[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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malanthor
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Post by malanthor »

Looks like the same order i did, and it works here. I didnt do trails though. Anyway, one thing that ive noticed when playing is that the different races have very little diversity in weapons. Yeah the paranids have tri beam, split have the ehrr laser (forgot name) and some other stuff, any chanse you are going to take this a bit further in XRM? Personally i would love to see more race diverse weapons. Would also be fun if the races had a particular knack for say laser weapons, or plasma weapons, or whatnot, but i guess thats taking it a bit to far maybe. hehe.
edit: also do you have any plans for perhaps introducing m2+ ships for other races than split/terran/teladi? I understand that if the models dont exist there is little you can do, not asking you to model them yourself here, just asking if there are any chanse of getting some into the mod, if the models exist.
Mizuchi
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Post by Mizuchi »

malanthor wrote:Looks like the same order i did, and it works here. I didnt do trails though. Anyway, one thing that ive noticed when playing is that the different races have very little diversity in weapons.
Racial Diversity in Weapons will be a feature of XRM. :D

malanthor wrote:I understand that if the models dont exist there is little you can do, not asking you to model them yourself here, just asking if there are any chanse of getting some into the mod, if the models exist.
"The models don't exist" is pretty much why they're not in SRM. You nailed it. :)
malanthor
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Post by malanthor »

Dang. Hehe, atleast it was good news on the weapon diversity. :)
freelancer91
Posts: 101
Joined: Tue, 12. Jul 11, 03:32

Post by freelancer91 »

OK, I reinstalled the game and re added the mods. I have all of the ships available, but there is a new problem. None of the ships move and autopilot doesn't seem to work when I start out in the Sabre. Also, the sectors seem curiously devoid of freighter ships (or at least they were when I started the Terran start.)

EDIT: Revalidated the game cache and applied the /mov folder change. It works now apparently...
paulwheeler
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Post by paulwheeler »

XRM UPDATE:

I'm 97.3% sure we're on for a friday release! Mizuchi and me are adding the finishing touches as we speak.
malanthor
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Post by malanthor »

Sounds good Paul, will the mod be ready for hardcore playing or will this be beta stage kinda with expected bugs and the like? :)
paulwheeler
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Post by paulwheeler »

I'm hoping its pretty much bug free, but of course there's always the chance of one or two. There certainly shouldn't be any game breakers in there.
malanthor
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Post by malanthor »

Great news. i am holding off on my current game then, in expect of a total reinstall when it comes out. Any chanse you could slip a few more hints abouth whats to come? :D
paulwheeler
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Post by paulwheeler »

malanthor wrote:Great news. i am holding off on my current game then, in expect of a total reinstall when it comes out. Any chanse you could slip a few more hints abouth whats to come? :D
I could... but then I'd be forced to kill you. :wink:
malanthor
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Post by malanthor »

Bah, okay, i think ill go with keeping my life then, otherwise i wouldent be able to play when it comes out, tempting though it is. :D
A5PECT
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Post by A5PECT »

Have you made the rapid box alterations to the first version of XRM?
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 »

KloHunt3r wrote:Have you made the rapid box alterations to the first version of XRM?
I have made some slight alterations, but there is another change which has made more of an impact with this. All fighter bullet speeds have been significantly increased. This not only aids accuracy, but also means each bullet has a shorter life span which helps a little with frames.
malanthor
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Post by malanthor »

Good news on the faster bullets speed, that is a change i for one is looking forward too.

Have you done any changes to the ships and their statistics or are things pretty much as they are in srm?

In my experience i have always felt that ppc's and psp's are a little to powerful compared to the other capital class ship weapons (tri beam, plasma beam ion cannon etc) I always want to go with the other weapons when i am playing races they are more suited for but i always feel that the psp and ppc are the better choice from a power perspective when i do. I dont know what others think about this, just relating my own experience and thoughts.
paulwheeler
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Post by paulwheeler »

malanthor wrote:Good news on the faster bullets speed, that is a change i for one is looking forward too.

Have you done any changes to the ships and their statistics or are things pretty much as they are in srm?

In my experience i have always felt that ppc's and psp's are a little to powerful compared to the other capital class ship weapons (tri beam, plasma beam ion cannon etc) I always want to go with the other weapons when i am playing races they are more suited for but i always feel that the psp and ppc are the better choice from a power perspective when i do. I dont know what others think about this, just relating my own experience and thoughts.
Ships are mostly as they are in the SRM. There are one or two changes, but nothing major.

There have been drastic changes in the capital class weapons which will resolve the issue you mention, but I can't tell you any more on this front - you'll have to wait and see!
djrygar
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Post by djrygar »

how about removing ammo requirement from fighter weapons?

As Litcube found out, ammo is responsible for ships stalling (0m/s) during heavy battles (200 fighters or more), especially those with rapid ROF (Mass Driver)
paulwheeler
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Post by paulwheeler »

Yes - ammo is gone and weapons are balanced to compensate.

(Except for the Maintenance Pods coz that would make it too easy!)
Ferenczy66
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Post by Ferenczy66 »

Has any changes to missles just circling the target, never seemeing to hit been resolved

I primarly use terran ships and weapons.
(Missles seem to be all but useless to me.)
paulwheeler
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Post by paulwheeler »

I have put missile sizes back up a bit. I think halving the size was a step too far so they are more like 75% now.

Its a tough balancing act between making them too easy to shoot down and how avoidable they are.
Kadatherion
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Post by Kadatherion »

Hey Paul, first thing first: thanks for the awesome mod which is offering me tons of fun now that I came back to play X3 after quite a long while :)

I'm here to report a small (but potentially troublesome) compatibility issue between SRM (actually the weapon dealers addon package) and Litcube's Phanon Corp. I believe it wasn't noticed before but I might be wrong (it definitely wasn't in the other thread, but here, almost 400 pages... who knows? :P )

http://forum.egosoft.com/viewtopic.php? ... 10#3636110
Here in Litcube's thread you can read about it extensively. To make long things short the issue is that one of the two Strong Arms weapon dealers (the XL one which spawns in Unknown Sectors) is set up to be independent race, and when it spawns it also sets your rep with that race to max, so you can buy everything from it once you find it.
Problem is, the whole Phanon Corporation is based upon that very same neutral "hidden" race, and this overlap might lead to odd behaviour in game.

Similar conflicts might occur with other plugins making extensive use of Race1, so you might want to check into it and maybe make a quickfix for future versions and for XRM should the weapon dealers be there too.
paulwheeler
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Post by paulwheeler »

This is known and documented in the weapons dealer readme.

There's no way around it without removing serious functionality from the weapons dealers so its one or the other.

As far as I am aware Phanon Corp is the only script that makes use of this race.

There is no way to make every mod compatible with every script I'm afraid.

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