[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 159
- Joined: Mon, 5. Mar 07, 22:06
-
- Posts: 806
- Joined: Thu, 10. Feb 11, 05:48
Well, you should either use X-Tra OR SRM - but not both as they'll conflict due to X-Tra being mostly included within SRM itself.Sim108 wrote:so what should i do?
If you opt to use X-Tra instead of SRM, then you'll need to use the Trail pack from the X-Tra topic, and not the ones from here.
If you're also asking about the order of .cat/.dat placement within the scope of your question, then either my suggested order or Rob's suggested order will work just fine.

-
- Posts: 159
- Joined: Mon, 5. Mar 07, 22:06
-
- Posts: 244
- Joined: Wed, 5. May 10, 09:26
Hello paulwheeler, thanks for amazing job you're doing.
I have not played X3 a while, now I'm back with some ideas.
Glad you've implemented capital trails, looks very immersive and "in place"
(I remember you were against it
, glad you have changed your mind)
Like a lot that you continued development of Cmod!
And hull multiplying is great idea too. (only 1 concern - Mass Drivers become way less effective, however needs more testing)
SSRP is wonderful adjustment to add more value to equipment.
I have 1 idea related with this "harshness"
Never liked that in fact you can switch weapon any second and for free.
I remember old game "Mechwarrior2: Mercenaries" where you had to pay qualified personnel to change equipment. So total rearming Mech could cost a lot. Even more then total cost of equipment you wanted to install.
So my idea is -
1) you cannot switch your lasers unless you're docked to Eq Dock, Military Base or HQ. (or Carrier for fighters, because of internal docking)
2) Could be optional. Switching weapons cost you, depending on weapon size, unless you're docked to YOURS ED, MB or HQ.
3)Could be optional. For capships you may dock a TP with techincal crew.
This will enable weapon switching except largest ones
Why to implement this? Because fleet ship will need more weapon variety if weapon cannot be switched THAT easy as it can be done now.
Because know (especially with MARS) you can have ALL-IN-ONE destroyer for example.
I have not played X3 a while, now I'm back with some ideas.
Glad you've implemented capital trails, looks very immersive and "in place"
(I remember you were against it

Like a lot that you continued development of Cmod!
And hull multiplying is great idea too. (only 1 concern - Mass Drivers become way less effective, however needs more testing)
SSRP is wonderful adjustment to add more value to equipment.
I have 1 idea related with this "harshness"
Never liked that in fact you can switch weapon any second and for free.
I remember old game "Mechwarrior2: Mercenaries" where you had to pay qualified personnel to change equipment. So total rearming Mech could cost a lot. Even more then total cost of equipment you wanted to install.
So my idea is -
1) you cannot switch your lasers unless you're docked to Eq Dock, Military Base or HQ. (or Carrier for fighters, because of internal docking)
2) Could be optional. Switching weapons cost you, depending on weapon size, unless you're docked to YOURS ED, MB or HQ.
3)Could be optional. For capships you may dock a TP with techincal crew.
This will enable weapon switching except largest ones
Why to implement this? Because fleet ship will need more weapon variety if weapon cannot be switched THAT easy as it can be done now.
Because know (especially with MARS) you can have ALL-IN-ONE destroyer for example.
Last edited by Familiar on Mon, 28. Mar 11, 09:50, edited 1 time in total.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
I wholeheartedly agree. The instant weapon switching is ridiculous in my mind. However, I don't know if any of what you are suggesting can be done - if it can, its certainly well beyond my current scripting ability. It would have to be a script that is constantly scanning for any changes to the ship weapons and then putting the original back in if you try to change it. It certainly would have to be a bit of a hack without fundamental changes to the underlying game engine.Familiar wrote:Hello paulwheeler, thanks for amazing job you're doing.
I have not played X3 a while, now I'm back with some ideas.
Glad you've implemented capital trails, looks very immersive and "in place"
(I remember you were against it, glad you have changed your mind)
Like a lot that you continued development of Cmod!
And hull multiplying is great idea too. (only 1 concern - Mass Drivers become way less effective, however needs more testing)
SSRP is wonderful adjustment to add more value to equipment.
I have 1 idea related with this "harshness"
Never liked that in fact you can switch weapon any second and for free.
I remember old game "Mechwarrior2: Mercenaries" where you had to play qualified personnel to change equipment. So total rearming Mech could cost a lot. Even more then total cost of equipment you wanted to install.
So my idea is -
1) you cannot switch your lasers unless you're docked to Eq Dock, Military Base or HQ. (or Carrier for fighters, because of internal docking)
2) Could be optional. Switching weapons cost you, depending on weapon size, unless you're docked to YOURS ED, MB or HQ.
3)Could be optional. For capships you may dock a TP with techincal crew.
This will enable weapon switching except largest ones
Why to implement this? Because fleet ship will need more weapon variety if weapon cannot be switched THAT easy as it can be done now.
Because know (especially with MARS) you can have ALL-IN-ONE destroyer for example.
RE: Cap ship trails. I didn't implement them, it was Killerog's excellent work. I just tweaked them a little. I was never against them. I just didn't like having a couple of lens flares stuck on the back. The way Killerog has implimented them is much better.
-
- Posts: 1014
- Joined: Wed, 17. Jun 09, 18:29
paulwheeler wrote:I wholeheartedly agree. The instant weapon switching is ridiculous in my mind. However, I don't know if any of what you are suggesting can be done - if it can, its certainly well beyond my current scripting ability. It would have to be a script that is constantly scanning for any changes to the ship weapons and then putting the original back in if you try to change it. It certainly would have to be a bit of a hack without fundamental changes to the underlying game engine.
Well if you cant stop ships switching weapons, then maybe there is another way to look at this (i also think this ability is really daft!)
Just make it that the turrets (and the main guns) can only except a very very limited selection of weapons, and certainly just one class of weapon.... ie anti-cap or anti-fighter per turret!
The main reason people cheat... sorry err switch

Which bring me onto another closely related subject....
Racial specific weapons....personally i think there are simply to many options available to most ships, i just think the options available should be cut back massively depending on what race of ship you have got...
So take commonwealth fighters, because its the commonwealth IR, PAC, HEPT should be available to all races due to it being the commonwealth, but then each race should have its own specific weapons for example...
Argon - PRG
Split - MD
Paranid - PBE
Boron - ID
Teladi - EBC
Maybe a few oddities such as FBL could be used by say the Teladi as well as the Paranid.....but the whole thing should be so much tightly controlled.
Again just my view and im sure some would not like this idea, but i feel it would make the game so much interesting as the ship choice would be so much more unique.
-
- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15
The weapons (actually all installable wares) are obviously modular considering the way they can be installed, uninstalled, and traded as self-contained units. I think it's one of the least silly things about the X universe to be able to change out your weapons mid-battle. They just need power and data connections, plus an ammo feed if applicable.
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
A delay instead? Instead of insta-switching, there is like a 15 second 'loading' time when installing a PPC where a CIG just was (the Taipan can do this). The turret(s) go offline and a progress bar shows how much time is remaining before the new weapon is loaded and hooked up to the power, targeting, and ammo systems. The amount of time varies between ships and weapon types/classes. Fighters won't take as long, but capships will need more time.
I prefer the insta-switching myself though. All hail MARS!
EDIT: Paul, the Split M5 MK1 is missing it's cockpit glass. I forgot it's name. I think there was another Split MK1 fighter that was missing it's glass too, but I don't remember.
I prefer the insta-switching myself though. All hail MARS!

EDIT: Paul, the Split M5 MK1 is missing it's cockpit glass. I forgot it's name. I think there was another Split MK1 fighter that was missing it's glass too, but I don't remember.
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
I checked both of those... didn't see it available at all. Is it dependent on any plot portions being complete? This is a relatively new game still.Sorkvild wrote:Moon & Saturn, USC Shipyardbuilder680 wrote:Is the Terran Macana purchasable? If so, where? I can't find it in the Sol USC shipyards.
EDIT: Nevermind, My AL settings had the extra ships availability set to OFF. I could swear I had turned them on earlier.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
-
- Posts: 1014
- Joined: Wed, 17. Jun 09, 18:29
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
Alright, ran into another issue today. I checked everything I knew to check and I can't find what's causing this.
I found an invincible Xenon PX in Bluish Snout. Here is a video showing the ship.
____________________________________________________________
This is my current mod configuration:
Cat / Dat Pairs:
1 thru 13 = vanilla
14 = SRM 1.04
15 = hull_high
16 = CMOD4.7
17 = CMOD4_APPC
18 = SRM_TRAILS_SRMCAP
19 = TCM_Tubeless_Complex_Mod
20 = ResizedAldrinBigRock
21 = 500km_comm_range
22 = DrawDistance + 100k
Additional mods:
ai_ammo_cheat + Damage Mitigation
AP Libraries (for Improved Races mod)
Community Plugin Configuration
CMOD4FACSCRIPTS
Enhanced Equipment Spawner v1b
Explorer Command Extension
Explorer Command Extension - Deploy Satellite Network
Factory Complex Constructor
Global Friend Foe Upgrade
Grax.remove.rocks
Improved Races
ImprovedRaces_R15_22 (Improved Races addons)
numeric_ranks_tc
Salvage Insurance Contract
SRM Jobs v3.6b
SRM_Shipyards_Pack
SRM_Weapons_Dealers
Universal Best Buys/Sells Locator
____________________________________________________________
I've destroyed Xenon PX's before, so I'm not sure what exactly is happening here. When I entered the sector, he was already at 0% Hull and 100% Shields, so I shot his Shields down to see if he'd die. As you can see, he didn't, even after I rammed him twice.
I'd really like to avoid downloading the cheat package to destroy him with a hotkey, because once I know how to use it I'll be tempted to use it more often. Will the game engine eventually remove this ship by chance?
I found an invincible Xenon PX in Bluish Snout. Here is a video showing the ship.
____________________________________________________________
This is my current mod configuration:
Cat / Dat Pairs:
1 thru 13 = vanilla
14 = SRM 1.04
15 = hull_high
16 = CMOD4.7
17 = CMOD4_APPC
18 = SRM_TRAILS_SRMCAP
19 = TCM_Tubeless_Complex_Mod
20 = ResizedAldrinBigRock
21 = 500km_comm_range
22 = DrawDistance + 100k
Additional mods:
ai_ammo_cheat + Damage Mitigation
AP Libraries (for Improved Races mod)
Community Plugin Configuration
CMOD4FACSCRIPTS
Enhanced Equipment Spawner v1b
Explorer Command Extension
Explorer Command Extension - Deploy Satellite Network
Factory Complex Constructor
Global Friend Foe Upgrade
Grax.remove.rocks
Improved Races
ImprovedRaces_R15_22 (Improved Races addons)
numeric_ranks_tc
Salvage Insurance Contract
SRM Jobs v3.6b
SRM_Shipyards_Pack
SRM_Weapons_Dealers
Universal Best Buys/Sells Locator
____________________________________________________________
I've destroyed Xenon PX's before, so I'm not sure what exactly is happening here. When I entered the sector, he was already at 0% Hull and 100% Shields, so I shot his Shields down to see if he'd die. As you can see, he didn't, even after I rammed him twice.
I'd really like to avoid downloading the cheat package to destroy him with a hotkey, because once I know how to use it I'll be tempted to use it more often. Will the game engine eventually remove this ship by chance?
Last edited by builder680 on Tue, 29. Mar 11, 14:02, edited 1 time in total.
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
I had the same thing but in ... X3 Reunion (vanilla), 1% hull Xenon M hanging near the docking clamp in Merchant Haven. Impossible to destroy and even to ram. After some time the thing just vanished, then again is spotted such freaks two or three times latter in game. Dunno, what causes that :/
f course you can use kill ship from Cheat Package. Why not, if you feel tempted you can always remove the script both from your game and disc. But I suggest keeping it for testing reasons, this is not a cheat package but real testing package and always comes handy when tracking bugs when new mod comes out.
f course you can use kill ship from Cheat Package. Why not, if you feel tempted you can always remove the script both from your game and disc. But I suggest keeping it for testing reasons, this is not a cheat package but real testing package and always comes handy when tracking bugs when new mod comes out.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
-
- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15
A switching delay could easily be scripted into MARS, of course. Like trivially easy. Unload laser, wait X ms, load laser. It wouldn't prevent the player from doing it manually, but perhaps taking your hands off the flight controls is the price you pay for that already. If you really want to enforce a delay, you can fashion a small "change weapons script" with a built-in delay, then use that menu to switch weapons instead of the hardcoded one. I think switching weapons manually during a fight is already such a PITA that simply hacking a delay into MARS will give you what you want.Osiris454 wrote:A delay instead? Instead of insta-switching, there is like a 15 second 'loading' time when installing a PPC where a CIG just was (the Taipan can do this). The turret(s) go offline and a progress bar shows how much time is remaining before the new weapon is loaded and hooked up to the power, targeting, and ammo systems. The amount of time varies between ships and weapon types/classes. Fighters won't take as long, but capships will need more time.
I prefer the insta-switching myself though. All hail MARS!
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
I should be able to give you some info regarding this tomorrow...Sn4kemaster wrote:Out of interestwhat has happened to that attractive M6 design a few pages back, the one you felt might be more viable as a OTAS ship rather than split?
Will we see it in the next update, or have you not decided what to do with it............... if anything at all?

-
- Posts: 244
- Joined: Wed, 5. May 10, 09:26
For me I don't see any sense in switching delay.
It simply don't worth the effort if it is impossible to disable switching-weapons-in-space then - let it be as it is now.
Paul, I'm using noX2 tships, but still they spawned
[ external image ]
As for Trail Pack, excellent job both of you and Killerog.
Want to report that OTAS TM does not have trail effect.
Also Argon Eclipse have red engine effect instead of blue
It simply don't worth the effort if it is impossible to disable switching-weapons-in-space then - let it be as it is now.
Paul, I'm using noX2 tships, but still they spawned
[ external image ]
As for Trail Pack, excellent job both of you and Killerog.
Want to report that OTAS TM does not have trail effect.
Also Argon Eclipse have red engine effect instead of blue
-
- Posts: 331
- Joined: Thu, 23. Aug 07, 21:33
Yeah, the newest SRM jobs will spawn them regardless. Not too fond of that myself.Familiar wrote:For me I don't see any sense in switching delay.
It simply don't worth the effort if it is impossible to disable switching-weapons-in-space then - let it be as it is now.
Paul, I'm using noX2 tships, but still they spawned
As for Trail Pack, excellent job both of you and Killerog.
Want to report that OTAS TM does not have trail effect.
Also Argon Eclipse have red engine effect instead of blue
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07