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

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builder680
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Post by builder680 »

paulwheeler wrote:Just double checked the scene file. The Deimos does have 1 external M6 dock.

At the moment the Deimos is trying to fill both standard M7 and M7 carrier roles. This will change once Cadius gives us a new Paranid M7.

The only true M7 carriers at the moment are the Panther, Griffon, Tern and Coelacanth.
Oh sweet!

Wait a second... :gruebel:

But if I buy it, I'll just have to sell it when Cadius makes his new Paranid M7. Guess I'll just get it for now and switch later. I really like that (Deimos) design... Paranid ships are in general my favorite... design-wise anyway. Loadouts are often a different story though, sadly.
paulwheeler
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Post by paulwheeler »

builder680 wrote: Wait a second... :gruebel:

But if I buy it, I'll just have to sell it when Cadius makes his new Paranid M7. Guess I'll just get it for now and switch later. I really like that (Deimos) design... Paranid ships are in general my favorite... design-wise anyway. Loadouts are often a different story though, sadly.
In that situation, if the ship you're using changes roles, I would not consider using Cycrow's cheats to spawn a different M7 cheating.

I'm not sure yet whether the Deimos will be a fully fledged carrier or a standard M7, or even an anti-fighter M7. It depends on what Cadius does.
TheEarl
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Post by TheEarl »

Hi !
What about the Cerberus ?
I hope it will not be changed.
Its the perfect pirate M7.
You can load enough wares and captured ships.
And all ships can be of m5, m4, m3, m8, ts, tm, m6.
In the moment i prefer this as player ship.
Greetings
TheEarl
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Sorkvild
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Post by Sorkvild »

Are you going to reuse old OTAS Sirokos as a new ship for Argon maybe ?
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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Are you going to reuse old OTAS Sirokos as a new ship for Argon maybe ?
The old Sirokos used the exact same model as the Aquilo. Thats why I got rid of it in the first place. They were essentially the same ship anyway.
paulwheeler
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Post by paulwheeler »

TheEarl wrote:Hi !
What about the Cerberus ?
I hope it will not be changed.
Its the perfect pirate M7.
You can load enough wares and captured ships.
And all ships can be of m5, m4, m3, m8, ts, tm, m6.
In the moment i prefer this as player ship.
Greetings
TheEarl
Cerberus won't be changed. Its already in a full role (anti-fighter).
paulwheeler
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Post by paulwheeler »

INTERIM UPDATE v1.051
-----------------------------------

This just gets rid of the hyphens in the "PLACEHOLDER" name so it should work 100% with the Bounce script now.

Also a couple of aesthetic tweaks to the new Sirokos model.


Just the main SRM cat/dat needs updating.
Mizuchi
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Post by Mizuchi »

builder680 wrote:I don't mind waiting for someone to finish manually updating the encyclopedia, but in the meantime I wonder if you could point me in the direction of a file that has all the SRM 1.05 raw data for ship stats, including their hangars, weps, missiles, etc... From that, I imagine I can find a way to import it into a spreadsheet.
Go and download DoubleShadow's X3 Editor 2 and then load up the Tships file that's inside the SRM .cat/.dat file. That's pretty much the most accurate way of viewing everything you want to see in a fairly decent GUI. :)
paulwheeler wrote:I'm not sure about IR as I don't use their race response options."
Improved Races doesn't really add any more ships (with the exception of the Xenon) unless you tell it to. If anything, of the "Big Three" mods, it's the one that has the less impact unless you tell it otherwise.

The Response Fleets option is a little OTT though. One Destroyer battle-group or Carrier battle-group per shipyard (including fighters) is going to cause some... issues.

To be honest, I've not seen any of the problems with the jobs file(s) that people are describing, but I tend to use the Unleashed alternative because... well, for no other reason than I like the way the civilian transports are named. :roll:

I do get a lot of "Escorts" around carriers, though.
(Or did, a few Jobs revisions ago.)
Sn4kemaster
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Post by Sn4kemaster »

In regards to the Sirokos well done to either you, or Mizuchi on the re-texturing it looks very nice as on OTAS ship......

Had a go of it earlier....i know its supposed to be a light stealth corvette but it still feels a little underpowered, compared to say split corvettes, its slower, less agile, weaker weapons energy and recharge rate but only has the same shielding, i know its got lots of turrets but it cant really use these as its not got the power so there is no point to having so many of them.

Maybe it needs to lose some of the rear turret mounts and gain a little more speed and agility, also the side turrets could do with firing more forwards like split ships to make more use of its limited firepower (at the moment they are broke they are not correctly aligned)

And its frickin huge....i mean almost the size of a frigate, its at least twice the size of any other M6 which makes it a very easy target, i don't know if its possible or easy, but it really needs shrinking by at least 50% or more to be a fast stealth corvette......
Mizuchi
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Post by Mizuchi »

The re-texturing wasn't me this time. I must shun your credit. Shuuuun. :)

As for the written descriptions, take them with a pinch of salt. They're mostly there to add believable thematic flavor to the game and hopefully manage to match up with the literal statistics of the ship at the same time.

(Naturally, there's no real "stealth" function in X3:TC, for example; nor is it possible for the Split ships to actually have sealable and ejectable hull compartments and redundancy in their ship systems. So you just have to pretend that those elements could exist in the NPC X-Universe.)
Sn4kemaster
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Post by Sn4kemaster »

Mizuchi wrote:The re-texturing wasn't me, this time. I must shun your credit. Shuuuun. :)

As for the written descriptions, take them with a pinch of salt. They're mostly there to add believable thematic flavor to the game and hopefully manage to match up with the literal statistics of the ship at the same time.

(Naturally, there's no real "stealth" function in X3:TC, for example; nor is it possible for the Split ships to actually have sealable and ejectable hull compartments and redundancy in their ship systems.)
I know, but it all adds the immersion factor :wink:

and the backstory of it being a fast recon/spy/stealth corvette is a very interesting one and suits its looks, its just at the moment its not either that quick or that heavily shielded so it dies very easily.

really it its should be really blistering quick and agile to get through enemy lines, and have a reduction in shields, rear turrets and even maybe cut the front gun mounts from 8 to 6, so its got just enough firepower to destroy any fighter wings fast enough to catch it, and it does need to be a lot smaller than it is for this role.....


Or Paul could actually stick a stealth/cloaking device on it, that would be a real OTAS 1st...........cant see that happing though :wink:
Mizuchi
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Post by Mizuchi »

Sn4kemaster wrote:I know, but it all adds the immersion factor :wink:
Well, that's always been my intention, so thank you. :)

There is a "camouflage device" listed in TwareT, but I don't think it actually does anything.

Maybe to make it a little more "stealthy", Paul might add Cargo Bay Shielding and Software Signature Scrambler to it as standard equipment, and then follow your suggestions too.

I suppose that'd kind of make it more like the description, but... that'd probably need to come with a higher reputation requirement/price as well to balance it out.
Sn4kemaster
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Post by Sn4kemaster »

Mizuchi wrote: Maybe to make it a little more "stealthy", Paul might add Cargo Bay Shielding and Software Signature Scrambler to it as standard equipment, and then follow your suggestions too.
Cargo bay shielding is an excellent idea.....for dropping off/picking up secretive items/personal! no ship actually has this device yet......
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Sorkvild
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Post by Sorkvild »

Idea for future ship expansion. these are from X3Reunion

http://www.blackpanthergroup.de/x3/XSP- ... index.html (sort M7)

Racial variants of Hyperion. (Yaki & Split versions)

- Basilisk http://www.blackpanthergroup.de/x3/XSP- ... silisk.jpg
- Yaki Flame Sword http://www.blackpanthergroup.de/x3/XSP- ... chwert.jpg

Argon/Terran design of M7 craft Avalon
http://www.blackpanthergroup.de/x3/XSP- ... Avalon.jpg
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We want the Boron back!
Goncyn
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Post by Goncyn »

@paulwheeler: I'd be curious to hear your thoughts on Litcube's comments in his bounce script thread:
Litcube wrote:I have decided that I'm not a fan of collision spheres, or collision bounding boxes, or "safety nets" in a scene file. Some of you know what I'm talking about, but for those that don't, it's basically a model that is larger than the ship. This model is transparent so the player can't see it. But because it's there, and it's large, the idea is that ships will avoid sooner, thus avoiding the embarrassing collisions. Some mods in this forum include them (SRM, XTC). The problem with this, is that missiles, in particular, will miss a ship with such an object. The degree of waste is based on how far the collision object extends outside the ship, but if you want to test this, load up XTC and launch a poop load of mosquito missiles at a titan. See them circle the ship in confusion. No thanks. Just my opinion, though, folks.
I think this might explain not only missile weirdness (circling the target endlessly and never hitting) but also the laser range issues I've noticed. Specifically, fighters will often fire their main guns when they are just short of actually hitting their target -- often they will never get any closer and just waste all their laser energy shooting bullets that vanish inches before impact. Does it make sense that collision bounding boxes would cause that?

How feasible is it to produce a version of SRM without collision bounding boxes in the fighter scene files? Is it a massive undertaking or only a minor annoyance? Litcube's bounce script fixes the game's excessive collisions problem so neatly that I'm suddenly enthusiastic about making everything else perfect, too ;). I think fighter combat would be improved substantially if the problems with missiles circling and lasers falling short were corrected.

I love the new AL-plugin version of the factory/shipyard packs, by the way. Very elegant redesign -- makes it much easier to change my mind about which things I want in my game!
paulwheeler
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Post by paulwheeler »

The SRM does not have any collision spheres except for on Cadius's ships - I pointed this out in that thread. I have not added any at all. I thought litcube had altered that post to reflect this.
Goncyn
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Post by Goncyn »

paulwheeler wrote:The SRM does not have any collision spheres except for on Cadius's ships - I pointed this out in that thread. I have not added any at all.
Ah, OK. I apologize for the confusion, then -- I have not read through the entire bounce thread, just the first post. I suppose fighters firing their weapons when they are actually out of range is just a feature of the game engine :P.
darkelfsin
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Post by darkelfsin »

God, we have to download again, and all extra fix , thx man!!!!.......

:roll: :P
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Litcube
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Post by Litcube »

SRM contains collision spheres. While it's true that they're not on all ships, the fact remains. I'll amend for clarity.

By the by, Cadius's boxes aren't necessary any more. Since the release of the new DBOX, they just need a recompile, and then we can get rid of those things for good. :)
paulwheeler
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Post by paulwheeler »

darkelfsin wrote:God, we have to download again, and all extra fix , thx man!!!!.......

:roll: :P
Its not essential to install this update unless you use the Bounce script or you want the slight tweaks I've made to the Skiron textures.

It won't cause any harm to wait till the next full update if you prefer. :wink:

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