[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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Mizuchi
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Post by Mizuchi »

The Hyperion(s) you receive as part of the Starting Plot(s) remain unique as far as them being overtuned, however.

But yeah, as Klo said, that's about it. :3
Bany
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Post by Bany »

TY m8t's for your answers. :)
paulwheeler
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Post by paulwheeler »

XRM UPDATE
------------------

We're still not giving any specifics about features yet, but I sincerely believe you wont be dissapointed. However, I'm going to stick my neck out with a probable release date of the end of next week (subject to slippage due to bugs or real life issues etc.).

Just so you can prepare, XRM will require a new game start, but I would also recommend a fresh install of X3TC. The main reason for this is that it is essential that you have no SRM or CMOD scripts left over in the scripts folder. All necessary scripts have been rewritten for XRM and any old SRM/CMOD scripts will conflict and cause problems.

We will be writing up a compatibility list for popular mods and scripts with XRM and you will probably get this a couple of days before release. I expect the majority of scripts to be fine with XRM (although some will be unnecessary now), but the majority of mods will not be fine - although all the mods in the SRM special compatibility list will be fine (except CMOD of course).
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:http://forum.egosoft.com/viewtopic.php? ... sc&start=0

new ships on the horizon , there might be something for SRM ;)
If you look closely all those models are basically retextured versions of existing ships with a little extra added.

For example, the "New Galleon" and "Tempestine" are variations of a retextured X2 Titan. The Mandalay looks like a merging of the X2 Nemesis and Bayamon.

That Barracuda Advanced rings a bell too, but I can't quite place it...
creidiki
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xr

Post by creidiki »

Well, its good to see people modding ships. But they're not quite at the level of the rest of the stuff in the SRM.

Even in the SRM there are 5 very early Cadius models I race0 ... his later stuff is quite good though :)
I am not as think as you drunk I am.
darkelfsin
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Post by darkelfsin »

Good to see more coming, download really take time...... :D :shock:
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Sorkvild
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Post by Sorkvild »

paulwheeler wrote:
Sorkvild wrote:http://forum.egosoft.com/viewtopic.php? ... sc&start=0

new ships on the horizon , there might be something for SRM ;)
If you look closely all those models are basically retextured versions of existing ships with a little extra added.

For example, the "New Galleon" and "Tempestine" are variations of a retextured X2 Titan. The Mandalay looks like a merging of the X2 Nemesis and Bayamon.

That Barracuda Advanced rings a bell too, but I can't quite place it...
I was mainly having the pirate Mandalay on my mind. Looks really nice with all that antennas in the front. While Adv. Barra looks more Split-like.

I also wonder if XRM wont break the plots?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

I'm 99% sure that the plots will be fine with XRM. Of course, we haven't got the time to check every single plot line, but I cant forsee any issues.
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:I'm 99% sure that the plots will be fine with XRM. Of course, we haven't got the time to check every single plot line, but I cant forsee any issues.
If they worked with SRM and CMOD, then they'll work in XRM. I'm certain of it.

Also, if Paul was to add the Mandalay, it wouldn't spawn. At all. Ever.

Anyhow, I thought you all hated Mk I ships? :sceptic:
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joelR
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Post by joelR »

Mizuchi wrote:
paulwheeler wrote:I'm 99% sure that the plots will be fine with XRM. Of course, we haven't got the time to check every single plot line, but I cant forsee any issues.
If they worked with SRM and CMOD, then they'll work in XRM. I'm certain of it.

Also, if Paul was to add the Mandalay, it wouldn't spawn. At all. Ever.

Anyhow, I thought you all hated Mk I ships? :sceptic:
Love the retexture, just not a fan of the ship design when they are alongside x3 ships. They look like they belong in minecraft!
Mizuchi
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Post by Mizuchi »

joelR wrote:They look like they belong in minecraft!
DON'T GIVE ME IDEAS. D:
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joelR
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Post by joelR »

Paul,

I have to say that fighter vs fighter fights have become a real pain in the keister with the hit box changes that were made. Especially with the high hull pack. I have a blastclaw and eclipse on a Falcon right now. Been trying to kill it for 10 minutes....When they actually manage to hit the ship the shields fully regenerate by the time they get the next volley in.

Anyhow. Just wanted to mention that. Thanks for all that hard work you put into this.

-joelR
paulwheeler
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Post by paulwheeler »

joelR wrote:Paul,

I have to say that fighter vs fighter fights have become a real pain in the keister with the hit box changes that were made. Especially with the high hull pack. I have a blastclaw and eclipse on a Falcon right now. Been trying to kill it for 10 minutes....When they actually manage to hit the ship the shields fully regenerate by the time they get the next volley in.

Anyhow. Just wanted to mention that. Thanks for all that hard work you put into this.

-joelR
Yes - don't worry I'm going to address this issue for XRM and then port it into the CMOD too.

At the moment I'm actually thinking of increasing bullet speeds for the majority of fighter weapons. Most of the fighter weapons have relatively slow bullet speeds - only just faster than medium sized weapons. This should not only improve accuracy but also make them a bit more satisfying to fire.
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FalconGrey
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x4

Post by FalconGrey »

ok, I know this is spoke about some place within these 300+ pages, however I can't get the search to narrow it down.

I'm having a problem with ships entering the game (spawning) with the name "zzPLACEHOLDER", "zzPLACEHOLDER Hauler", and "zzPLACEHOLDER KOG". I believe this is in conjunction with the Salvage Command Suite by TECSG when it randomly spawns 'dead' ships to salvage.

The suggestion is that something was installed wrong, however, I can't seem to find anything installed wrong. If I uninstall everything, and use the x3 Editor to view the tship file, everything is normal and no "placeholder" names. If I simply install SRM (only SRM) and view the file, the "placeholder" names appear.

I'm using SRM 1.10b and installing using Cycrow's installer v1.4 beta 6 in advanced mode.

Are the placeholder names intended to be in the tship file and if not, any ideas of what is going wrong?
It's not if we win or lose that matters, it's that we stood and faced it.
paulwheeler
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Post by paulwheeler »

The placeholder name was put in for all vanilla ship placeholders. There are lots of blank and unused entries in tships. I just gave them a placeholder name to keep them out of the way. For example, there is a ship in vanilla called "Collosus Hauler". This is an unused copy of the collosus so is now called "zzplaceholder" (the zz puts it the end of the list when using the cheat scripts).

If a script is spawning them then the script needs to change as these placeholders are in the vanilla game files and were never intended to be used. For this reason their race is set to unknown or "0".

Id imagine the script is just randomly picking a tships entry regardless of what it is. This is not good as there are many things in tships which were never meant to be used.

This is not an SRM issue. It is an issue with the script you are using.
Last edited by paulwheeler on Mon, 11. Jul 11, 19:18, edited 1 time in total.
djrygar
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Post by djrygar »

joelR wrote:Paul,

I have to say that fighter vs fighter fights have become a real pain in the keister with the hit box changes that were made. Especially with the high hull pack. I have a blastclaw and eclipse on a Falcon right now. Been trying to kill it for 10 minutes..
same with me

yet, there is something to remedy this, do not use 'boresight fire' but aimed fire. boresight does not use aiming, so lots of bullets is passing by the target, especially if turrets are widely spread out
paulwheeler
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Post by paulwheeler »

Don't worry, I have addressed this for XRM and ill port it into cmod after the release.
Mechanis
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Post by Mechanis »

paulwheeler wrote:
Sorkvild wrote:http://forum.egosoft.com/viewtopic.php? ... sc&start=0

new ships on the horizon , there might be something for SRM ;)
If you look closely all those models are basically retextured versions of existing ships with a little extra added.

For example, the "New Galleon" and "Tempestine" are variations of a retextured X2 Titan. The Mandalay looks like a merging of the X2 Nemesis and Bayamon.

That Barracuda Advanced rings a bell too, but I can't quite place it...
Consider my official endorsement of this idea given.

and if those ships look familiar, It's probably because I've based them on SF:RU ships. and there's several more on the way.
and my next relece, whenever I get done with it, will have even more goodies...
internal TS docking for TLs, anyone?

*edit* Ah! there's the pic I used for reference to build the Adv 'cuda.
A tinker
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FalconGrey
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x4

Post by FalconGrey »

paulwheeler wrote:The placeholder name was put in for all vanilla ship placeholders. There are lots of blank and unused entries in tships. I just gave them a placeholder name to keep them out of the way. For example, there is a ship in vanilla called "Collosus Hauler". This is an unused copy of the collosus so is now called "zzplaceholder" (the zz puts it the end of the list when using the cheat scripts).

If a script is spawning them then the script needs to change as these placeholders are in the vanilla game files and were never intended to be used. For this reason their race is set to unknown or "0".

Id imagine the script is just randomly picking a tships entry regardless of what it is. This is not good as there are many things in tships which were never meant to be used.

This is not an SRM issue. It is an issue with the script you are using.
Thanks paul,
I wrote back on the Salvage Command Suite forum of the issue and quoted what you said he/she knows more of what to look for now that it's understood that it IS due to how the random picks are done.
It's not if we win or lose that matters, it's that we stood and faced it.
Kalanderon
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Post by Kalanderon »

hi all of you,

so i hope this is noiw the correct thread^^

i have a little question:
i just bought the Terran Yokohama and i have seen that it can use Fusionbeam cannons, but where can i get them?

i know that u cant buy them in vanilla, so i guess because the yokohama can use them, u you should be able to buy them, right?

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