[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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navetta
Posts: 415
Joined: Wed, 19. May 10, 20:24
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Post by navetta »

yeah, i checked the bounce thread and it says cat/dat is only needed to generate the wall file.
i removed them and now the dummy stations are gone and ATF headquarter and other stations are back with the correct models.

thanks again!
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

paulwheeler is correct. navetta, you should not install the Bounce cat and dat files, they are only for making a wall file.

Given about 10-20 minutes, I'll be generating a new Bounce wall file for SRM 1.06 which I'll email to Litcube. Hopefully he'll see it and post it in his thread. If not, I'll work out a way to email it to you.

Anything else about Bounce should probably go in that thread though. :)
builder680
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Post by builder680 »

Just a confirmation, there is no need to "re-initialize" any SRM shipyards or CMOD factories from the Community Plugin Configuration?

Sorry to ask, but just want to be safe.
paz3r
Posts: 65
Joined: Mon, 16. Feb 09, 15:03
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Post by paz3r »

Thanks for the update. I really like the m6 changes, looking forward to try them out. I noticed some oddities with Kvasir though. To be specific, her turrets and engine emitters seem to be slightly off.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

builder680 wrote:Just a confirmation, there is no need to "re-initialize" any SRM shipyards or CMOD factories from the Community Plugin Configuration?

Sorry to ask, but just want to be safe.
Nope. just update the scripts. the new ships will appear when you load, as long as you have the relevant option turned on in the config.

The m6 sentinels are added by the mod ships option and the Appallox by the yaki ships option.
paulwheeler
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Post by paulwheeler »

paz3r wrote:Thanks for the update. I really like the m6 changes, looking forward to try them out. I noticed some oddities with Kvasir though. To be specific, her turrets and engine emitters seem to be slightly off.
That's probably due to the model moving in the scene in the Xtra update. All the ATF ships had a model recompile to add collision detection. Cadius said that the scenes hadn't changed so I didn't check them. But this one obviously has.

I'll fix this for the next update. Let me know if you come across any other oddities with the ATF ships.
paz3r
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Post by paz3r »

Aegir. Others look fine.
Sn4kemaster
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Post by Sn4kemaster »

When you try and download the SPK version of the SRM exclusive trails pack + cap ship effects...........it sends you to a web site instead.
Emerentius
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Post by Emerentius »

paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:When you try and download the SPK version of the SRM exclusive trails pack + cap ship effects...........it sends you to a web site instead.
Link is fixed now.
Osiris454
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Post by Osiris454 »

Paul, was there any changes to the Heavy M6's shielding? I read the change list but I didn't see anything.
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:Paul, was there any changes to the Heavy M6's shielding? I read the change list but I didn't see anything.
No. Just number of guns and laser energy.

I did consider giving them all an extra shield slot, but that would mean the heavy osprey having 7 slots or 1.4gj which is getting a bit too close to m7 territory.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Osiris454 wrote:Paul, was there any changes to the Heavy M6's shielding? I read the change list but I didn't see anything.
No. Just number of guns and laser energy.

I did consider giving them all an extra shield slot, but that would mean the heavy osprey having 7 slots or 1.4gj which is getting a bit too close to m7 territory.
Ah, understood.

EDIT: One more thing. I want to increase the front and rear turrets on the Aemon Prototype from 1 to 2 like the Eclipse. Can I just alter the TShips file to set the max to 2? Is there any scene files or something I need to change or is it already there and adding 1 more gun is all that is required.
paulwheeler
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Post by paulwheeler »

As its a basic turret, if you just change the number of gun parts to 2 for each turret in tships it will be fine. Any existing ships will need cloning before they will work correctly.

If I remember ill make this change in the srm for the next update.
builder680
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Post by builder680 »

I've been browsing for the first time for OWP's, Military Bases, and Freight Docks. I can't wait to try out the OWP's against the fleets that Improved Races keeps sending at my allies' sectors. I did some reading in SRM_Shipyards_Pack.pdf (and SRM stats for the OWP's), but the info there isn't very specific. So I have a few questions:
____________________________________________________________

OWP: Are these only available in Argon and Terran shipyards? As in, I can't buy a Teladi OWP? Does their configurable activation hotkey also supply them with full complements of weapons/shields, or do I need to do this from my own inventory? If it does auto-arm them in the hotkey manner of PAR ships, I assume there's no way of switching out weapons/shields for them? Does it have any storage? How much storage? Does it use Dockware Manager to define limits? How many ships of each type can dock at it? For example, in SRM stats I can see '25' listed as the Hangar size for the Terran Gungnir... but is that 25 fighters only, or 20 fighters and 5 M6's...

Military Base: I've seen these at some USC Shipyards. Does anyone else sell them? Will these allow me to train my own Marines (do they spawn them as well?), and do they have configurable storage? How much storage? Does it use Dockware Manager to define limits? How many ships of each type can dock at it?

Orbital Freight Dock: I've seen these at some USC Shipyards. Does anyone else sell them? I'm assuming this is free storage. How much storage? Does it use Dockware Manager to define limits? How many ships of each type can dock at it?
____________________________________________________________

If anyone here has bought these and knows, I'd appreciate some bestowal of knowledge before I buy them, or delve into them too deeply. If instead, you feel more like saying "BUY ONE AND TRY IT YOURSELF!" I'll also accept that as a fair answer.

:p
kotorone1
Posts: 546
Joined: Mon, 9. Aug 10, 20:14
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Post by kotorone1 »

Hey! i love h\this mod and all, but its giving me a "failed to install error". i used the old version 1.51 and now it dont work...
Varek Raith
Posts: 331
Joined: Thu, 23. Aug 07, 21:33
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Post by Varek Raith »

Some things I've found in the latest version.

1 - The Susuanowa engine emitter is off.
2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.

Edited for clarity.
Last edited by Varek Raith on Thu, 28. Apr 11, 08:01, edited 1 time in total.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Varek Raith wrote:2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.
I noticed that as well when I was retexturing them.

The Raider looks like it's the one made for hauling cargo (with its rounded mid-section and little stubby nose) and the Hauler looks like it was made for raiding with its sleeker body and extra fines and exhausts.

I had to keep checking to make sure I was texturing the right ships. :)
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

Another question about future possibilities...

Is an ATF PAR shipyard possible in the future? I'd love my Valhalla to be loaded up with 50 ATF PAR Fenrirs rather than the 50 Terran PAR Cutlasses it has now. Would keep it all ATF, to add 50 Fenrirs to the 10 Vidars it also docks! :twisted:

P.S.:

On a side note, somebody with skills and a better PC than I have needs to make a video trailer for this mod to link in the OP. There are so many 'everyday' scenes that go by, especially with the added ships (just now 60 ships docking at once with my Valhalla, for example, with F3 set to another stationary/slowly moving ship nearby, or just filmed from that closer ship in the first place, to get a better view than the typical F2) that would be awesome pieces of a beautiful compilation. Throw in some CMOD laser fireworks (IR generates some great battle sequences) and a nice soundtrack... it would be absolutely epic.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

builder680 wrote:I've been browsing for the first time for OWP's, Military Bases, and Freight Docks. I can't wait to try out the OWP's against the fleets that Improved Races keeps sending at my allies' sectors. I did some reading in SRM_Shipyards_Pack.pdf (and SRM stats for the OWP's), but the info there isn't very specific. So I have a few questions:
____________________________________________________________

OWP: Are these only available in Argon and Terran shipyards? As in, I can't buy a Teladi OWP? Does their configurable activation hotkey also supply them with full complements of weapons/shields, or do I need to do this from my own inventory? If it does auto-arm them in the hotkey manner of PAR ships, I assume there's no way of switching out weapons/shields for them? Does it have any storage? How much storage? Does it use Dockware Manager to define limits? How many ships of each type can dock at it? For example, in SRM stats I can see '25' listed as the Hangar size for the Terran Gungnir... but is that 25 fighters only, or 20 fighters and 5 M6's...

Military Base: I've seen these at some USC Shipyards. Does anyone else sell them? Will these allow me to train my own Marines (do they spawn them as well?), and do they have configurable storage? How much storage? Does it use Dockware Manager to define limits? How many ships of each type can dock at it?

Orbital Freight Dock: I've seen these at some USC Shipyards. Does anyone else sell them? I'm assuming this is free storage. How much storage? Does it use Dockware Manager to define limits? How many ships of each type can dock at it?
____________________________________________________________

If anyone here has bought these and knows, I'd appreciate some bestowal of knowledge before I buy them, or delve into them too deeply. If instead, you feel more like saying "BUY ONE AND TRY IT YOURSELF!" I'll also accept that as a fair answer.

:p
The only race with their own OWPs are Terrans with Cadius' new ones. The vanilla OWPs are available from lots of shipyards from all the races, but they are not a race specific model.

There are full instructions on how to "arm" them in the Shipyard Pack readme.

The Military Base and Orbital Freight Dock are just standard docks. I don't believe they do anything special. The freight dock may be an HQ (I can't remember), in which case it may have a larger cargo bay and the ability to repair ships, I'm not sure though.

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