[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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paulwheeler
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Post by paulwheeler »

mrlamppost wrote:okay. thank you.
is there any way for me to get it back in, since i quite like it. :lol:
You'd have to manually add the entry into tships and also add the model and scene file. Its not that complicated and there are plenty of tutorials in this forum to help.
builder680
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Post by builder680 »

paulwheeler wrote:I believe these animated fans are added by the scene file so they can be moved around. since I'm altering this ship anyway to add more weapons, ill have a look. I may be able to shift them forward to make them more prominent. Altering the glow is too much effort to be honest.
Understandable. Will be nice to see what you come up with.

Here's a video just to show them even more clearly than my screenshots can. So you can see them (as best as currently possible) in action. I've also edited my post above to include this video.
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Video
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mrlamppost
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Post by mrlamppost »

HAHA!
i have it working now! :lol:
first time modding, and it only took me a few hours to figure it out!!!1!!! :D
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joelR
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Post by joelR »

Could someone direct me to a description of all the various buyable stations in SRM? I was looking through the pdf in the OP but couldnt find a description of the capabilities of the asteroid base in particular.
Emerentius
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Post by Emerentius »

Hi, got a question. Since X Plugin Manager upgraded I can't install this mod anymore but receice an error. I already put this question at that topic (with the error log) but have no clue what to do. Only this mod failes to open. Any help is appreciated. Thanks.
builder680
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Post by builder680 »

I tell you what, those Xenon Z's are NO JOKE. 14 GJ of shielding and what seems to be 12 bay turrets all around full of heavy weapons, plus their typical escorts, means you better bring some serious firepower to that fight.

They seem to be the ultimate in weapon loadout flexibility and shielding. I want to capture one! Especially with high_hull, these are epic battles. A far cry from the pushovers in vanilla.

Having a lot of fun! Great work. :)
Osiris454
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Post by Osiris454 »

builder680 wrote:I tell you what, those Xenon Z's are NO JOKE. 14 GJ of shielding and what seems to be 12 bay turrets all around full of heavy weapons, plus their typical escorts, means you better bring some serious firepower to that fight.

They seem to be the ultimate in weapon loadout flexibility and shielding. I want to capture one! Especially with high_hull, these are epic battles. A far cry from the pushovers in vanilla.

Having a lot of fun! Great work. :)
Hehe, I managed to capture one. :D 12 guns on each side with 10 up front and 6 everywhere else. I immediately had it reverse-engineered. Now I can litter the universe with my own Z army! :D
paulwheeler
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Post by paulwheeler »

Emerentius wrote:Hi, got a question. Since X Plugin Manager upgraded I can't install this mod anymore but receice an error. I already put this question at that topic (with the error log) but have no clue what to do. Only this mod failes to open. Any help is appreciated. Thanks.
The spk probably needs recompiling to work with the latest release. I will do this for the next update. If you can't hang on till then, try the manual install.
Osiris454
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Post by Osiris454 »

Paul, did you increase the power output of the Vidar and Vali? With the addition of the FPD the laser generators on those ships can't handle the power drain since they were designed to use EMPC's.
Mad_CatMk2
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Post by Mad_CatMk2 »

Paul I don't know where to post this (CMOD or SRM trails?) but for my game, firestorm torpedo explosions show a wierd texture expansion/contraction of some weird cockpit monitor screens.

I'm using your latest CMOD, SRM and the MDM combination.
I fly an OWP. What about you?
paulwheeler
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Post by paulwheeler »

Mad_CatMk2 wrote:Paul I don't know where to post this (CMOD or SRM trails?) but for my game, firestorm torpedo explosions show a wierd texture expansion/contraction of some weird cockpit monitor screens.

I'm using your latest CMOD, SRM and the MDM combination.
This is a cmod bug. I noticed it myself the other day. I've already fixed it and it will be included with the next cmod release - sometime over the next week or so.
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:Paul, did you increase the power output of the Vidar and Vali? With the addition of the FPD the laser generators on those ships can't handle the power drain since they were designed to use EMPC's.
Since the FPD is aimed at frigates, is this such a bad thing? Its energy drain is no worse than the CIG.

The Vali may gain additional laser energy in my overhaul of heavy m6s, however the Vidar is meant to be a lighter ship.
builder680
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Post by builder680 »

Osiris454 wrote:
builder680 wrote:I tell you what, those Xenon Z's are NO JOKE. 14 GJ of shielding and what seems to be 12 bay turrets all around full of heavy weapons, plus their typical escorts, means you better bring some serious firepower to that fight.

They seem to be the ultimate in weapon loadout flexibility and shielding. I want to capture one! Especially with high_hull, these are epic battles. A far cry from the pushovers in vanilla.

Having a lot of fun! Great work. :)
Hehe, I managed to capture one. :D 12 guns on each side with 10 up front and 6 everywhere else. I immediately had it reverse-engineered. Now I can litter the universe with my own Z army! :D
How tough was it to cap, if I may ask? I've heard Xenon ships are next to impossible to get... but I haven't actually tried. I especially hear a lot of people talk about how hard the Q is to get.

BTW, SRMstats says Z has 6x2 GJ, but in game it says 7x2 GJ.
morikaane
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Bug: Ware Problem

Post by morikaane »

Hey,

I noticed that the Ion Mine Fab (Boron) and Tracker Mine Fab (Split) produce the wrong product.

Currently... the Ion Mine Fab produces Tracker Mines and the Tracker Mine Fab produces Ion Mines.

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
builder680
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Post by builder680 »

Valhalla does not show up in the Encyclopedia. Wanted to see what turrets it has... etc.

I have discovered the ATF Headquarters at the Moon, so it's not because I don't know where it is in game. It just isn't listed.

It shall be my next purchase, regardless. :)

EDIT: Looking in tships at Valhalla, it doesn't list any compatible guns. I wonder if I buy one will it be able to mount any guns?

Same with Odin, Tyr, Woden, Skirmir, Lofn, and Kvasir.

I ask because I'm trying to use tships to tell me what all guns and turrets/bays a ship has, to make my own spreadsheet for them, as SRM stats doesn't give turret info.
Last edited by builder680 on Sun, 17. Apr 11, 19:46, edited 5 times in total.
Advent1s
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Post by Advent1s »

Im just wondering if a response overhaul is recommended for this or in general?

Im torn between RFF and MBRR, not sure what to go for?
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Cadius
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Post by Cadius »

@builder680: if you're looking at the "Compatible Guns" section in TShip, that only lists weapons mounted on the main guns. Most capital ships don't have main guns. Best place to look at each ship's weapon compatibility would be in the ship's info tab ingame. Otherwise you'll have to sort through looking at each ship's turret config in TShip and comparing it to data in TCockpits.

@Advent1s: Why not go with IR? Otherwise, RRF is good too. Abit too good maybe :/
builder680
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Post by builder680 »

Ah, I see. Thanks Cadius. :)
Mad_CatMk2
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Post by Mad_CatMk2 »

builder680 wrote:Valhalla does not show up in the Encyclopedia. Wanted to see what turrets it has... etc.

snip
The Valhalla is not part of ATF/USC race but neutral race I think.
I fly an OWP. What about you?
builder680
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Post by builder680 »

That's right, it is. Forgot about that, but I noticed in tships it shows up in a group with no race. So encyclopedia has no place to list it. Gotcha.

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