[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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It may be the same issue as with the nexus with the main guns sharing nodes. Ill give it a thorough check on Monday and fix it.TheEarl wrote:Hi !
It seems the pirate marauder has only 3 working front weapon slots.
I tried all, but ony 1, 3, 5 works. 2, 4, 6 is defect.
To be sure, i created a new one with cheat spripts, but its the same.
And i found in ship stats PDF it has 3x 1 GJ shield, ingame its 4x 200 MJ.
(thats ok, please correct the stats)
Greetings
TheEarl
The trails for the Marauder will be added in the next release. I will check the stats too for the next release.
Last edited by paulwheeler on Sun, 20. Mar 11, 12:14, edited 2 times in total.
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The SRM will never "crash" your copy of X3TC. It may cause saves to report "save game corrupted" when you try and load an existing save if you do not follow the installation instructions correctly (this is the case with most mods). This is a misleading error report and the saves are not corrupted, its just that you are trying to load a save with altered ships in-sector which the game often has problems with.Homey111 wrote:I had such a fun time with this mod i had to make a post about it, MOSTLY the part where this mod crashed my copy of x3tc and i spent 5 hours trying to fix it and still going!
Such JOY!
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I advise people to stay away from this mod, 10 uninstalls now and still crashes. was working fine before hand.
It is a basic "modding" rule to backup your cat/dat configurations and your saves before you install a mod in case this kind of thing happens, or if you are not satisfied with the mod.
If you can load your current save and wish to uninstall the SRM then follow the same instructions for installing. Fly to an empty sector, kill the sector menu and send your ship to a different sector so that it is just you in your spacesuit in the sector and no other ships. Alternatively return to a save from before you installed the SRM... You did backup, didn't you?
There are many, many people who use this mod with no problems whatsoever... If you fully read the installation instructions it may help with your problems.
By all means let me know if you are still unable to remove the SRM after following the above instructions. I will do what I can to help.
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Thank you for the fixes !
Another thing i want to say:
The Angel was my favorite TP, because it looks good, has much storage for a TP and was fast. Now its useless slow. Maybe you consider a speed upgrade for it, please ?
And maybe the Tenjin, too. Unmodded It was very similar to a chimera, now the other M3 got faster and the tenjin is not an alternative.
That are only small glitches in a great mod, i like the rest of it very much.
Greetings
TheEarl
Another thing i want to say:
The Angel was my favorite TP, because it looks good, has much storage for a TP and was fast. Now its useless slow. Maybe you consider a speed upgrade for it, please ?
And maybe the Tenjin, too. Unmodded It was very similar to a chimera, now the other M3 got faster and the tenjin is not an alternative.
That are only small glitches in a great mod, i like the rest of it very much.
Greetings
TheEarl
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I'll check them out.TheEarl wrote:Thank you for the fixes !
Another thing i want to say:
The Angel was my favorite TP, because it looks good, has much storage for a TP and was fast. Now its useless slow. Maybe you consider a speed upgrade for it, please ?
And maybe the Tenjin, too. Unmodded It was very similar to a chimera, now the other M3 got faster and the tenjin is not an alternative.
That are only small glitches in a great mod, i like the rest of it very much.
Greetings
TheEarl

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The major things are the Xtra update and the new scripts.Sn4kemaster wrote:With a new update on the horizon, any info on what we can expect?
I know of Cadius ships and compatability with IR.....anything else?
The new scripts have been a major undertaking. The whole shipyard pack is now an AL Plugin with a user configurable interface via Cycrows Community Configuration Plugin. You can switch on and off features at will and uninstalling everything the shipyard pack adds is just a simple matter of switching the AL plugin off.
The scripts differ hugely from the previous scripts as they now randomise the features' locations when initialised (mainly because I got fed up knowing where everything is!)
For example, for adding the Xtra ships to existing shipyards, the scripts scan the whole universe for all existing shipyards. Each ship is then assigned randomly to a selection of shipyards. These assignments are stored in a global array so that the ships will always be in the same shipyard unless the script is reinitialised. If the shipyard gets destroyed, the script will put them back in once GOD replaces it with a new one.
The shipyards (PAR etc) and Corporate HQs are also random. If one gets destroyed a new one will spawn in a new random location. The random locations are tested by various conditions, including sector ownership, core/border sectors, existing vanilla shipyards, jumps to the next nearest similar shipyard, depending on the type of shipyard being spawned.
The decomissioned shipyards are no more. They have been replaced by Corporate Showrooms which sell civilian ships such as TSs, TLs, TPs and includes the Mk1 ships (I am considering removing the civilian ships from the existing military shipyards, but I am unsure yet as I need to make it all uninstallable and getting them back into the military shipyards may be tricky).
The adv/prototype shipyards have been transformed into Corporate Research Stations. These are again randomly placed, but on the edge of sectors and will be hard to find.
I will be adding more features to this in the future, but for now I just want to get this current version out there so people can get the new Xtra ships.
Just a bit more testing to do...
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I installed the SRM_Shipyards_Pack.zip according to the instructions provided, yet I see no AL setting for it (looking under Esc --> Gameplay --> Artificial Life Settings). I put all the xml's in the /director folder... etc...paulwheeler wrote:The new scripts have been a major undertaking. The whole shipyard pack is now an AL Plugin with a user configurable interface via Cycrows Community Configuration Plugin. You can switch on and off features at will and uninstalling everything the shipyard pack adds is just a simple matter of switching the AL plugin off.
Am I supposed to see an AL plugin in there somewhere? Your quote makes me think I should... I just started a new game with SRM so I don't know if the Shipyard pack is working.
Also, by chance did you remove derelict ships from the universe?
Thanks

Last edited by builder680 on Mon, 21. Mar 11, 07:57, edited 1 time in total.
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OpenOffice's Calc program is a fairly decent alternative to Microsoft Excel (that also handles Excel spreadsheet documents, natch), and it's free to download.builder680 wrote:I can't sort the excel files because I only have limited use of excel (can't afford license), and excel viewer doesn't allow sorting either...
Could you not give that a try instead?
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Paul, would you consider giving a buff to TS's, TM's, TP's, and TL's laser generator output? All of the freighters for all races excluding the TL class have the exact same laser generator output of 850MW. Since some have multiple turrets and even front mounted weapons, they cannot maintain any sort of meaningful defense for themselves despite their stats showing otherwise.
EX: The Mistral Freighter has 4 turrets. If I put Phased Repeaters in them (Which I did), then I get about 10 shots off with all of them going. I lost a Mistral Super Freighter once to an Pirate M4 because the freighter ran out of energy (It maintained fire for less than 10 seconds before running out while using both turrets). I was on the other side of the sector when the freighter got jumped.
EDIT: Just nitpicking here, but can you move the Valhalla's front turrets farther forward, about 2-3 turret lengths from the front of the ship? Specifically the left and right one. They are all bunched up near the middle of the ship. It just seems weird. Having one turret on the end of each of the pylons, pontoons, whatever, would look much better.
I'm also having trouble seeing where I'm going when the 2 front turrets on the Cyclops block my view. Moving them the the very front on the sides ala the Titan would be excellent (or just farther forward, there's plenty of room).
EX: The Mistral Freighter has 4 turrets. If I put Phased Repeaters in them (Which I did), then I get about 10 shots off with all of them going. I lost a Mistral Super Freighter once to an Pirate M4 because the freighter ran out of energy (It maintained fire for less than 10 seconds before running out while using both turrets). I was on the other side of the sector when the freighter got jumped.
EDIT: Just nitpicking here, but can you move the Valhalla's front turrets farther forward, about 2-3 turret lengths from the front of the ship? Specifically the left and right one. They are all bunched up near the middle of the ship. It just seems weird. Having one turret on the end of each of the pylons, pontoons, whatever, would look much better.
I'm also having trouble seeing where I'm going when the 2 front turrets on the Cyclops block my view. Moving them the the very front on the sides ala the Titan would be excellent (or just farther forward, there's plenty of room).
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Ok, I took a look. Open office is great, but it still doesn't have the ease of functionality I was thinking of.Mizuchi wrote:OpenOffice's Calc program is a fairly decent alternative to Microsoft Excel (that also handles Excel spreadsheet documents, natch), and it's free to download.builder680 wrote:I can't sort the excel files because I only have limited use of excel (can't afford license), and excel viewer doesn't allow sorting either...
Could you not give that a try instead?
Example, I can sort by Class, but I can't then sort by Speed once I have it sorted by Class.
In an html document, I can sort for example to get only M7's then sort that new list by Speed (or any other category).
It's a nitpick thing of course, and compared to the giant effort that goes into mods like this (and the other ones he's maintaining) it probably seems like nothing. It would just be easier, is all.

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Ah, I see what you mean. So you'd like something that - for example - lets you sort by Race, and then Class, and then sort that list by, say, Hull or Cargo Capacity (in ascending or descending order)?builder680 wrote:Example, I can sort by Class, but I can't then sort by Speed once I have it sorted by Class. In an html document, I can sort for example to get only M7's then sort that new list by Speed (or any other category).
I'm not entirely sure there's anything like that (which is not news to you, I'm sure!).
You could try Litcube's Excel TShip Editor in conjunction with OpenOffice Calc, maybe?
I don't know if that has what you're looking for per se, but it seems to be the thing that comes the closest if you don't quite use it for its intended purpose.

There's also Roger L.S. Griffith's Changling Tool, but I don't think it has the capability.
I'm sure there was an in-game information plugin at one time as well that may have done something like this, but my memory is probably faulty.
Aside from all of that, the only other things I can think of are DoubleShadow's X3 Editor 2, but that wouldn't let you sort the values as an "A-Z" list, and just gives a friendlier GUI to what you can already do in Excel(/Calc), I guess.
I honesltly can't see Paul coding something like this, though. While I am in no way qualified to talk for him, I'm certain that his primary focus is on the SRM as it exists as a Mod, rather than worrying about any third-party tools for it.
(From what I know of his dedication to SRM, if Notch were to work on MineCraft like Paul works on SRM, it'd have been feature complete by this time last year.

If you can take one of the existing things and tweak it to your (private) needs, though, I'm sure there are many things here and there that are only a screw-turn away from what you want.
And if nothing else, at least you got a free alternative to Office out of it.

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I really appreciate your suggestions, I'm sure they'll help me find something close to what I'm looking for. The best example I can really give is something like the X3: Knowledge Base. It's outdated, but it serves as an example. It allows you to sort by multiple categories, and within categories and subcategories you are given links to see what weapons will work with what ships. This would be a lot of work, especially because there would need to be another version of the page with CMOD4 weapons, but that's what I guess would be the optimal tool.Mizuchi wrote:Ah, I see what you mean. So you'd like something that - for example - lets you sort by Race, and then Class, and then sort that list by, say, Hull or Cargo Capacity (in ascending or descending order)?builder680 wrote:Example, I can sort by Class, but I can't then sort by Speed once I have it sorted by Class. In an html document, I can sort for example to get only M7's then sort that new list by Speed (or any other category).
I'm not entirely sure there's anything like that (which is not news to you, I'm sure!).
You could try Litcube's Excel TShip Editor in conjunction with OpenOffice Calc, maybe?
I don't know if that has what you're looking for per se, but it seems to be the thing that comes the closest if you don't quite use it for its intended purpose.![]()
There's also Roger L.S. Griffith's Changling Tool, but I don't think it has the capability.
I'm sure there was an in-game information plugin at one time as well that may have done something like this, but my memory is probably faulty.
Aside from all of that, the only other things I can think of are DoubleShadow's X3 Editor 2, but that wouldn't let you sort the values as an "A-Z" list, and just gives a friendlier GUI to what you can already do in Excel(/Calc), I guess.
I honesltly can't see Paul coding something like this, though. While I am in no way qualified to talk for him, I'm certain that his primary focus is on the SRM as it exists as a Mod, rather than worrying about any third-party tools for it.
(From what I know of his dedication to SRM, if Notch were to work on MineCraft like Paul works on SRM, it'd have been feature complete by this time last year.)
If you can take one of the existing things and tweak it to your (private) needs, though, I'm sure there are many things here and there that are only a screw-turn away from what you want.
And if nothing else, at least you got a free alternative to Office out of it.
It looks like I'll just have to make the best use I can with the sorting tools provided by the spreadsheet in the OP (which is great btw!). It's going to be even more interesting figuring out what weapons go on what ships... after spending the time to sort and re-sort to find the ship I want in the first place. All in all, a small price to pay to be able to use such a great mod.
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I'm glad you pointed this out... The whole front turret on each wasn't even firing! This is the case with the vanilla game too! No wonder the Kha'ak capitals were a bit of a push over compared to previous games.Varek Raith wrote:Kha'ak Destroyer, Carrier and Hive Queen have messed up cockpit views. Also, the turret views seem wrong.
Its all fixed now. All cockpits have decent positions and turrets fire perfectly.
Last edited by paulwheeler on Tue, 22. Mar 11, 11:10, edited 1 time in total.
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I will have a look at this once I've finished the current release. However, don't expect the laser generators to go up too much. They are only civilian freighters after all and have already had shield upgrades over vanilla. You could invest in a fighter escort... I do agree though that 10 seconds firing is a bit short - although I'm sure it would do better with a PAC or IRE. PRG is probably not the best choice for a ship with limited laser energy.Osiris454 wrote:Paul, would you consider giving a buff to TS's, TM's, TP's, and TL's laser generator output? All of the freighters for all races excluding the TL class have the exact same laser generator output of 850MW. Since some have multiple turrets and even front mounted weapons, they cannot maintain any sort of meaningful defense for themselves despite their stats showing otherwise.
EX: The Mistral Freighter has 4 turrets. If I put Phased Repeaters in them (Which I did), then I get about 10 shots off with all of them going. I lost a Mistral Super Freighter once to an Pirate M4 because the freighter ran out of energy (It maintained fire for less than 10 seconds before running out while using both turrets). I was on the other side of the sector when the freighter got jumped.
EDIT: Just nitpicking here, but can you move the Valhalla's front turrets farther forward, about 2-3 turret lengths from the front of the ship? Specifically the left and right one. They are all bunched up near the middle of the ship. It just seems weird. Having one turret on the end of each of the pylons, pontoons, whatever, would look much better.
I'm also having trouble seeing where I'm going when the 2 front turrets on the Cyclops block my view. Moving them the the very front on the sides ala the Titan would be excellent (or just farther forward, there's plenty of room).