[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 »

Hardscript wrote:The ship info pdf on the first post doesnt work.
All links in the main post should now be working fine.
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Will you change sector properties in XRM ? I was thinking about making greater distances between stations and jumpgates, how about that sort of changes ?
We are making a few changes to the universe but none of it is confirmed yet. Besides, I don't want to give away too much... I may see what I can do with some of the really small sectors.
A5PECT
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Post by A5PECT »

Paul, I'm having trouble with Cycrow's Improved Boarding not getting along with SRM. I'm getting a ZA_WARE error in the ware name when I install it. Cycrow tells me it's usually a problem with old version of the EMP, and in my case I think it's coming from SRM.

So is there a way to get the Plugin Manager's version of EMP to take priority over SRM's? Or would it be possible to simply remove the built-in version of EMP from the SRM package?
Admitting you have a problem is the first step in figuring out how to make it worse.
Mizuchi
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Post by Mizuchi »

I've used Improved Boarding before (you're better off just giving Boarding Pods more armor via Globals.pck) and I didn't run into EMP issues.

Have you made sure to delete TWareT (that always looks like something else, doesn't it?) and let the Plugin Manager make a new one once you've installed all your scripts and mods?
A5PECT
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Post by A5PECT »

Mizuchi wrote:Have you made sure to delete TWareT (that always looks like something else, doesn't it?) and let the Plugin Manager make a new one once you've installed all your scripts and mods?
Oh.

What on earth is TWareT?
I've used Improved Boarding before (you're better off just giving Boarding Pods more armor via Globals.pck) and I didn't run into EMP issues.
I'm looking at Improved Boarding because

a) I hate M7M's with a passion.

b) I own too many frigates already.

I tested it out once and I liked what I saw. Also, I thought BP's are like normal missiles and don't actually have any health; when they get hit by anything they are immediately destroyed.
Admitting you have a problem is the first step in figuring out how to make it worse.
paulwheeler
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Post by paulwheeler »

The EMP merged into the SSRP is the current version.

TWareT is the file that defines all tech wares in the game and it is the file where the EMP is located.

Ensure you have no other mods that include TWareT. Then check the Types folder in your TC install. If you see a file called TWareT, delete it.

Then run the plugin manager. This will recreate a new TWareT file in your types folder which will have all the SRM changes inserted.

You should now have the latest EMP running.

The other possibility is that the script you are trying to install has not been updated to use the latest EMP release. If that is the case, you need to ask the author to update his script.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:@ - Osiris454

You say you are editing TShips - are you sure you are editing the correct version? An easy check is this:

Find the Nagoya. Under turrets, find turret number 7. Its viewport should be SS_COCKPIT_TER_FRONT_M2 and it should be populated by two Prophecy weapons. If it is not then you are not using the current version of TShips.
I must not be running the current version then. I have the SRM1.10.spk file though. I checked the turrets with the .zip version and they are correct. Hmm.... I will have a look when I get home tonight.
A5PECT
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Post by A5PECT »

Creating a new TwareT file doesn't seem to help. In fact, it didn't seem to change anything at all.

If I completely remove TwareT.pck, then run the game without the plugin manager creating a new one I get the same error.
Admitting you have a problem is the first step in figuring out how to make it worse.
darkelfsin
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Post by darkelfsin »

Good, thx for the update man!! so is 1.11 coming soon?......... :shock: :D
A5PECT
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Post by A5PECT »

Scratch all of the EMP nonsense. I followed Cycrow's advice and switched version of the plugin manager and that fixed the ware issue.
Admitting you have a problem is the first step in figuring out how to make it worse.
dienadel
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Post by dienadel »

paulwheeler wrote:Remember the AI does not generally use the jumpdrive for trading.
Well, we live in a world where CAG and CLS are signed scripts. Other Lucike's scripts are very common and most of them use the JD. Unless by 'AI' you mean NPC ships - if so, agreed.
This levels the playing field somewhat and also makes the universe feel bigger.In x3 the gate system is largely redundant for the player. The SSRP makes it part of the game again. In X2 the jumpdrive was far less accessible than it is in x3 and the game was much stronger for it in my opinion, especially at the start of a game.
I never played X2, but I agree with the rationale.
Anyway, its a very simple edit to change the waresize of the jumpdrive. You can always alter it yourself. The SRM and the XRM will be tailored to suit my style of play because I am the one making it.
Nothing to add to that. Your MOD, your rules.

BTW, I don't think I'll change the waresize of the JD to M... it just brings the problem back. It makes a fighter - even one with a full loadout - able to jump to the other side of the galaxy.

Oh, and that's not true for all of them... there are some fighters that - if fully equipped - have little remaining cargo space. I'd like to see that a trait of all fighters, with the exclusion of the Hauler variants of course, which should be a Teladi thing only (and Pirates, since they use Teladi-based designs).
Sn4kemaster
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Post by Sn4kemaster »

Hi Paul, just my thoughts on how the direction XRM might benefit from, of course they are simply my prefrences and nothing more.

Space is big...really big, so increasing sector sizes as someelse mentioned would be nice.

Jumpdrives, i actually think they ruin the size and diversity of the universe, once you get one you just bounce around the place, the game always feels better and the most realistic for me at the start when your simply exploring the universe as a small fish in a big pond.
So either simply allow them for cap ships and TL's only (and make JD very expensive, say 10 million + , and it would also make more sense then to carry M6's on M1's) or ................................remove them completely, so if you or another race needs to reinforce another sector against attack, well that fleets got to travel half the universe to do it, maybe though hostile space, makes the universe a little more realistic and makes the races borders and positions in the universe far more important.

Im expecting that these thoughts might not be to everyones taste, but i thought i just see if anyone agrees.....(probably not!)
Last edited by Sn4kemaster on Wed, 22. Jun 11, 16:50, edited 2 times in total.
NOValdemar
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Post by NOValdemar »

Hey Im having a problem installing the Weapons Dealers and Shipyards addons. When Ive installed them they pop up as <invalid> alpha instead of the normal naming. I have downloaded the latest versions of everything. Any ideas why this might be happening? I think it may be a simple mistake but not sure where I went wrong...

Edit: I managed to fix it by performing a complete reinstall. Im pretty sure that it had something to do with the order that I installed the mods in...
paulwheeler
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Post by paulwheeler »

NOValdemar wrote:Hey Im having a problem installing the Weapons Dealers and Shipyards addons. When Ive installed them they pop up as <invalid> alpha instead of the normal naming. I have downloaded the latest versions of everything. Any ideas why this might be happening? I think it may be a simple mistake but not sure where I went wrong...

Edit: I managed to fix it by performing a complete reinstall. Im pretty sure that it had something to do with the order that I installed the mods in...
It was most likely a conflicting tfactories from another mod. Glad you got it sorted.
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:Hi Paul, just my thoughts on how the direction XRM might benefit from, of course they are simply my prefrences and nothing more.

Space is big...really big, so increasing sector sizes as someelse mentioned would be nice.

Jumpdrives, i actually think they ruin the size and diversity of the universe, once you get one you just bounce around the place, the game always feels better and the most realistic for me at the start when your simply exploring the universe as a small fish in a big pond.
So either simply allow them for cap ships and TL's only (and make JD very expensive, say 10 million + , and it would also make more sense then to carry M6's on M1's) or ................................remove them completely, so if you or another race needs to reinforce another sector against attack, well that fleets got to travel half the universe to do it, maybe though hostile space, makes the universe a little more realistic and makes the races borders and positions in the universe far more important.

Im expecting that these thoughts might not be to everyones taste, but i thought i just see if anyone agrees.....(probably not!)
Well I can't remove JDs completely. That would be far too controversial and would.make piloting m2s extremely frustrating.

As I have said, the SSRP will be merged into the XRM so JDs will only be on m6s and above. The reason I have kept it available to m6s is really to increase the reasons for owning one. In vanilla, m6s are pointless. Making them the first ship the player can afford that can use the jumpdrive really cements their niche. Plus there isn't enough m6s docking on capitals to make them viable without access to the jd.

I may make the JD even more expensive though. I just wish I could make it consume more energy cells. This seems to be hard coded though (although I'm sure it could be scripted fairly easily).
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:Well I can't remove JDs completely. That would be far too controversial and would.make piloting m2s extremely frustrating.
It would also break half of the plots in the process. :)

Aldran Adventurers would be stuck in Aldrin FOREVER forever forever...
Sn4kemaster
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Post by Sn4kemaster »

Mizuchi wrote:
paulwheeler wrote:Well I can't remove JDs completely. That would be far too controversial and would.make piloting m2s extremely frustrating.
It would also break half of the plots in the process. :)

Aldran Adventurers would be stuck in Aldrin FOREVER forever forever...
Damm you Mizuchi, you have torpedoed my idea with total logic! :P
I just wish I could make it consume more energy cells. This seems to be hard coded though (although I'm sure it could be scripted fairly easily).
Making JD much much more greedy would be a very good solution to controlling ships OTT jump ranges.
A5PECT
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Post by A5PECT »

Mizuchi wrote:Aldran Adventurers would be stuck in Aldrin FOREVER forever forever...
FOREVER.
Sn4kemaster wrote:Making JD much much more greedy would be a very good solution to controlling ships OTT jump ranges.
I like this.
Admitting you have a problem is the first step in figuring out how to make it worse.
Sn4kemaster
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Post by Sn4kemaster »

KloHunt3r wrote:
Sn4kemaster wrote:Making JD much much more greedy would be a very good solution to controlling ships OTT jump ranges.
I like this.
It would certainly turn the x-universe into a more conventional Sc-Fi like environment.......

M6's could then be tailored to have a very short range (say 3-6 sectors) M7 say medium range (6-10 sectors) M1 say (10 - 15 sector's)...... no ship should really be able to jump from 1 side of the universe to the other in 1 go.

Anyway it's just a thought......
aka1nas
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Post by aka1nas »

Sn4kemaster wrote:
KloHunt3r wrote:
Sn4kemaster wrote:Making JD much much more greedy would be a very good solution to controlling ships OTT jump ranges.
I like this.
It would certainly turn the x-universe into a more conventional Sc-Fi like environment.......

M6's could then be tailored to have a very short range (say 3-6 sectors) M7 say medium range (6-10 sectors) M1 say (10 - 15 sector's)...... no ship should really be able to jump from 1 side of the universe to the other in 1 go.

Anyway it's just a thought......
I'm generally ok with such a change, but it would be nice if common extensions were then located in all Equipment Docks rather than specific races. Having a relatively short max jump range would make equpping ships horrendously frustrating if you still need to jump into 3 different race's space to get a docking computer, triplex scanner, transport device, etc. More specialized items (spacefly collector, all the pirate illegal extensions) are still fine being racial (and it would be nice if each of the main races had such an upgrade).

It's also a little nonsensical that some races don't currently produce common weaponry that their own ships rely on (HEPTs, 25MJ Shields, etc). If the weapons are getting racialized, it would be nice if each race has factories for about everything their own military ships use.

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