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

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

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Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote: I should be able to give you some info regarding this tomorrow... :wink:
Intriguing......


On a different note, i had go with a Cyclops recently, nice ship but it seems to run out of puff very quickly compared to other assult frigates......feels like it needs a lot more weapon regeneration so it can compete with the other races models.
JrK
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Post by JrK »

I too am not too fond of the X2 ships, and if a version can easily be made (together with the jobs file) then I'd use it. But otherwise I'm not too bothered by those ships as long as they have some believable reason to be there. Like some of the corporations using outdated ships, the way it is now.
God is in the rain.
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Familiar
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Post by Familiar »

JrK wrote:I too am not too fond of the X2 ships, and if a version can easily be made (together with the jobs file) then I'd use it. But otherwise I'm not too bothered by those ships as long as they have some believable reason to be there. Like some of the corporations using outdated ships, the way it is now.
The problem is style. X3 ships don;t look like evolution from X2 ships, completely different design. Pure IMHO. May be because I played X and X3 and missed X2
paulwheeler
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Post by paulwheeler »

Its jobs spawning the x2 ships. Ill ask Vkerinav if he'd mind doing a version without them. Personally I think since the retexturing they fit in nicely.
Sn4kemaster
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Post by Sn4kemaster »

I for one really like the X2 ships, i think they add another layer of immersion, plus i like the retro style, in fact im currently flying a Prototype Dragon MK1 in my current game, its an excellent player ship and it feels unique.

With so many wrecked MK1 Titans littered around its really nice when you see a working example.

One thing that maybe not helping the situation, is that most if not all the X2 ships appear very small when viewed in the F3 camera mode.....this does not really show off the new textures and details on these ships which they need......
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Locksley
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Post by Locksley »

The Mk1 ships: do they just look small or are they small?

I haven't checked there sizes and surface coverage, but they got some seemingly good stats, and if they are smaller that would mean they are harder to hit and thus might be overpowered?

I don't mind them as much, I do use the non mk1 jobs file but that was mainly because of the concern about hit probability.

They are profoundly different from the new models though; but as I did play X2 I do get a little sentimental about them :P

Cheers!
Projects:
Onhold..... time time....
thaishmafia
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Post by thaishmafia »

Hey guys,

Ive been trying for the last few days to get the mod working properly but it seems like something is missing. I used the fake patch method to install SRM 1.04 and latest CMOD Version and when I start a new game...it says both mods are installed, but the stats in game dont match the pdf stats also I cannot find any new ships in the game. I normally do the Argon Patriot start and in the shipyard in Omicron Lyrae; there is no new ships. Are all the added ship in the mod bought at special shipyards? because normal shipyards only have the same X3 Terran Conflict ships. Any help would be greately appreciated.
Mizuchi
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Post by Mizuchi »

If you're not using the latest SRM Jobs File(s) by Vkerinav (located here) then you won't see any of the new ships flying around because as far as the ship-spawning part of X3TC is concerned, those new ships don't exist.

So be sure you have that, to start with.

If you also don't have the SRM Shipyards Pack v2.0, then I don't think you'll find any of the new ships in the game at all, as the new Shipyard Pack is an AL plugin that lets you choose which ships you want to see in the game (instead of having to edit the TShips file manually to remove the ones you didn't like).

So be sure you've installed that as well, as that's what actually loads the ships into the shipyards for sale.

The download links are on the first page of this very topic. :)

You will also need the Community Plugin Configuration by Cycrow - the link to which is just beneath the download link(s) for the Shipyard pack.
paulwheeler
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Post by paulwheeler »

thaishmafia wrote:Hey guys,

Ive been trying for the last few days to get the mod working properly but it seems like something is missing. I used the fake patch method to install SRM 1.04 and latest CMOD Version and when I start a new game...it says both mods are installed, but the stats in game dont match the pdf stats also I cannot find any new ships in the game. I normally do the Argon Patriot start and in the shipyard in Omicron Lyrae; there is no new ships. Are all the added ship in the mod bought at special shipyards? because normal shipyards only have the same X3 Terran Conflict ships. Any help would be greately appreciated.
If the stats don't match then the game is not reading the SRM TShips. This is most likely caused by another mod blocking it.
paulwheeler
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Post by paulwheeler »

With kind permission from puffneki...

May I introduce the new

Otas Sirokos M6

[ external image ]

[ external image ]

[ external image ]


Coming soon to an SRM near you!
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Locksley
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Post by Locksley »

Well well well, that do look nice :D

I've always been sold on: USS Yorktown (SCVN-5) Front View
[ external image ]

Too bad the author is not around :(

Cheers!
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Onhold..... time time....
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:
Otas Sirokos M6

[ external image ]
:) Nice.......

That bird could become a bit of favorite player ship in the SRM i think!! when is the the next update due?

Whats the turret coverage on that ship? has it got forward turrets as well as the main guns like the Hyperion and also some Split M6's? always good for a player ship.......
vkerinav
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Post by vkerinav »

paulwheeler wrote:Its jobs spawning the x2 ships. Ill ask Vkerinav if he'd mind doing a version without them. Personally I think since the retexturing they fit in nicely.
I suppose it'd be easy enough to allow them to revert to using X3 ships if the X2 ships are set to race 0. Honestly, though, I did it this way so that they'd spawn regardless. I think they need to be seen.

Are there any more of you that want them gone?
Varek Raith
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Post by Varek Raith »

vkerinav wrote:
paulwheeler wrote:Its jobs spawning the x2 ships. Ill ask Vkerinav if he'd mind doing a version without them. Personally I think since the retexturing they fit in nicely.
I suppose it'd be easy enough to allow them to revert to using X3 ships if the X2 ships are set to race 0. Honestly, though, I did it this way so that they'd spawn regardless. I think they need to be seen.

Are there any more of you that want them gone?
I'm fine with whatever you do. I modify the jobs to my liking anywho.
8)
Edit - It's not that I don't like the X2 ships. I like them. It's that I think the current jobs file has, imho, become a bit bloated. In a number of core sectors it's impossible for me to fight in anything with multiple turrets without massive friendly fire.
My 2 cents.
Last edited by Varek Raith on Wed, 30. Mar 11, 16:21, edited 1 time in total.
killerog
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Post by killerog »

Just a few words while I have time about the X2 ships. The models are smaller than X3 ones when it comes to capital ships. This is something I have said I will address.

All X2 ships will be having an X3 texture and shader make over during the easter break, this brings them much more inline with X3 ships graphically.

The texture improvements go much further than what paul has already done to the ships in SRM. If you haven't already looked yet I would suggest to look at the X2 Mk2 thread I posted some time ago. It has a few preview shots of early re-textured Argon ships.
Image
Varek Raith
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Post by Varek Raith »

From the SRM Exlusive Trails Pack with Capital Ships Effects v1.0c, the Baldric Miner doesn't have fancy flares or trails.
paulwheeler
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Post by paulwheeler »

UPDATE RELEASED - v 1.05
-----------------------------------

- Changed Gamma Kyon ware size to ST to mask it from new Kha’ak ships.
- Changed Kha’ak Frigate and Transporter cargo compatibility to XL.
- Changed Guardian cargo compatibility to ST.
- Increased most laser recharges on TS, TP and TL. Some gain a bit more laser energy.
- Rebalanced TM laser energies and recharges.
- Reduced Helios cargo bay so it’s more “Paranid”.
- Added missing Valhalla to ATF Headquarters
- Fixed colour of Patroclus engines.
- Added “Yaki” prefix to Yaki Shipyard.
- Added Yaki Equipment Dock to shipyards script.
- Added new ship – The Otas Sirokos M6 – a retextured version of Puffneki’s Artellia.
- Updated some ship descriptions.
- Changed Excalibur variation to 8 and Shamshir variation to 20 (jobs).


Please update base SRM, hull packs, trail packs and shipyard pack with this release.


For once, no special update instructions. Install and go!

The new shipyard pack features (Yaki ED) will appear in the plugin config once you install the new version. It just needs switching on.


Don't forget to update the Combat Mod 4 as well.
orion84
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Post by orion84 »

Yay! thanks paul!


@Locksley: Drool at that pic. I want a terran light carrier! (M7) hehe
***modified***
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Familiar
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Post by Familiar »

Odin should definitely have flares. Please check again...

Eclipse (the XTM one that the SRM uses) has that red colour in vanilla. I'll see what I can do about it, but its not a standard engine effect like the other ships use.

I was aware of the Otas TM missing trails. I'll fix this.

If your bugs are releated to the SRM Exclusive version of Killerogs trails then I suggest you post bugs in the SRM thread as its quite different from Killerog's base (e.g. the fighters don't use the effects from this mod at all but use coloured vanilla engine effects from Killerog's original trail mod).
O'k moved here :)

Compare pics of Odin and Kvasir http://www.dropbox.com/gallery/18265894 ... s?h=262f15

I cannot see lens flares on Odin
builder680
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Post by builder680 »

The Weapons Dealers plugin on page 1 of this (SRM) thread shows as version 1.3.

CMOD update instructions indicate we should be using 1.4, and that we should use the version from this (SRM) thread.

Is the link on page 1 of this (SRM) thread really 1.4?

Just double checking to try to make sure I get everything right this time!
_____________________________________________________________

Also, I generated a new wall file for SRM 1.05 to work with Litcube's Bounce mod. I did the same last week when you released SRM 1.04.

However, both wall files (SRM 1.04 and SRM 1.05) showed a total of 224 (223, plus it counted 0) ships being dimensioned. I would think that with the addition of the new M6 Sirokos that it should be 225.

Not sure if you can shed any light on that, but I ask on the off chance that you can.

I got this error when viewing the Bounce generated xml (wall) file for SRM 1.05 with Chrome:

Code: Select all

This page contains the following errors:

error on line 362 at column 38: Comment not terminated 
<!--Unknown Object 
error on line 369 at column 28: Comment not terminated 
<!--Unknown Object ---PLACEHOLDER----->
    <t id="262
I got this error when viewing the Bounce generated xml (wall) file for SRM 1.05 with IE:

Code: Select all

The XML page cannot be displayed 

Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later. 


--------------------------------------------------------------------------------

Incorrect syntax was used in a comment. Error processing resource 'file:///C:/Users/Grant/Downloads/SRM V1.05 - Standard Mo...

    <t id="2620">262</t> <!--Unknown Object ---PLACEHOLDER----->
----------------------------------------...
PAN>t> 
  <t id="2094">261</t> 
  <t id="2095">86</t> 
  <t id="2096">82</t> 
  <t id="2100">210</t> 
- <!-- ATF Woden
  --> 
For all I know, it's something I did wrong though. Just seeing if you or someone else in this thread may know what's up. For what it's worth, the Bounce generated xml (wall) file I generated last week for SRM 1.04 displays no such errors.

Thank you. :)
Last edited by builder680 on Wed, 30. Mar 11, 20:44, edited 1 time in total.

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