[MOD] Hull Multiplier mod v.0.5 for XTC v1.2

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surferx
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Post by surferx »

Apologies for not being able to continue testing, I posted to tech help for a fix of my problem but had no luck. Just weird, after uninstalling and a clean re-install X3:TC vanilla refused to start. Hopefully Friday I'll be ok to play/test.
If you want to go fast, go alone.
If you want to go far, go together.

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Scoob
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Post by Scoob »

Hi Requiemfang,

I've been away for a while and am only just downloading the update 1.2a of XTC. Are you planning to release a 1.2a compliant version of your mod?

I know we have pretty similar ideas when it come to our preference regarding tougher hulls, different weapon balance etc. I was going to start applying my changes to 1.2a based off my own 1.1 changes but if you're already WIP on this then I'll try to be patient :)

As my download of 1.2a is still on the way, I've not had a poke around to see exactly what's been updated yet, though I assume tShips at least is different.

Cheers,

Scoob.
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surferx
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Post by surferx »

I just started up playing again as well. I had to reinstall my os, and just waited out the 1.2 upgrade from TXU. Hulls still seem paper thin, but just starting a new game now.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Requiemfang
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Post by Requiemfang »

I'll have to work on it... I've been away from the game for a while, busy with RL stuff an all. Not sure if I can get the new update out at some point in the future, if you want to spend the time doing the work you can of course take up the reigns, it's not that hard to change the hull values in the Tship file or the gun values in the Tbullet file, it just takes time to do it.
Scoob
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Post by Scoob »

Hi Requiemfang,

Yeah, it's RL that's been keeping me away since our original discussions on this topic over on TheXUniverse forums...

I'm about 25% of the way through editing tShips at the moment, I will continue this evening if I get time. Wish I'd finished that until I was writing now but a machine upgrade means my WIP is elsewhere...

I've modded tBullets to my own preference too, Ive just given figher and anti-fighter class weapons a slight boost in shot speed. Basically I'm creating my own personal mod from version 1.0/1.1 of XTC. I'll likely publish my efforts as a resource (i.e. individual tBullets, tShips etc.) so it can be edited / mergered into peoples own stuff if they wish.

Editing that tShips file is...tiring...

Cheers,

Scoob.
Scoob
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Post by Scoob »

Hi,

As I wasn't sure what had changed (I couldn't get windiff working under W7 64) I've edited the base 1.2a tShips file and applied basic multipliers.

See this post: Here

Cheers,

Scoob.
Requiemfang
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Post by Requiemfang »

okay kids the OP has been updated with a new version packed into cat/dat form. You can thank Scoob for most of the work done, I just went in and fixed some things he didn't get that I had in the previous version. I commend Scoob for really uping the anti for the M2+ ships considerably like the Megalodon and the Taipan :p

When I get the time I'll be making a weapon mod that modifies the Tbullets file so things can be a bit more balanced, I'll only touch up the capital class ship weapons and nerf the anti-fighter weapons a bit, they're 70-80% accurate and shred fighters so quickly they have no chance, ever see 50 fighters go up against a M2 or M2+ fitted with most Beta Flak? it ain't pretty, your looking at a 80% kill ratio :lol:
Scoob
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Post by Scoob »

Hi Requiemfang,

Cool. For my own game I did actually rebalance certain weapons. Heavy cap ship weapons got a ROF reduction to stop the spam and the crazy DPS. Fighter and anti-fighter weapons got a shot speed boost, while maintaining range, to actually allow them to hit a moving target. No more strafe-dodge if a fighter is on your tail!

I've actually been playing with XRM lately so my XTC game is on hold, though I can dig up my files if you like? Note: they weren't scientifically rebalanced, just a few tweaks (e.g. half ROF here, double bullet speed there) to get the feel right for me. I'd NOT run a cap ship myself in this particular game, but I made my changes based on observations and checking the stats in tBullets and tLasers. I'm well aware that I had more planned changes but didn't get around to it.

For me, the combination of Hull and bullet/laser changes makes XTC much more fun. I do still find it odd that the weak hulls and pimped weapons mean a £200 million cr+ (fully loaded) M2 can go down in under 10 seconds. I much prefer the slug-fest a slight rebalance gives us :-) Oh, and the DEADLY fighters with their pimped shot-speed...really love that! It's DANGEROUS being in a small ship!

I was, like you, going to do further rebalancing on weapon damage levels over my intial changes. However in the end I gave ALL shields a recharge boost. Military grade shields are still far superior to their civilian counterparts but the civilian shields do feel like they protect you now...if you can avoid being hit long enough to let them recharge. Now that they recharge more quickly, you can be back in combat sooner to after a quick re-charge break - thinking early fighter / M6 combat here, though cap ships also benefit, though they'd likely need to jump away being rather slow.

Cheers,

Scoob.
Requiemfang
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Post by Requiemfang »

if you could PM me with the changes to the Tbullets and Tlaser files I'll take a look at it myself. I also noticed and discovered while playing XRM total conversion mod of the AI Ammo Cheat + Damage Mitigation script Gazz made.

if you look in the thread it lists the dmg mitigation rates for the types of ships. Now if we had that for ALL the ship types in XTC that would be good, especially for combat ships. It would help and not have to make us tweak some things around so much.

http://forum.egosoft.com/viewtopic.php?t=248906

if anyone wants to test this script out and report back on it by playing with the script installed in X-tended.

I'd like a report back on it, for obvious reasons and worries it might cause incompatibly issues, ect, ect.

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