[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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Locksley
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Post by Locksley »

Litcube wrote: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. :)
I thought so too. DBOX does not work with Blender does it :P I believe it only works with 3ds max and gmax. Maybe there is a workaround; Blender got some plug-ins to work with 3D-max, that I know.

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

Thanks for this great mod, I am loving this over the original game.

I have a couple of issues with this models


The Argon Elite, Enhanced Elite and Eurus rear turret is inside the engine also they all have 6 main guns but only the standard Elite uses all 6 gun models.
builder680
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Post by builder680 »

Paul, I saw this suggested once when I had just started playing this game several weeks ago.

Have you ever considered using some of the Xenon cockpits as Turret cockpits? Somebody told me how to do it, but I didn't understand all the technical speak. I might be able to figure it out now actually, but wanted to see what you thought of the idea?

The instructions I was given by boogieman335 were:

"Just use the Xeditor2 to open the Tships and Tcockpits files in your types folder in the game. You will see the ships listed in Tships and the cockpits in Tcockpits. Then its just a matter of copy and paste the scene files that are used in the models section into the scene of the cockpit in Tcockpits. You can create new cockpits with it also. Just be sure to backup the files, and if you use Cycrows plugin manager it will create a new Tcockpit file so save your Tcockpit file before you add any plugins and then just replace it after you close the plugin manager."

I'll probably look at trying my hand at doing this myself, but maybe it's a possibility to get in the mod as well? Some turrets are cool looking, but some are a bit on the bland side atm.
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Familiar
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Post by Familiar »

I want to report some more issues regarding trails pack.
Familiar wrote:O'k I'll post them as I encounter.

1) OTAS TM has no trail and lens flares
2) Odin has no lens flares
3) Eclipse has wrong engine effect color.

Screens: http://www.dropbox.com/gallery/18265894 ... s?h=262f15
I you don't mind, I'll collect all in 1 post.

4)Yaki fighters have wrong engine effect color. It does not match neither idle engines view nor trail color. Would be cool to have purple engine effects for them.
5)Yokohama has no lens flares
6)chokaro has no lf, trails and messed up engine effects
Screens: http://www.dropbox.com/gallery/18265894 ... s?h=262f15

And 1 more questin - is it intended that Mercury Tanker has 4x25 shield.

And Paul , this:
paulwheeler wrote:I can give you a rough overview of heavy weapons... its off the top of my head so may not be 100% accurate.

PPC - General purpose heavy weapon. If in doubt use this.

Ion Cannon - Will strip shields really quickly, also affects ships speed and laser energy. Little effect on hulls.

Gauss Cannon - very fast bullet speed and large range. Does moderate damage. Think of it as a sniper rifle. Requires ammo.

PSP - same as PPC really. A bit more powerful, but fires slower. Can be charged up.

IBL - Medium/Heavy pirate weapon. Faster than the PPC but does less damage.

Plasma Beam Cannon - Average range. Good damage - not quite as much as PPC. Instant hit of beam weapons. Average/slow fire rate. The shorter beam duration means it can hurt fighters and corvettes.

Fusion Beam Cannon - Large range. Good damage - again not as much as PSP but with instant hit. Very slow fire rate. Good against capitals.

Tribeam - medium range and damage. Instant hit. Medium fire rate and duration. Can be effective against all ships.

Phased Array Laser Cannon - Short range. Instant hit. Medium damage. Fast fire rate. Good against fighters and corvettes. Not enough damage to take on big ships.

CIG - the medium version of the PPC. Faster bullet speed and fire rate, but less damage.

IPG - Mainly affects shields. Does some hull damage and affects speed and laser energy.

ISR - Medium damage. Fast bullet speed, but inaccurate.

PSG - Area of effect weapon. Good against fighters and corvettes. Short range.

Fusion Pulse Disruptor - Terran version of the CIG. Also affects targets speed.

FAA - standard flak. Good against fighters and corvettes.

CFA - more powerful than flak. Slower fire rate and bullet speed. Bigger hit box.

MAML - Standard medium weapon. More speed, and faster fire rate than FPD. Requires ammo.



I think thats all the medium/heavy weapons. Let me know if I've missed one out.

As I said its off the top of my head (I'm at work) so don't quote me on any of it.
is very cool guide|overview about medium heavy lasers. I suggest you include this overview in mod package.
Very nice to read about role you determined to each weapon and ship.
Because it's hard to track through the treads, what the ship purpose you meant.
Appreciate if you could make a brief description like that, even not go to full details, but your vision regarding this or that ship
paulwheeler
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Post by paulwheeler »

DevilishMoney wrote:Thanks for this great mod, I am loving this over the original game.

I have a couple of issues with this models


The Argon Elite, Enhanced Elite and Eurus rear turret is inside the engine also they all have 6 main guns but only the standard Elite uses all 6 gun models.
I thought I'd fixed that a couple of versions ago... maybe I forgot about the Eurus and Enhanced Elite. I'll check it out.
paulwheeler
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Post by paulwheeler »

builder680 wrote:Paul, I saw this suggested once when I had just started playing this game several weeks ago.

Have you ever considered using some of the Xenon cockpits as Turret cockpits? Somebody told me how to do it, but I didn't understand all the technical speak. I might be able to figure it out now actually, but wanted to see what you thought of the idea?

The instructions I was given by boogieman335 were:

"Just use the Xeditor2 to open the Tships and Tcockpits files in your types folder in the game. You will see the ships listed in Tships and the cockpits in Tcockpits. Then its just a matter of copy and paste the scene files that are used in the models section into the scene of the cockpit in Tcockpits. You can create new cockpits with it also. Just be sure to backup the files, and if you use Cycrows plugin manager it will create a new Tcockpit file so save your Tcockpit file before you add any plugins and then just replace it after you close the plugin manager."

I'll probably look at trying my hand at doing this myself, but maybe it's a possibility to get in the mod as well? Some turrets are cool looking, but some are a bit on the bland side atm.
It's quite straight forward. However, I'm not sure the Xenon cockpit is appropriate. Perhaps mention it to PSCO1. Maybe he can come up with something.
paulwheeler
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Post by paulwheeler »

Familiar wrote:I want to report some more issues regarding trails pack.
Familiar wrote:O'k I'll post them as I encounter.

1) OTAS TM has no trail and lens flares
2) Odin has no lens flares
3) Eclipse has wrong engine effect color.

Screens: http://www.dropbox.com/gallery/18265894 ... s?h=262f15
I you don't mind, I'll collect all in 1 post.

4)Yaki fighters have wrong engine effect color. It does not match neither idle engines view nor trail color. Would be cool to have purple engine effects for them.
5)Yokohama has no lens flares
6)chokaro has no lf, trails and messed up engine effects
Screens: http://www.dropbox.com/gallery/18265894 ... s?h=262f15

And 1 more questin - is it intended that Mercury Tanker has 4x25 shield.
First, the ships you say have no flares do have flares, they are just a bit small. This issue is due to how flares are rendered. They scale to the size and shape of the model. For some ships they are too big, for some they are too small (this is the case here). However, it is not feasible to tailor a lens flare for every single ship.

Yaki fighters currently use the Paranid engine colour, with their own special trail. However, they are all consistent.

I'm aware if the Chokaro and Zaphirus not being correct. I'll fix these.

Mercury Tanker shielding is correct.

Familiar wrote: ...is very cool guide|overview about medium heavy lasers. I suggest you include this overview in mod package.
Very nice to read about role you determined to each weapon and ship.
Because it's hard to track through the treads, what the ship purpose you meant.
Appreciate if you could make a brief description like that, even not go to full details, but your vision regarding this or that ship
That was a very rough guide and is probably not 100% accurate. As for doing one for ships, that would be quite complex... I'll think about it. It would certainly have to be regarding ship types rather than each ship as that would be far too big a task.
builder680
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Post by builder680 »

paulwheeler wrote:It's quite straight forward. However, I'm not sure the Xenon cockpit is appropriate. Perhaps mention it to PSCO1. Maybe he can come up with something.
Understandable. I just liked the Xenon cockpits because they're very utilitarian, no readouts or anything. They look like 'real life' turrets. Or maybe the seats for 'real life' AA guns.

In any case, the instructions may be straightforward, but I can't understand them. I've opened both files in X3 editor 2, but I don't know how to select and copy from one file over another. Also, not sure if I should be messing around in the SRM cat or the SRM cockpit cat. SRM has a tships & tcockpits file, SRM cockpit cat does not.

P.S. Can the Griffon dock M8's? Data on the BSD page isn't necessarily accurate, and in any case it has no reference to Griffon atm.
Last edited by builder680 on Sat, 2. Apr 11, 14:16, edited 1 time in total.
DevilishMoney
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Post by DevilishMoney »

Hello again.

The Split Taipan can no longer dock M6,M8 and TS on its externally dock.


What are the HQ, Equipment Docks and Trading type stations you can buy.
paulwheeler
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Post by paulwheeler »

DevilishMoney wrote:Hello again.

The Split Taipan can no longer dock M6,M8 and TS on its externally dock.


What are the HQ, Equipment Docks and Trading type stations you can buy.
The Taipan should not have been able to in the first place. M2s only have fighter docks.

You can buy the vanilla player HQ, the vanilla military outpost and the stations added by the Xtra mod. see cadius's thread for details.
paulwheeler
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Post by paulwheeler »

builder680 wrote:
P.S. Can the Griffon dock M8's? Data on the BSD page isn't necessarily accurate, and in any case it has no reference to Griffon atm.
I believe the Griffon has the same docking as the other m7 carriers.
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Sorkvild
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Post by Sorkvild »

I was lucky to find an empty Goner Ranger and after restoring I put this ship into good use, but there are some things I consider a bit 'overtuned'.

Well...

Size - same as Nova. Can accept XL goods with cargo space almost up to 1.000, not to mention powerful 2x200 MJ of shielding. Don't you think it's bit too much for such a small vessel ? I'd move this ship back to the stock Ego properties except it's speed.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
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Familiar
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Post by Familiar »

In 1 mode I've seen different than Nova model for Goner Ranger...
May be nova model should be replaced?
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Sorkvild
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Post by Sorkvild »

Ranger uses Nova Sentinel body to be precise.

I'd leave Nova alone that's a cult ship already and maybe replace Ranger with proper looking small but fast freighter.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

I don't know how anyone can consider a m3 with no weapons overpowered...


I wanted to make it a worthwhile ship for the traders out there. The rangers vanilla stats make it useless.

If you want justification... the Ranger channels energy usually used for weapons into shields and cargo bay subspace compression.

I may consider taking away it's XL compatibility.
Varek Raith
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Post by Varek Raith »

paulwheeler wrote:I don't know how anyone can consider a m3 with no weapons overpowered...


I wanted to make it a worthwhile ship for the traders out there. The rangers vanilla stats make it useless.

If you want justification... the Ranger channels energy usually used for weapons into shields and cargo bay subspace compression.

I may consider taking away it's XL compatibility.
I think the ranger is fine as it is.
If anything maybe reduce it's shielding?
My 2 cents.

Oh, and the Advanced Interceptor still can't mount it's max shields. :wink:
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Sorkvild
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Post by Sorkvild »

I didn't said it's overpowered. Overtuned i mean all tunings except offensive powers.

No matter what Ranger ship is a still M3 but in cargo version while it's cargo is almost like in a TP class ship.
I was quite amused when I found a capital class scanner loaded inside (Triplex. I use SSRP), thought this ship was mainly for sacramental wine transport :D. This bird needs some balancing... maybe XL to L, -200 to cargo and one shield less ?

A really cool option would be to give goners a TS craft. Somehing like regular Mercury but tweaked, little faster with smaller bay and no weapons.
Goners from XTM or XTC use this beautiful cargo craft... Shiloh
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builder680
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Post by builder680 »

Sorkvild wrote:A really cool option would be to give goners a TS craft. Somehing like regular Mercury but tweaked, little faster with smaller bay and no weapons.
Goners from XTM or XTC use this beautiful cargo craft... Shiloh
The Truelight Seeker is kind of a Goner TS craft. Actually a pretty good one. Decent cargo space at 3600, XL, 5 x 200mj sheilds... but no frontal weapons in SRM. Two rear defensive turrets for light weapons only. And 313.6 m/s, which is pretty fast for a TS... but hey... it's Goner. :p

It's really funny you brought that up, because I had just gotten to messing around with this ship in SRM. I wondered where the front weapons went... and why it had 2 x 2 bay rear turrets now... but for light weapons only.

So I read the changelog on page 1, and saw that SomeoneElse had made those changes to basically make it a very valuable trading ship. What timing you have!
builder680
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Post by builder680 »

Also, something else...

I removed the SRM trail packs and cockpit cat/dats (went to empty sector before removing trail pack). Now my Vidar has no collision (weapon or object... it's unhittable), and neither does my Truelight Seeker. I wonder if it's something with all my M6's. I tested my Griffon and Arrow and they seem to be fine.

Ugh, I wish I knew what caused this. I'm only guessing it was removing those mods... but frankly I don't know how long they've been like that. I hadn't crashed into anything or been in a fight with them in a while.

EDIT:

My TS Mistral SF is also unhittable with weapons. And has no ship/object collision. Clips right through things.Ugh...

And TP Scabbard.
And TM Macana.
Varek Raith
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Post by Varek Raith »

builder680 wrote:Also, something else...

I removed the SRM trail packs and cockpit cat/dats (went to empty sector before removing trail pack). Now my Vidar has no collision (weapon or object... it's unhittable), and neither does my Truelight Seeker. I wonder if it's something with all my M6's. I tested my Griffon and Arrow and they seem to be fine.

Ugh, I wish I knew what caused this. I'm only guessing it was removing those mods... but frankly I don't know how long they've been like that. I hadn't crashed into anything or been in a fight with them in a while.

EDIT:

My TS Mistral SF is also unhittable with weapons. And has no ship/object collision. Clips right through things.Ugh...

And TP Scabbard.
And TM Macana.
Are you using bounce?
When there is no enemies within 10 km, it removes collision detection on your ships in sector. This does not apply to the ship you're currently piloting.
- If there's no enemies within 10 km, the player check script goes into safe-mode, turning off collisions completely (no more formation losses), and slows down the checks considerably to save performance.
Paul, I noticed that the Terran Orbital Shipyard you can buy is named "Orbital {17,16041}" when you deploy it.

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