ship's speed. If I target anything another number overlays. I'm starting to think it might have something to do with the cockpit mod now. Just hating to think of starting over completely.

But it's looking like that. I've tried 3-4 different savegames.
[edit] good news is the 1.1r

If you want to go fast, go alone.
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If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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version 0.3 is fine, I can confirm it. You'll have to figure out which one of the mods you installed caused the issue before by breaking the install. You can check here. I thought I saw a compatible version of the cockpit thread in there.
http://www.thexuniverse.com/threads/204 ... ility-List
In all likelihood I'm probably gonna change around the mod later on which will sort of make the mod more of a re-balance, it will still be a hull mod for longer battles but what I really intend to do is make the battles longer by doing a overhaul on the weapons.
In that I mean that I'll be altering most of the weapons, though I might do a few alterations to the fighter weapons though they will mostly be untouched.
I actually wouldn't do this as Paulwheeler would be doing it likely for the Cmod but currently he won't touch XTC because he's waiting for the full content release of 2.0 which is according to the XTC team is around 5 months away from happening... though this is pure speculation.
http://www.thexuniverse.com/threads/204 ... ility-List
In all likelihood I'm probably gonna change around the mod later on which will sort of make the mod more of a re-balance, it will still be a hull mod for longer battles but what I really intend to do is make the battles longer by doing a overhaul on the weapons.
In that I mean that I'll be altering most of the weapons, though I might do a few alterations to the fighter weapons though they will mostly be untouched.
I actually wouldn't do this as Paulwheeler would be doing it likely for the Cmod but currently he won't touch XTC because he's waiting for the full content release of 2.0 which is according to the XTC team is around 5 months away from happening... though this is pure speculation.
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I'll update my game tomorrow then. The weapons overhaul sounds like a winner, but I would not make any drastic changes or you wind up with pea shooters on battleships. Gradual steps would be best, but it's jmho.
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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Oh trust me the capital ship weapons won't be Peashooters, they'll still pack punch, I'm just gonna reduce them by 40% damage output, I've gotten advice from one of the XTC team to balance things out, basically which files to edit and what I should edit to get the best results with the least changes
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That should be about right. Mentioned the Polacca/Taipan battle in another thread, how the polacca's hull was reduced in under 10 seconds. It's actually under 4 seconds from full hull to destruction, with no hull modification. That's insane for a m2 class ship to go that quickly. No time for the crew to jump into the life support pods.
[edit]But modified hulls under continuous fire are lasting about 25 - 30 seconds now; so that's a substantial boost in hull integrity.
[edit]But modified hulls under continuous fire are lasting about 25 - 30 seconds now; so that's a substantial boost in hull integrity.
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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that's because that ship is incomplete, it's base hull without modification is 95000
the pollaco at least. Taipan has 4.5 million hull, 500k more then the Python, still the M2+ for the Split is the lowest hull of all M2+. It's still a mean ship with lots of firepower but you have to be careful not to bite off more then you can chew

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And one of the slowest m2+ ships. Figures it would be faster given the lowest hull; but there is the firepower and point 2 point jump.
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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Okay, I'm working out getting a new version going, it will be compiled with a weapon rebalance that I'm doing to the Tlaser and Tbullet file. Among other changes that will happen is that a few ships will get some tweaks. But the major update I'll do is weapons related to make battles longer and not make them end so quickly like they do now. You won't be seeing ships with say 3 million hull points suddenly going up in under a minute anymore.
I've left most of the fighter class weapons alone save for a few in terms of bullet speed. Some weapons I have tweaked so they would be more effective one of them being the Ion Beam Cannon which is the little brother of the Ion Cannon and is a corvette class weapon. I hope with the increase in range and speed that it'll make it more effective as a weapon as currently the AI doesn't fair well vs enemies when it uses it.
Major changes I'm making is
a 40% decrease in weapon damage means hull and shield damage does 40% less for most weapons across the board. Missiles I am not touching as they're pretty well balanced out as is and they are quite easy to shoot down if your using MARS scripts.
other changes I've made to corvette-capital class weapons is a 35% decrease in speed of the rounds and and 35% increase in the lifetime of the rounds.
I'm going to be testing with this once I hammer out the rest of the figures and changes so I will need testers. I'm going to do two test versions, one will be without ROF (rate of fire) changes, and the other will be with ROF changes.
If you want to help me test these changes please PM me ASAP so I can get a list of testers going. The idea behind this test is to get a good balance between all the weapons so they fit. Not one weapon will overpower the other in there class and race flavor, IMO it's the same with races, no one race will be more powerful then the other, I want to keep the balance of the game as is but make battles more enjoyable and longer for the players who like longer battles.
Again drop me a PM with your Email and I'll send you the files as soon as they are ready.
I've left most of the fighter class weapons alone save for a few in terms of bullet speed. Some weapons I have tweaked so they would be more effective one of them being the Ion Beam Cannon which is the little brother of the Ion Cannon and is a corvette class weapon. I hope with the increase in range and speed that it'll make it more effective as a weapon as currently the AI doesn't fair well vs enemies when it uses it.
Major changes I'm making is
a 40% decrease in weapon damage means hull and shield damage does 40% less for most weapons across the board. Missiles I am not touching as they're pretty well balanced out as is and they are quite easy to shoot down if your using MARS scripts.
other changes I've made to corvette-capital class weapons is a 35% decrease in speed of the rounds and and 35% increase in the lifetime of the rounds.
I'm going to be testing with this once I hammer out the rest of the figures and changes so I will need testers. I'm going to do two test versions, one will be without ROF (rate of fire) changes, and the other will be with ROF changes.
If you want to help me test these changes please PM me ASAP so I can get a list of testers going. The idea behind this test is to get a good balance between all the weapons so they fit. Not one weapon will overpower the other in there class and race flavor, IMO it's the same with races, no one race will be more powerful then the other, I want to keep the balance of the game as is but make battles more enjoyable and longer for the players who like longer battles.
Again drop me a PM with your Email and I'll send you the files as soon as they are ready.
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40% ? Wow that seems like taking a huge bite out of the weapons, along with the hulls being increased. I'm getting missions now against 2 Polaccas and additional Carracks. It does take some time to bring them all down. Just wondering what would happen when my PPCs and tachyon cannons are less effective. On the other hand, it gives pilots more time to bail so there won't be as many "split offers....arrrrrgh".
What would you think of creating a separate mod for weapons effectiveness, so you could use hull mod, weapons mod or both.?

What would you think of creating a separate mod for weapons effectiveness, so you could use hull mod, weapons mod or both.?
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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depends, I'd need to host the files separately and besides thexuniverse site which has free hosting as far as I know, I don't know of other places I would trust. I don't wanna overload myself here cause I am new to making mods. It's better to pack it into one file because I don't have to keep track.
Also about the changes to weapon damage, sure it takes a minute to take down ships that have 5 million hull. I've taken on Pollaca's and the new pirate carrier, as well as the pirate Hoshi carrier and they go down fast compared to the other races carriers.
This is why I'm going to have two versions to test, one with the already constant rate of fire and the one that'll have less rate of fire. If fights take too long on the change in ROF then that means the original rate of fire is perfect already and needs no changing.
THAT is the reason why I'm asking for testers because I don't wanna throw out several versions for people to later say they don't like it because it makes fights waaaaay to long. I like long fights but not too long, the longer the fight the higher the chance of you getting into more then you can chew.
also... if you've flown a Paranid ship particular one of the M2's like the Poseidon like I have and used Trans-phase cannons you'll notice even the biggest of ships go pop fast. Paranids have the most high yielding damage for cap weapons in shield and hull. Trans-phase cannon puts all other races weapons to shame because of it's damage output.
Also about the changes to weapon damage, sure it takes a minute to take down ships that have 5 million hull. I've taken on Pollaca's and the new pirate carrier, as well as the pirate Hoshi carrier and they go down fast compared to the other races carriers.
This is why I'm going to have two versions to test, one with the already constant rate of fire and the one that'll have less rate of fire. If fights take too long on the change in ROF then that means the original rate of fire is perfect already and needs no changing.
THAT is the reason why I'm asking for testers because I don't wanna throw out several versions for people to later say they don't like it because it makes fights waaaaay to long. I like long fights but not too long, the longer the fight the higher the chance of you getting into more then you can chew.
also... if you've flown a Paranid ship particular one of the M2's like the Poseidon like I have and used Trans-phase cannons you'll notice even the biggest of ships go pop fast. Paranids have the most high yielding damage for cap weapons in shield and hull. Trans-phase cannon puts all other races weapons to shame because of it's damage output.
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I have the next version without the ROF changes ready now but I won't release it just yet to the sharks, I need more testers besides surferx to test the mod for XTC so please PM me if your interested.
What I need people to report back to me is
how do they like the changes
how long the battles took and if they thought the battles were too long or too short.
Suggestions to improve it.
What I need people to report back to me is
how do they like the changes
how long the battles took and if they thought the battles were too long or too short.
Suggestions to improve it.
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You have my email now. I was about to buy a Paranid M2 + in my current game, I'll try it out w/ trans-phase cannons.
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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