[3.2/2.5 MOD] X3TC Naval Shuffle 1.3.3.3/1.1: Now reasonably AP compatable
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
Shadow_Wolf33
- Posts: 160
- Joined: Fri, 5. Dec 03, 01:11

-
Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

Thanks, Shadow.
Anyone got any feedback on the new missile setup yet? I'm rather curious to see how those fared, considering missiles have such table-turning powers.
Also, I finally heard back from Nividium, so the next update should have beam forges working.
Anyone got any feedback on the new missile setup yet? I'm rather curious to see how those fared, considering missiles have such table-turning powers.
Also, I finally heard back from Nividium, so the next update should have beam forges working.
Motion particles are basically the red racing stripes of space, and it's a nice low-level indicator of just how fast you're going. I figure their psychological effects are worth keeping them in.lamoyja wrote:I figured you had removed the fog in yours as well. But I like being without the space particles.
I mean seriously... how much dust is flying around in space that I'd be able to see a constant flux of particles fly by?
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
-
Shadow_Wolf33
- Posts: 160
- Joined: Fri, 5. Dec 03, 01:11

Tomorrow I'm more than likely going to attempt an in-place upgrade and continue off of a currently running game. I like my fleets and phat bank account and huge weapon-plex and really don't feel like rebuilding it. SO I shall test the 'drop in upgrade' capability and report any oddities.Sorenson wrote:Thanks, Shadow.
Anyone got any feedback on the new missile setup yet? I'm rather curious to see how those fared, considering missiles have such table-turning powers.
Also, I finally heard back from Nividium, so the next update should have beam forges working.
When I upgraded from Beta 1 to Beta 2, the only queer behavior I got was regarding the weapon quantity changes for turrets. The ones that had turrets increased went all wacky and got free placeholder IRE's that did absolutely nothing. Shall spin the wheel and see what happens this time.
Agreed, a space game just wouldn't be a space game without those little particles of dust/rock/ship debris/astronaut feces whizzing by your ship letting you know you're really bookin it.Motion particles are basically the red racing stripes of space, and it's a nice low-level indicator of just how fast you're going. I figure their psychological effects are worth keeping them in.
Did any ship performance stats get tweaked? or gun slot quantities? or did those more or less stay the same?
Need to start adding a change log to your 2nd post.
-
Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

I don't like doing change logs, mainly because I do so many changes and rechanges that keeping everything in order is a nightmare. As for ship stat changes, asides from more ships getting more single-gun turrets turned to doubles and the cargo recalculations and ship missile compatabilities being adjusted to fit the new missiles setup I don't think I did much in that department. Asides from any adjustments I might have to make due to folks' requests and a change to the Scabbard's weapon energy I only discovered I'd forgotten to do after I shipped beta 3 out I think ships are pretty much done.
EDIT: Bah, stupid scripting. I managed to integrate part of Nividium's NPP script into the terran station purchasing one (which cuts its size down to like a third of its beta 3 size, thank goodness) and replicate the factory ware reset script to apply to fusion beam forges, and when executed it works just fine. When it's executed being the problem - even though I've got an identical call script command at the bottom of the BTS script to the one Niv used for his NPP and the game does call it from that it doesn't actually run the sucker until I do so manually. Maybe I'll throw the code up here later if I can't get it to stop screwing around and let you guys have a crack at it.
EDIT: Bah, stupid scripting. I managed to integrate part of Nividium's NPP script into the terran station purchasing one (which cuts its size down to like a third of its beta 3 size, thank goodness) and replicate the factory ware reset script to apply to fusion beam forges, and when executed it works just fine. When it's executed being the problem - even though I've got an identical call script command at the bottom of the BTS script to the one Niv used for his NPP and the game does call it from that it doesn't actually run the sucker until I do so manually. Maybe I'll throw the code up here later if I can't get it to stop screwing around and let you guys have a crack at it.
Last edited by Sorenson on Mon, 8. Feb 10, 08:33, edited 1 time in total.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
-
Shadow_Wolf33
- Posts: 160
- Joined: Fri, 5. Dec 03, 01:11

Tomorrow if I'm bored at work, I'll see if I can get my data harvester application to parse the turret data. One way or the other perhaps I'll post my excel sheet full of all the changed data goodness that this mod entails, so the OCD buggers like myself that need to create the "perfect" fleet can can peruse the stats.
Either that or people can use it as a preview for the mod, whatever.
Either that or people can use it as a preview for the mod, whatever.
-
je_la_d
- Posts: 13
- Joined: Mon, 26. May 08, 20:12

Just a quick question about the shield changes.... I was cruising in a mercury and bashed another asteroid (Autopilot hates me now) ... and when it hit, it instantly exploded, no bounce back or anything. The question is ... how much did you change the shields on the TS ships? This particular merc had 3x25mj shields... seems like it could take a hit from a small asteroid (1/2 the size of the ship) without instantly blowing up.. Using a fresh install with beta 3, and a few other small scripts (rock remover by Grax being the key...lol) mars, and codea.... etc..
Drax Vaeni - Vaeni Industries
-
Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

TS ships didn't get much changes asides from the Mistral Super Freighter, which got bumped up from six 25s to one 200, and the only change I made to 25 mj shields themselves was setting their efficiency to a flat 1.0. The increased speed might've had something to do with it, or it might have been just the engine having a weird moment. I'll see if I can replicate what happened to you and see what the results are.
ONE-SECOND-LATER-EDIT: Now that my reading comprehension's kicked in through the morning brain fog, might have nothing, it had to have been the speed. Since speed is naaturally a big chunk of the equation to determining collision damage, that mercuries and the like are now zipping around at 2.5 times their vanilla speeds means full-speed hits are going to be anything but nice if the hit party's larger than an M4.
EDIT: That's one of the things I have to work on, and unfortunetily it's probably going to take me a good long while to do so since I think some of that's dictated in the TJobs file. Cranking up the Gauss Cannon Ammunition allotment on spawn should probably fix it.
EDIT: Having just checked for myself what Xenon capitals spawn with, I think it'd actually be a whole lot better if they spawned with five rounds of gauss ammunition since they could at least shoot at other ships instead of spawning with prototype starbursts filling every slot with a bunch of flaks thrown in for strange measure. I really wish this bloody game would be consistant in its bad logic.
ONE-SECOND-LATER-EDIT: Now that my reading comprehension's kicked in through the morning brain fog, might have nothing, it had to have been the speed. Since speed is naaturally a big chunk of the equation to determining collision damage, that mercuries and the like are now zipping around at 2.5 times their vanilla speeds means full-speed hits are going to be anything but nice if the hit party's larger than an M4.
EDIT: That's one of the things I have to work on, and unfortunetily it's probably going to take me a good long while to do so since I think some of that's dictated in the TJobs file. Cranking up the Gauss Cannon Ammunition allotment on spawn should probably fix it.
EDIT: Having just checked for myself what Xenon capitals spawn with, I think it'd actually be a whole lot better if they spawned with five rounds of gauss ammunition since they could at least shoot at other ships instead of spawning with prototype starbursts filling every slot with a bunch of flaks thrown in for strange measure. I really wish this bloody game would be consistant in its bad logic.
Last edited by Sorenson on Mon, 8. Feb 10, 17:11, edited 3 times in total.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
-
stealthhammer
- Posts: 1461
- Joined: Fri, 12. Sep 08, 04:27
I'm just wondering, are you or have you worked on the amount of ammo that Xenon capital ships spawn with. For example if a ship spawns with X number of crate of Gauss cannon ammo per cannon verses the 5 shots or so per cannon for the ship?
Sorry if I'm not clear, its to early for me yet here.
Sorry if I'm not clear, its to early for me yet here.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
-
Shadow_Wolf33
- Posts: 160
- Joined: Fri, 5. Dec 03, 01:11

Do you have any perticular logic behind the design choice on how the Terran/ATF ships are generally ranking faster/higher shielded in almost all categories than all of their rivals? The Aegir for example is faster than almost HALF of all M3s when looking at max speeds, and is faster than ALL non-terran/ATF M6es apart from the Hyperion Vanguard. I thought the Split were supposed to be the speed freaks in this universe. Is it just because Terran sectors are so bloody huge? or did I catch you in some blatant favoritism.
and GAH! You nerfed the top speed on the Venti. When I mentioned the inconsistency between it and the Solano I meant for the Solano to get increased not the Venti to get decreased.
I also noticed that the Hyperion Vanguard doesn't seem to follow the "Universal Weapons" convention, which should theoretically allow it to mount PRGs on the main guns as well as on the turrets.
and GAH! You nerfed the top speed on the Venti. When I mentioned the inconsistency between it and the Solano I meant for the Solano to get increased not the Venti to get decreased.
I also noticed that the Hyperion Vanguard doesn't seem to follow the "Universal Weapons" convention, which should theoretically allow it to mount PRGs on the main guns as well as on the turrets.
-
Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

One part interpretation of developer's intent, one part strict adherence to my calculating formulas, one part Terrans being the Mighty Whitey race of the X-verse, one part favoritism that developed as a result of said Mighty Whitey-ness.Shadow_Wolf33 wrote:Do you have any perticular logic behind the design choice on how the Terran/ATF ships are generally ranking faster/higher shielded in almost all categories than all of their rivals? The Aegir for example is faster than almost HALF of all M3s when looking at max speeds, and is faster than ALL non-terran/ATF M6es apart from the Hyperion Vanguard. I thought the Split were supposed to be the speed freaks in this universe. Is it just because Terran sectors are so bloody huge? or did I catch you in some blatant favoritism.
Still faster than every M3 that ain't Terran or Split in origin, though.and GAH! You nerfed the top speed on the Venti. When I mentioned the inconsistency between it and the Solano I meant for the Solano to get increased not the Venti to get decreased.
EDIT: PRGs aren't universal, they're Foundation Guild weapons - their counterpart is the Pulsed Beam Emitter, especially with its boosted range/lowered firing rate, which the Hyperion's capable of using.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
-
Shadow_Wolf33
- Posts: 160
- Joined: Fri, 5. Dec 03, 01:11

Guess I might have to start using more Terran/ATF ships then. I tried using an Odin for a while over the weekend and it seems to have a habit of running over its own fighters, or maybe I just need to stop my carrier during deployment...hmmm.....Sorenson wrote:One part interpretation of developer's intent, one part strict adherence to my calculating formulas, one part Terrans being the Mighty Whitey race of the X-verse, one part favoritism that developed as a result of said Mighty Whitey-ness.
or boron, or paranid, or yaki.... It's still in the top 1/3rd, but definitely a big drop from its position as 3rd fastest it had before.Still faster than every M3 that ain't Terran or Split in origin, though.
My bad, guess PRGs being Universal was just wishful thinking on my end.EDIT: PRGs aren't universal, they're Foundation Guild weapons - their counterpart is the Pulsed Beam Emitter, especially with its boosted range/lowered firing rate, which the Hyperion's capable of using.
-
je_la_d
- Posts: 13
- Joined: Mon, 26. May 08, 20:12

Still loving the mod .. and yet I have another funny story... I was trading around in my merc (again) ... when out of the blue (or black...) this huge split TL comes speeding past me and makes a hard right turn about 200 meters in front of me ... needless to say, I went splat.. Funny part is how fast that thing went whipping past me like a road raged speed junkie just to cut me off.. I think the auto-pilot gods hate this mod
or quite possibly just me using this mod ...
Anyways, about the shields, my ship is a merc hauler, with 4x25mj shields, and if a space fuel drunk discoverer happens to kamakazie me, its all over for both of us... (and yes, this has happened 3 times since installing beta 3... lol) Just something to look into when you get a chance. I realize raising the shield power up would make raiding convoys kind of a pain (all things considered, a heavily shielded TS with 2+ m4 - m3s guarding it would be trouble for most solo m4s...) but I don't know. The collision thing is all hard-coded in right?
Looking on the brigher side though, with heavier shielding, most TS ships would be more of a challenge than launching a few missles and watching the fireworks...
Anyways, about the shields, my ship is a merc hauler, with 4x25mj shields, and if a space fuel drunk discoverer happens to kamakazie me, its all over for both of us... (and yes, this has happened 3 times since installing beta 3... lol) Just something to look into when you get a chance. I realize raising the shield power up would make raiding convoys kind of a pain (all things considered, a heavily shielded TS with 2+ m4 - m3s guarding it would be trouble for most solo m4s...) but I don't know. The collision thing is all hard-coded in right?
Looking on the brigher side though, with heavier shielding, most TS ships would be more of a challenge than launching a few missles and watching the fireworks...
Drax Vaeni - Vaeni Industries
-
Aquitaine
- Posts: 274
- Joined: Tue, 9. Dec 03, 19:51

-
lamoyja
- Posts: 121
- Joined: Wed, 9. Dec 09, 04:53

I'll fire up my game and give you a second opinion on that blastclaw prototype question. BRB
edit: ok added myself a blastclaw prototype and added differing weapons in the front cockpit lasers. The phased repeater gun and other fast firing weapon both seem fine. I didn't bother with the rest, though on other thoughts I probably should have.
What scripts/addons are you using? If you're using anything like that combat mod, that is going to conflict horribly
My game is a horrible mish mash of scripts and fake patches all on top of eachother, and it works pretty well with this mod.
edit: ok added myself a blastclaw prototype and added differing weapons in the front cockpit lasers. The phased repeater gun and other fast firing weapon both seem fine. I didn't bother with the rest, though on other thoughts I probably should have.
What scripts/addons are you using? If you're using anything like that combat mod, that is going to conflict horribly
My game is a horrible mish mash of scripts and fake patches all on top of eachother, and it works pretty well with this mod.
-
Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

I just did, no problems. Seeing as I didn't touch the front cockpit guns there's no reason it should break. Are you running any other mods or some scripts or whatnot?
EDIT: I just tested it with every gun, no problems.
EDIT: Beaten.
EDIT: I just tested it with every gun, no problems.
EDIT: Beaten.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
-
Aquitaine
- Posts: 274
- Joined: Tue, 9. Dec 03, 19:51

Several, but I don't think any of them mess with guns or turrets.
MARS
Loky's Advanced Hyperdrive
Auto Prep Ships
Complex Cleaner
Dedicated Drones
Luckie's scripts - CLS, CODEA, EST, Prospector
Improved Boarding
Military HUD
NPC Bailing
OOS Damage rebalance
Salvage Claim
Weapons Quickswap
Player Workshop
And a couple other minor things. It's strange, because the weapons show up fine and are in the correct group, and the turrets work ... and I haven't encountered this on any other ship (so far).
MARS
Loky's Advanced Hyperdrive
Auto Prep Ships
Complex Cleaner
Dedicated Drones
Luckie's scripts - CLS, CODEA, EST, Prospector
Improved Boarding
Military HUD
NPC Bailing
OOS Damage rebalance
Salvage Claim
Weapons Quickswap
Player Workshop
And a couple other minor things. It's strange, because the weapons show up fine and are in the correct group, and the turrets work ... and I haven't encountered this on any other ship (so far).
-
Sorenson
- Posts: 340
- Joined: Thu, 9. Apr 09, 00:43

Can you start disabling suspiscious-looking stuff in the plugin manager and loading a game in a broken blastclaw? Start off with Weapons Quickswap, Mars (which I don't think you even need since I thought Egosoft packed it in a patch) CODEA, and so on.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
-
lamoyja
- Posts: 121
- Joined: Wed, 9. Dec 09, 04:53

Code: Select all
MARS - Ditto, no conflict AFAIK
Loky's Advanced Hyperdrive - I use cycrows, but I don't see a reason
Auto Prep Ships - I have this as well
Complex Cleaner - I have never had luck with this one.
Dedicated Drones - No idea, does it use .cat files?
Luckie's scripts - CLS, CODEA, EST, Prospector - Everyone should have
at least one or two of these. Maybe CODEA or Prospector though.
Improved Boarding - Ditto
Military HUD - Ditto
NPC Bailing - Ditto
OOS Damage rebalance - Caused me some conflicts or slowdowns, so I had to uninstall this one. No idea, but shouldn't.
Salvage Claim - Ditto
Weapons Quickswap - Maybe the culprit if it depends on static settings
Player Workshop - No idea
-
Aquitaine
- Posts: 274
- Joined: Tue, 9. Dec 03, 19:51

-
Shadow_Wolf33
- Posts: 160
- Joined: Fri, 5. Dec 03, 01:11

I would suggest going back to vanilla X3, see if that ship works properly again and then add mods back starting with Naval Shuffle and see which one buggers up your blastclaw.
Conversely, you could add Cycrow's Cheat package and try spawning yourself a new blastclaw prototype. It's possible that one ship is hosed, and a new one will work fine.
Flip a coin and go nuts.
Conversely, you could add Cycrow's Cheat package and try spawning yourself a new blastclaw prototype. It's possible that one ship is hosed, and a new one will work fine.
Flip a coin and go nuts.
