[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Your right, it appears i can....so i have!paulwheeler wrote:You shouldn't need a restart to install MDMk2...Sn4kemaster wrote:Its on my radar to try before the XRM comes out.....i would need to do a restart to install MDMk2...so im putting it off for a little while.paulwheeler wrote: BTW - have you tried the Missile Pack from the CMOD? It makes all missiles far more effective and faster (you'll need a turret script to counter it though - MDMk2 is perfect and simple).
Have just tried to install Gazz's missile safety, thinking that would make the spectre situation better on my Excalibur wing, except to make it work on all your ships you need to download OOS, and for that to work you need to download MARS, which is something I DO NOT want...so that's buggered that idea up then.
Right ok, its been rebalanced far better in this add on pack.
One thing i have noticed is that Specter seems to have a very very very low fire rate compared to say any other Terran missile, its hard to get any ships in a wing to fire them at any real pace, even at 100% its just 1 or 2 ships firing at odd intervals .......is this right?
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That's exactly right. There's even a script command to destroy a ship while playing the jump animation so it appears to be leaving.Mizuchi wrote:You'll find that a bunch of fighters sometimes jump if you're on an assassination mission and kill your mark before the escorts can react.dienadel wrote:I've never seen a JD on a NPC fighter, or I've never seen a NPC fighter jump (maybe in some plot mission, or was it X3:R even?).
M3s, M6s, and M8s usually(/somtimes) jump, while M4s and M5s tend to just run away.
...
I think the former is scripted as part of the MD code, however.
edit: Oh yeah, chalk me up as another vote for leaving fighters the option to use JD. It's all magic, anyway. I suppose it's immaterial what you decide, since I'm capable of changing it to suit my tastes, but it just seems pointless. If I want to fly a fighter around AND I want to jump all over the universe, then I just have to buy a cheap TM. All you've done is put a speed bump in my path by making me wait a minute for the ferry and use the horrible ship control interface to order a jump (and it is horrible, let's be honest).
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I started my game again however i can't seem to get the shipyard or weapons dealers to work anymore, they seem to load correctly and all the menus load and work and new ships are added to vanilla stations, but the new stations like the atf HQ in "The Moon" dont spawn, neither do any weapons dealers.
Also is there anyway to turn off or nerf your m7m's? one of their volleys kills any of my m2's at 100% shield
Also is there anyway to turn off or nerf your m7m's? one of their volleys kills any of my m2's at 100% shield
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You need to actually enable them to appear, you do this by going into your AI settings....Hardscript wrote:I started my game again however i can't seem to get the shipyard or weapons dealers to work anymore, they seem to load correctly and all the menus load and work and new ships are added to vanilla stations, but the new stations like the atf HQ in "The Moon" dont spawn, neither do any weapons dealers.
Also is there anyway to turn off or nerf your m7m's? one of their volleys kills any of my m2's at 100% shield
Then its a simple process of selecting what you want from all the options that Paul has put in the shipyard pack.
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It is enabled it works it just doesnt spawn new stations, i even get to the window where you pick what you want options you want, i can even press update and it "Pretends" to update but nothing actually happens.Sn4kemaster wrote:You need to actually enable them to appear, you do this by going into your AI settings....Hardscript wrote:I started my game again however i can't seem to get the shipyard or weapons dealers to work anymore, they seem to load correctly and all the menus load and work and new ships are added to vanilla stations, but the new stations like the atf HQ in "The Moon" dont spawn, neither do any weapons dealers.
Also is there anyway to turn off or nerf your m7m's? one of their volleys kills any of my m2's at 100% shield
Then its a simple process of selecting what you want from all the options that Paul has put in the shipyard pack.
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Yes i am aware of this however the ATF hq always spawns in "The Moon"KloHunt3r wrote:You do realize that all stations generated by SRM are spawned in random locations, right?
That means they're different for every game, so you have to go out and find them.
Anyway for some reason it just started working, all the stations are now where they should be.
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I confirmed this ingame. The Nagoya has the new front turrets but the other two ships (5 and 6) sill have missiles.Osiris454 wrote:OK I removed all mods and only installed the SRM. Here's what I got:
UPDATE RELEASED v1.10
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3. Removed missile turret from Nagoya. Replaced with new front turret with eight guns. It also gains more laser energy and cargo space.
4. Removed missile turret from Lofn.
5. Removed missile turret from Lotan.
6. Added missing weapons from Teladi front M6 TCockpits entry to remove missile compatibility from Osprey Sentinel.
3. Check. I see the turrets in TShips.
4. Check. Missiles removed.
5. No Check. Turret 7 still exists. 'Model/Scene' lists it as: ships\props\invisible_weapon. There are also 2 instances of SS_Cockpit_Default. One is empty while the other contains those entries.
6. No Check. 'SS_COCKPIT_T_FRONT_M6' is empty of compatible weapons.
I have absolutely no mods installed other than the SRM. No scripts either. I got these values directly from X3Editor2.
Again, no mods (or scripts except the cheating scripts) are installed except the SRM and this is a fresh install of X3 v3.1.
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I have just confirmed what you are seeing... somehow I forgot to include the updated files.Osiris454 wrote:I confirmed this ingame. The Nagoya has the new front turrets but the other two ships (5 and 6) sill have missiles.Osiris454 wrote:OK I removed all mods and only installed the SRM. Here's what I got:
UPDATE RELEASED v1.10
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3. Removed missile turret from Nagoya. Replaced with new front turret with eight guns. It also gains more laser energy and cargo space.
4. Removed missile turret from Lofn.
5. Removed missile turret from Lotan.
6. Added missing weapons from Teladi front M6 TCockpits entry to remove missile compatibility from Osprey Sentinel.
3. Check. I see the turrets in TShips.
4. Check. Missiles removed.
5. No Check. Turret 7 still exists. 'Model/Scene' lists it as: ships\props\invisible_weapon. There are also 2 instances of SS_Cockpit_Default. One is empty while the other contains those entries.
6. No Check. 'SS_COCKPIT_T_FRONT_M6' is empty of compatible weapons.
I have absolutely no mods installed other than the SRM. No scripts either. I got these values directly from X3Editor2.
Again, no mods (or scripts except the cheating scripts) are installed except the SRM and this is a fresh install of X3 v3.1.
UPDATE v1.10b
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I have just reuploaded the base SRM with the correct files in. The hull packs had the correct files in so there is no need to update them, just the base SRM.
This just fixes these missile turret issues, so you only need to update if it particularly bothers you.
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Just wondering if anyone know if OTAS has a corporation research facility with prototype vessels for sale if you install the shippack and activate the needed stuff in game?
I came across some other research facility but havent found the otas one yet, and in the ship list i dont see any otas prototype vessels so.. Hoping anyone know cause i was thinking of starting a new game and limiting myself to otas vessels.
I came across some other research facility but havent found the otas one yet, and in the ship list i dont see any otas prototype vessels so.. Hoping anyone know cause i was thinking of starting a new game and limiting myself to otas vessels.