[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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cnecktor
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Post by cnecktor »

Hi I want to use PSCO1's new cockpits with hud gui together with this mod will it be compatible?
someone else
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Post by someone else »

@ InSeeCure: the ship used in "The traveling mechanic" script is the Goner Aran, a funny ship that was left nearly out of the game. You can capture it if you follow the instructions in a thread called "Goner Aran Capped!!!!!!!!!!".
I cannot add ships to shipyards (it is a script but I don't know how to script), and I even if I could I don't want to. Some ships are special, and as such they will require boarding ops to be acquired.
Making them easy to buy (even at an insane price) spoils most of their "uniqueness". At least imho. :D

but... I can mod it to make the Aran perform like a TL (in Vanilla is a M1 and as such it cannot load stations)

Osperey price will be looked upon

@ cnecktor: if you mean the PSCO1's cockpit mod you need to download my "PSCO1 cockpit pack" that is compatible.

EDIT: ah I see what you mean. when he makes the mod with the GUI restored I'll add it as a pack too.
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InSeeCure
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Post by InSeeCure »

"uniqueness" okey I can agree with that some ship should be hard to obtein, but makeing it an TL class I think seem logical and giving it spacs to match.

:?: std Dragon has an turret on the back but in the spacs it's saying 'turret up'.
Gavrushka
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Post by Gavrushka »

I abandoned my well advanced game as I could not live without this rebalance!! They all feel wrong in Vanilla now - SO I have loaded a recent game just a couple of days old and sold every ship I had and bought new to make sure they are all fine - The rest of the universe is full of ships that have say wrong shields, wrong laser energy and the like - I assume that this is okay yes?

I have MARS, improved races, and no civilians installed too. All seems well. :)
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OOZ662
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Post by OOZ662 »

Gavrushka wrote:The rest of the universe is full of ships that have say wrong shields, wrong laser energy and the like - I assume that this is okay yes?
As they are killed off by normal means, GoD should spawn new ones that meet the TShips statistics.
Gavrushka
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Post by Gavrushka »

That's good to know, thank you - I noticed the race response ships spawned for incursions were of the new variety- it was just a concern it'd be a game breaker (it has happened to me before )
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OOZ662
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Post by OOZ662 »

It's the same effect as selling all your own ships, just that the AI can't do that. :)
Commander Zane
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Post by Commander Zane »

Does anyone find that the Boreas maneuvers like a Nova when they use this? This is the only mod I used that changes ship stats and the maneuverability of most ships is absurd.
Gavrushka
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Post by Gavrushka »

Commander Zane wrote:Does anyone find that the Boreas maneuvers like a Nova when they use this? This is the only mod I used that changes ship stats and the maneuverability of most ships is absurd.
Slight exaggeration, but I did notice (only from stats) it turns like an M7 - It'll appear to turn quicker as the distance to the nose from the point of rotation is greater. (physical speed much higher)

Quick technical question, if I keep the special found ships like Advanced Eclipse and R/E when I get HQ will the R/E'd ship be fully functional?
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OOZ662
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Post by OOZ662 »

REing a ship simply "puts a tick mark" in the game saying you've REed it. Any ship you produce will have the statistics of the TShips entry corresponding with it at the time of creation.
Gavrushka
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Post by Gavrushka »

OOZ662 wrote:REing a ship simply "puts a tick mark" in the game saying you've REed it. Any ship you produce will have the statistics of the TShips entry corresponding with it at the time of creation.
I read what you write and comprehend each and every word... Alas the meaning totally eludes me... :( ... Does that mean good ships come out the other end or bad ships (I haven't a clue what TShips means I'm afraid). - I noticed my Advanced Eclipse has a totally broken rear turret and the single gun in each turret from vanilla are now both located in double front.

I THINK you're saying it will work and a fixed ship will emerge from PHQ?
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OOZ662
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Post by OOZ662 »

:) I like making people understand, sorry.

TShips is a "database" file that contains all of the data for a ship. What guns it uses, what cockpits, the physical stats like speed and cargo bay, where its graphic files are located, how many docking slots, ect. This mod is a TShips-intensive mod, as it's based on changing stats and things of that nature...and so obviously has its very own TShips file that it makes the game use, thereby modding it. :)

When a ship comes into existence (ie, when it pops up in your property menu), it is based on the current TShips file. That's why you have to sell all of your ships from before the mod was installed, and why existing AI ships are kinda funky. Now that the mod is installed, all ships that are spawned/built/bought/created will be as this mod's TShips specifies.

Now, if you went and installed another mod at a higher cat/dat number than this one that had another TShips file in it, all of the ships would again be outdated compared to that mod.

tl;dr: All ships made under the mods you currently have installed will be just as promised and work fine. Installing more mods or removing this one will funk things up again.
Commander Zane
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Post by Commander Zane »

Gavrushka wrote:
Commander Zane wrote:Does anyone find that the Boreas maneuvers like a Nova when they use this? This is the only mod I used that changes ship stats and the maneuverability of most ships is absurd.
Slight exaggeration, but I did notice (only from stats) it turns like an M7 - It'll appear to turn quicker as the distance to the nose from the point of rotation is greater. (physical speed much higher)

Quick technical question, if I keep the special found ships like Advanced Eclipse and R/E when I get HQ will the R/E'd ship be fully functional?
Not really exaggerated, I've looked at how the capital ships turn even on external fly-by to actually see how quickly ships turn without perspecitve illusions, the Boreas turns twice or even three times as fast as the rest.
Gavrushka
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Post by Gavrushka »

Thank you, I think I just graduated!

:thumb_up:
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OOZ662
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Post by OOZ662 »

As I remember, he changed the Boreas to fit the description as a "Light Destroyer." So, it should have been nerfed in guns and shields and...um...anti-nerfed in turning ability and speed.
Commander Zane
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Post by Commander Zane »

To further put my point across, 5.7 RPM? The Heavy Centaur has a turn rate of 5.8 RPM, the Python has a turn rate of 2.8. 3.5 would be more much more tolerable.
Gavrushka
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Post by Gavrushka »

I seem to remember comparing it with the stats of a Tiger for turning? and It had something similar - It had to be categorised away from other Destroyers and its shields, laser energy and recharge rates were all reduced and its maneuverability improved above other M2s - I do think it seems right, but only from stats - It is similar in size to the Shrike but triple the cost of an M7 - It just seems to fit although I have to say flying it is going to give the best impression, and remember we have to add a huge dose of personal opinion into the mixture.
paulwheeler
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Post by paulwheeler »

Hi,

I've had this installed now for several weeks and it really enhances the game for me. It really levels the playing field for both the player and the AI.

One question regarding the trails mod included... Not sure if this should be asked here or in the trail mod thread... Can we add trails for Otas and ATF ships? The Solano and Thor currently have no trails. I remember another trail mod I tried had trails for these ships so it should be possible.

Also, are there any plans to further add to this mod? You did say you had plans for the Xperimental Shuttle...

Thanks

Paul
killerog
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Post by killerog »

paulwheeler wrote: One question regarding the trails mod included... Not sure if this should be asked here or in the trail mod thread... Can we add trails for Otas and ATF ships? The Solano and Thor currently have no trails. I remember another trail mod I tried had trails for these ships so it should be possible.

Paul
Should really be asked in the trails mod topic but ill answer it here now.

I will add trails to those that are missing them. I plan to update both my mods after the 2.5 patch is released. I will then update the mod that is compatible with this one(it is already out of date).
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paulwheeler
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Post by paulwheeler »

Thanks for the quick reply - sounds great!

I thought you might all be waiting for the 2.5 patch to be released. :wink:

Don't suppose we could get a compatible version of your X2 ships mod that will work with this mod too...?

Cheers

Paul

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