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

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TrixX
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Post by TrixX »

Actually Mizuchi, I'd beg to differ. IMO I see M1's as similar to M2's. Large expensive targets that a Military wouldn't want to lose but will mobilise against a large invasion force. So having a single M1 per territorial area isn't too far wrong, but militarily you would have the smaller light carriers (Panther?) filling the gap of a second M1 in the vicinity, mainly because it can react faster to lighter threats and the only threat that would be dangerous to the M1 would be a full invasion or one of IR's Xenon Migrations :)

So for Argon you'd see 2 M1's in their main territory (1 and CBSW and 1 at the Pirate Entry point to the east), one Patrolling Black Hole Sun to Omicron Lyrae, and one at Legend's Home patrolling to Light of Heart. That's 4 M1's across the universe with a total of 45 docked ships per M1. Not a very large drain on resources and how I would set up the main fleets :)
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Litcube
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Post by Litcube »

My personal TShips uses numbers very close to Mizuchi's.
Mizuchi
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Post by Mizuchi »

Litcube wrote:My personal TShips uses numbers very close to Mizuchi's.
[ external image ] [ external image ]

That is all I have to say to that. /ot
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

I think I would agree with TrixX's view in the main...

M1 Carriers are a Strike force asset, where as M7 Carriers are patrol assets.

If the issue is with having variety on the battle field, perhaps rather than reducing the compliment of the M1s how about reducing their frequency and increasing the compliment on M7 Carriers or adding a handful of docks to M2s.
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Sn4kemaster
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Post by Sn4kemaster »

I agree with the majority, just cut back the number of M1's a little and replace with a standard M2 and or a Light M7 Carrier......

So for Argon that would be 3 M1's max, one in each territory say Argon Prime, Omircon Lyrae and Light of Heart, but then have plenty of patrolling Light Carriers....

Only the Paranid currently don't have light carrier, but it wont be long until Cadius or someone makes one.


Anyway Paul, i forgot to mention this earlier so its probably to late to put into the new update and its hardly life or death but the Kvasir.....as you took away the ability for the front turrets to fire PSP then really the front turrets model should be changed to the same as the smaller rear turrets.....

Again just a small detail but his would make the SRM Kvasir looks match its capability better, and make it appear different to Xtra's Kvasir.

Oh and the Tyr does not have any lens flair to go with its engine trail....
Mizuchi
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Post by Mizuchi »

Just take my previous idea proposal and add 5 or 10 to the numbers, perhaps (to M7 and M1s, at least; I don't think TLs need to be fielding 10 or 15 fighters)?

Probably hit a decent middle-ground that covers all the bases that way; and any reduction in numbers at all in carriers is going to free up numbers for Vkerinav's jobs quota. :wink:

Although I do still think there's merit in assigning my previous values (or close to them) to AI carriers even if the carrier's overall capacity is not reduced for the player.

So, if an M1 has a capacity of 35 fighters, but it only fields 25 in the jobs, I think it'd be easily justified as saying that 25 is the operational capacity, while 35 would be the (player-based) maximum capacity (or the "hot war" value, as I suppose overhauls like IR will fill them to capacity in their non-job fleets?).

It would make a certain kind of sense, too, if Pirate Carriers weren't filled to capacity all the time. You know they're just shoving whatever ships, pilots, and booze they can find onto those things regardless of numbers. :)

(Note: all still hypothetical.)
Last edited by Mizuchi on Tue, 3. May 11, 14:44, edited 3 times in total.
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Post by paulwheeler »

Sn4kemaster wrote: Anyway Paul, i forgot to mention this earlier so its probably to late to put into the new update and its hardly life or death but the Kvasir.....as you took away the ability for the front turrets to fire PSP then really the front turrets model should be changed to the same as the smaller rear turrets.....

Again just a small detail but his would make the SRM Kvasir looks match its capability better, and make it appear different to Xtra's Kvasir.

Oh and the Tyr does not have any lens flair to go with its engine trail....
The Tyr does have a lens flare. Its just very small due to having to make the flare "one-size-fits-all" for all Terran capitals. The game scales the flare to the shape of the model. If I make it any bigger it will look silly on some of the more "square" shaped ships.

The only option is to add unique flares for each ship which is a colossal amount of work.

I'll look into changing the Kvasir turrets, but it will have to wait till the update after next.
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Post by Sn4kemaster »

Okay-doky....i could have sworn it does not have one, but you would know for sure, it's just that the Valhalla's lens flair seems a lot more visible than the Tyr's, so is it using a different one, if so could it not use the Valhalla's?

Or could an easier way be simply to put the flair slightly off centre, so its visible?....just an idea?

To be fair the Tyr is the only one i have noticed (so far) if its a case of just tweaking that one model...
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TrixX
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Post by TrixX »

Odd because the Tyr is the same size physically as the Odin and Woden (well within 10%) so it shouldn't have issues unless they do too.
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paulwheeler
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Post by paulwheeler »

Its not the size, its the squareness of the model. The Tyr is much thinner than the others so its flare is relatively small.
Sn4kemaster
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Post by Sn4kemaster »

Bugger, shame as it that ship could do (as all ATF ships) with a big flair.....to go with those over sized engines!
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Idea
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Post by Idea »

I am unable to make my game not to spawn X2 ships.I used the ---TShips - no x2 as instructed in OP and start a new game but the X2 ship still comes back.I have a bunch of them in Ore Belt and many other sectors.

Also found the bug, the turrets and engine effects are displaced on ATF M7 Kvasir.I am using the 1.06 version of the mod also I use Vkerinav and Litcube SRM job file, PSCO1 Cockipt mod,Cmod4 and SRM Exclusive pack by Killerog and Paul Wheeler.Everything is instaled in the order which is pointed out in OP of this thread.
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Post by paulwheeler »

Sn4kemaster wrote:Bugger, shame as it that ship could do (as all ATF ships) with a big flair.....to go with those over sized engines!
I may have a look at it and see if I can push it a bit larger without detrimentally affecting the look of other ships. I won't be in this update though.
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Post by Mizuchi »

Edit: See what Paul said below. 8)
Last edited by Mizuchi on Tue, 3. May 11, 17:29, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Idea wrote:I am unable to make my game not to spawn X2 ships.I used the ---TShips - no x2 as instructed in OP and start a new game but the X2 ship still comes back.I have a bunch of them in Ore Belt and many other sectors.

Also found the bug, the turrets and engine effects are displaced on ATF M7 Kvasir.I am using the 1.06 version of the mod also I use Vkerinav and Litcube SRM job file, PSCO1 Cockipt mod,Cmod4 and SRM Exclusive pack by Killerog and Paul Wheeler.Everything is instaled in the order which is pointed out in OP of this thread.
They are spawned by the SRM jobs, spawns them regardless of using the no X2 ships TShips. I believe Vkerinav is looking at ways of making this optional.
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Idea
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Post by Idea »

So Job file is to blame :gruebel:

Lucky for me I have Observe's Job Editor.But I don't know how exactly to tune the Job file :( No problem I will have to stop using SRM Job file untile Vkerinav doo his magic.
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Post by vkerinav »

If you do go about changing carrier capacity again, Paul, how about using Mizuchi's factor of five suggestion? Numbers, I can deal with either way, but this seems like an excellent and simple idea, one which I'm sure any sensible military would think of when designing carriers.


Idea,

Fine, fine. I really had no intention of getting rid of them, but they seem to be drawing complaints. I'll change it so that they default to X3 ships for those of you who prefer the 'No X2' version.

If you want to do a temporary fix, what I recommend is this; open Jobs in a text editor, and delete entries 7550-7606.
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TrixX
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Post by TrixX »

Thanks vkerinav :)

I'm not much of an X2 ship fan so that's really helped ;)
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navetta
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Post by navetta »

what about the rest of us who like having X2 ships flying around?
Sn4kemaster
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Post by Sn4kemaster »

navetta wrote:what about the rest of us who like having X2 ships flying around?
Agreed.......


I like them too!

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