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

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Osiris454
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Post by Osiris454 »

builder680 wrote:
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.
I tagged along with an ATF assault force going into a Xenon sector. When it got badly damaged the "pilot" bailed and the ship went derelict. I waited until they finished clearing out the sector before I captured it.

NPC bailing addon is a thing of beauty. :D
builder680
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Post by builder680 »

LOL. That's one way to cap!

Just imagine Picard bailing from the Enterprise...
builder680
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Post by builder680 »

paulwheeler wrote:Altering the glow is too much effort to be honest.
Just thought I'd mention, the Yaki Akurei is apparently an example of a ship that has had its intake glow removed... It basically looks like a Paranid Agamemnon model with a bit of editing, including removal of intake glows.

This relates to the Advanced Heavy Osprey intake glow, and its fans. Not that it will probably change your mind, but I saw it and thought it may be useful on the off chance you ever try in the future. Seeing how this ship did it may remove some of the work involved in doing it on other ships, such as the AHO.

But, as you suggested earlier, simply moving the fans forward will likely be enough to make them more prominent.

Sorry about the weapons fire in the pic, I was writing this post as I approached it, and by the time I alt tabbed back it was in weapons range...
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Sorkvild
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Post by Sorkvild »

I was browsing the ship list and I found ship called 'Ariadne'. Very fast M6 with powerful 1x1GJ shield, using the Nemesis model. What is this, temporary placeholder ?
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Sn4kemaster
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Post by Sn4kemaster »

Hi Paul, new update due this week will it contain Cadius new ships ie Khaak M2, new Split Cobra model etc.....?

Also the Cyclops very low weapon energy recharge rate is crippling that ship........could you have a look at it?, needs to be around 2000 ish like the other assult frigates rather than the 1300 it now....it just runs out of puff!!!
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:I was browsing the ship list and I found ship called 'Ariadne'. Very fast M6 with powerful 1x1GJ shield, using the Nemesis model. What is this, temporary placeholder ?
Yes - Cadius will be adding it in a future release. Stats are meaning less at the moment.
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:Hi Paul, new update due this week will it contain Cadius new ships ie Khaak M2, new Split Cobra model etc.....?

Also the Cyclops very low weapon energy recharge rate is crippling that ship........could you have a look at it?, needs to be around 2000 ish like the other assult frigates rather than the 1300 it now....it just runs out of puff!!!
I will add the Xtra update when I can. It will probably push the next release back till sometime next week.

I will look at the Cyclops too.
Osiris454
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Post by Osiris454 »

Paul, as a trial I allowed the Minotaur to load all other types of commonwealth missiles with the exception of the ones used for the M8 bombers, and I've got to say that it really adds value to the M7M with it being able to fire all types of missiles instead of just 2 types and boarding pods. With MARS installed any ship that cannot fire missiles quickly gets to watch them being shot down.
paulwheeler
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Post by paulwheeler »

Regarding the latest Xtra release:

I don't think I will be including the new Kha'ak Destroyer model.

In my opinion it just does not fit established Kha'ak design and does not look like an X3 ship at all. I have been told its a port from another game so this is probably the reason why I don't like it - same as the Normandy/Longsword and the Proetus.

I know some of you will not be happy about it, but there it is.

The rest of the update will be included in the next SRM release.
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Cadius
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Post by Cadius »

Yes - Cadius will be adding it in a future release. Stats are meaning less at the moment.
It's included in the latest release, though no longer called Ariadne it's Nemesis Sentinel now. Saving "Ariadne" nameslot for something else.
In my opinion it just does not fit established Kha'ak design and does not look like an X3 ship at all.
Kind of the whole point really, I'm trying to completely replace the Khaak design.
I have been told its a port from another game so this is probably the reason why I don't like it - same as the Normandy/Longsword and the Proetus.
Goodness no! No it isn't, it was build completely from scratch the design resembles something from another game because said ship was my reference/inspiration.
Mizuchi
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Post by Mizuchi »

I have been told its a port from another game so this is probably the reason why I don't like it - same as the Normandy/Longsword and the Proetus.
In this context, I think Paul means the design itself is imported from another game - not that the model itself was imported into X3.

I'm certain he knows you made it from scratch from a reference and put a lot of hard work and effort into it in the process, so don't worry. I'm sure that wasn't the implication. :)
paulwheeler
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Post by paulwheeler »

Yes - I certainly wasn't trying to degrade your hard work Cadius, just saying that it doesn't quite fit my personal taste for Kha'ak ships.

It looks too much like a proper ship with a bridge and everything. Its just not alien enough.
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Post by Sn4kemaster »

paulwheeler wrote:Yes - I certainly wasn't trying to degrade your hard work Cadius, just saying that it doesn't quite fit my personal taste for Kha'ak ships.

It looks too much like a proper ship with a bridge and everything. Its just not alien enough.
Paul i hope you change your mind over these new Khaak ships, they seem to be very popular in the community in general, i think the Cadius new beastial designs are far more sinister than the old flying pineapples from X2 which simply dont match the quality of the other races designs.

And what will this mean to the new M7 and TM? surley this will mean deleting these as they will be in total conflict to the older Khaak designs and now will not make in sense in the SRM.....same really with new Khaak fighters andthe future Khaak stations etc.....

Maybe the solution is that we have a add on pack for the players who want to use the new Khaak cap ships with the SRM......?
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Sorkvild
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Post by Sorkvild »

Hey I like the rotating pineapple,a trademark of the main X2-X3 Enemy. All they need is a little retexture here and there.
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vkerinav
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Post by vkerinav »

Sn4kemaster wrote:... new Khaak ships, they seem to be very popular in the community in general...
Popularity is never a good reason to do anything. Give the old Kha'ak ships a retexture, polish the models a bit, and add working fighter docks to the carrier, and I think they'd be threatening enough.

I haven't had a good look at the M2 yet, but so far, I'm not opposed to using Cadius' models. Besides, its fair to point out that most race's ship designs have changed a great deal between X2 and X3.

Either way, though, I want a working Kha'ak carrier.
Mizuchi
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Post by Mizuchi »

vkerinav wrote:I want a working Kha'ak carrier.
A Kha'akier, one might say. :3

(Also: a new Boreas model.)
paulwheeler
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Post by paulwheeler »

vkerinav wrote:
Sn4kemaster wrote:... new Khaak ships, they seem to be very popular in the community in general...
Popularity is never a good reason to do anything. Give the old Kha'ak ships a retexture, polish the models a bit, and add working fighter docks to the carrier, and I think they'd be threatening enough.

I haven't had a good look at the M2 yet, but so far, I'm not opposed to using Cadius' models. Besides, its fair to point out that most race's ship designs have changed a great deal between X2 and X3.

Either way, though, I want a working Kha'ak carrier.
I didn't realise the current one doesn't work. I'll check it out.

I'm not opposed to knew models, I just think that the Kha'ak has a definite design. They are part insect, part reptile according to established X3 law so the ships should reflect this. I think the X2 insect-like designs are along the right lines, although I accept the models are not quite up to X3 standards.
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:I'm not opposed to knew models, I just think that the Kha'ak has a definite design. They are part insect, part reptile according to established X3 law so the ships should reflect this. I think the X2 insect-like designs are along the right lines, although I accept the models are not quite up to X3 standards.
I just always get the impression that Egosoft kind of forgot about the Khaak as the models are now really old and have not been updated, hell the Vanilla M2 front turrets didint work and the M1 cant even dock fighters.....plus their cap ships are tiny (smalller than most M7's) and look puny against the other races when side by side.

Im just supprised you dont like the Reptilian-Dragonish look to the new Khaak M2, IMO it just looks far more sinister and meanacing.......and it fits the rest of the new Khaak fleet.

Thats why im asking if its possible you could add a Khaak Pack, which would simply overwrite and replace the old M2 and future M1 with the newer designs (and future stations etc)

Then like the other add on packs players could choose which version of Khaak they want in the SRM.
Mizuchi
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Post by Mizuchi »

Sn4kemaster wrote:Im just supprised you dont like the Reptilian-Dragonish look to the new Khaak M2, IMO it just looks far more sinister and meanacing.......and it fits the rest of the new Khaak fleet.
Well, the reasoning (as I see it) is fairly straightforward:

The Azura is to the Ragnarok what the Longsword is to the Normandy: they're ships from other Intellectual Properties, rather than native to the X3 Universe and established canon aesthetic designs.

(I admit, I don't know what the Proteus is from).

Even if the Kha'ak do all look like Tupperware Shape O'Balls, the Asura is kind of a dramatic divergence from the Egosoft design - especially when placed side-by-side with vanilla Kha'ak ships.

[ external image ]
Pictured: A Khaak Fleet and Stations.

The problem Paul faces by adding ships from other IPs is that it then opens the gate for other ships from other IPs to be added, and then he's got an entirely different Mod with a different intent than what he started with (namely: the Multi-Galaxy Mod. Kinda.).
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Post by Sn4kemaster »

So because the New Khaak M2 may have been influenced by something else it cant be excepted in the SRM......?

It could be said that the Vanilla Khaak M2 is as close to Babylon 5 shdaows as Egosoft dared to go at the time, all design is influenced by something, its very easy to look at anything in the X3 universe and look where Egosoft got the idea.

The new Khaak M2 follows the same design pattern as the new Khaak M7 and TM which are both in the SRM.........so simply comparing it to the old Khaak cap ships and saying they are not similar does not make sense, escpcially as all the races original X2 ship designs are totally different in X3, other than the Khaak which it seems egosoft forgot to do.

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