[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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paulwheeler
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Post by paulwheeler » Tue, 31. Jan 12, 09:40

Corsair1 wrote:Was the Tyr removed from all USC shipyards? I can't seem to find any and I finally have enough rep with ATF to get one :(. Or am I just blind or looking in the wrong spot.
Check ATF Headquarters in The Moon.

Corsair1
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Post by Corsair1 » Tue, 31. Jan 12, 09:44

Yup, I'm blind as usual. For some reason I only thought to check the shipyard and ignored everything else lol.
TyTy, love the mod btw. Keep up the great work :D
If you can't win, run.

nap_rz
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Post by nap_rz » Tue, 31. Jan 12, 09:53

paulwheeler wrote:Features for the next release:

- improved pirate behaviour
- jumpdrive kits for easy deployment of jumpdrives
- jump beacons for sale
- improved PSP effect
- a gentle turn of the screw on enemy race numbers.
improved pirate behaviour, what does that mean? and can you guesstimate, is that going to conflict if we're using pirate guild script?

jumpdrive kits, dunno, have a feeling that this will break things/bugged... lol hope not

improved psp effect, graphical wise or stats wise?

a gentle turn of the screw on enemy race numbers, what the hell is that? :lol:

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Sorkvild
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Post by Sorkvild » Tue, 31. Jan 12, 09:58

How much for the jumpdrive kit, chief? Please consider JD kits to be 30-50% more expensive than the regular JDs installed only at the docks.

Jump beacons? That's only for gateless universe or both? Don't forget about the 'right price' for them ;)

- a gentle turn of the screw on enemy race numbers.
Does it mean there will be more hostile race ships flying around?

What about the Argon Nexus model, rumors are to replace the old model with something new, right?
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 » Tue, 31. Jan 12, 10:02

Improved pirate behaviour is just a slight change to the job script they are currently running. Rather than just saunter out of pirate sectors and start attacking, they will now actually have somewhere to be. They will leave pirate sectors for another sector, usually of the race from which their "clan" comes before they start their pirate patrol. This means they should spread out a bit more rather than just hunt in the sectors adjacent to pirate sectors like they currently do.

It will cause no issues with any other scripts.


Again, jumpdrive kits are nothing complicated. You don't have to use them. All you have to do is transfer one to a ship, hit the deployment hotkey and it will deploy a jumpdrive.


The improved PSP is a graphical thing.

paulwheeler
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Post by paulwheeler » Tue, 31. Jan 12, 10:04

Sorkvild wrote:How much for the jumpdrive kit, chief? Please consider JD kits to be 30-50% more expensive than the regular JDs installed only at the docks.

Jump beacons? That's only for gateless universe or both? Don't forget about the 'right price' for them ;)

- a gentle turn of the screw on enemy race numbers.
Does it mean there will be more hostile race ships flying around?

What about the Argon Nexus model, rumors are to replace the old model with something new, right?
Jumpdrive kits and beacons will be very expensive. The beacons are the ones you see dotted around the AP universe.

No plans for the Nexus at the moment.

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Post by paulwheeler » Tue, 31. Jan 12, 10:23

Scratch that about the bug in the Nagoya...

I just checked my email and there in my inbox was a fix from Expnobody! :D

nap_rz
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Post by nap_rz » Tue, 31. Jan 12, 10:36

paulwheeler wrote:Scratch that about the bug in the Nagoya...

I just checked my email and there in my inbox was a fix from Expnobody! :D
hurrah hurrah hurrah! :lol: I've never been this excited about a custom ship in X3 series, dunno why... something in that expnobody ship just make me want to see and have it in the game :lol:


did somebody mentioned the inability to access paranid stock exchange? I'm having the same problem now... you only have to be friend of priest or something right?

deca.death
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Post by deca.death » Tue, 31. Jan 12, 11:28

nap_rz wrote: did you use custom turret scripts?
No, I'm an amateur ;)
(of course I did)

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Erenar
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Post by Erenar » Tue, 31. Jan 12, 11:31

Stock exchanges require you to have at least one station within that race's space. Says in the description of it :P

nap_rz
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Post by nap_rz » Tue, 31. Jan 12, 11:52

deca.death wrote:
nap_rz wrote: did you use custom turret scripts?
No, I'm an amateur ;)
(of course I did)
you know what? I'm somewhat agree with your assessment about M2 being more of a bragging rights than effective combat ships...

I noticed it's because (at least in my experience with MARS) there are somewhat blank spots in all capital ships (m7 and above) that cause turrets stop or unable to fire toward enemies at certain angles and distances from the ship :? :? :? not so sure what's causing that... but i've noticed this behavior since X3TC with MARS...

maybe the reason why threatening missiles not being shot down is the same with that, because of blank spots... :?

paulwheeler
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Post by paulwheeler » Tue, 31. Jan 12, 12:01

The turret system in X3 is exactly the same as that used in X2 - where the ships were much, much smaller.

There is a limit of six turret "cockpits" per ship. Which means the turrets can only engage six enemies at a time. Also, each cockpit has an maximum arc of 180 degrees. This is why you end up with situations where some turrets end up shooting through the ship as its the only way to avoid massive blind spots.

So, yes, there is always going to be poorer coverage the bigger the ship gets and there is absolutely nothing we can do about it.




...roll on Rebirth!

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Erenar
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Post by Erenar » Tue, 31. Jan 12, 12:02

Yesterday there was a khaak carrier in 3 worlds. I was pea shooting it with my sirokos and had his shields at 48% when suddenly i saw a missile explosion and his shields were gone... one more and he was dead. I turned round to see a lone M8 sauntering off.

Looking forward to that missile script cos tbh, that is, without a doubt, gamebreakingly overpowered. If a missile barrage can do the same job of a laser barrage but in 1/100th of the time... why use lasers? :P

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Post by Nemesis_87 » Tue, 31. Jan 12, 12:02

the bigger ships r effective against most things, but due to there size they are very weak against missiles, thats why i tend to have m6's with smart turrets protecting them until they run out of missiles, then send in the M2 to smash everything in sight

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Post by paulwheeler » Tue, 31. Jan 12, 12:05

With the new AP missile scripts - apparently, have a missile boat escorting your M2 filled with Mosquitos and they will shoot down any incoming missiles - another good use of M3Bs! And yes the AI will do this too (I'm going to try and adjust CWP so Missile boats spawn with a decent stock of mosquitos.

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Erenar
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Post by Erenar » Tue, 31. Jan 12, 12:07

Ooo pro tip, will have a play with that, thanks :) There were a few WTF's flying about when he stole my kill lol :P

Nemesis_87
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Post by Nemesis_87 » Tue, 31. Jan 12, 12:08

paulwheeler wrote:With the new AP missile scripts - apparently, have a missile boat escorting your M2 filled with Mosquitos and they will shoot down any incoming missiles - another good use of M3Bs! And yes the AI will do this too (I'm going to try and adjust CWP so Missile boats spawn with a decent stock of mosquitos.
and if its a terran/ATF fleet? :P

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Post by paulwheeler » Tue, 31. Jan 12, 12:17

The mosquito is universal in AP.

I will at some point try and get the missile defence scripts to use Delta missiles as well - but that might take some time.




BTW - for those who thought the Tau missile was overpowered - it is! I put too many noughts in the damage entry!

nap_rz
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Post by nap_rz » Tue, 31. Jan 12, 12:19

paulwheeler wrote:The turret system in X3 is exactly the same as that used in X2 - where the ships were much, much smaller.

There is a limit of six turret "cockpits" per ship. Which means the turrets can only engage six enemies at a time. Also, each cockpit has an maximum arc of 180 degrees. This is why you end up with situations where some turrets end up shooting through the ship as its the only way to avoid massive blind spots.

So, yes, there is always going to be poorer coverage the bigger the ship gets and there is absolutely nothing we can do about it.




...roll on Rebirth!
I don't know... the possibility of having 10 (let alone 60) independent turrets capable of engaging their own target separately on every capital ships in a game like this is somewhat doubtful, especially if it in sector... even with max 10 turrets on each capital ships, if there's a war like in AP that both sides having 5 capital ships that would mean 50 objects need CPU intensive tracking, that's assuming 10 turrets on a capital ships, when we have ships like bragi/valhalla with 60 turrets, 5 ships would be 300 turrets :lol:

unless they managed to do miracle and able to create specific threads targeted to specific CPU cores to do the job with all these turrets, acceptable performance is still not a guarantee... :?

Nemesis_87
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Post by Nemesis_87 » Tue, 31. Jan 12, 12:20

So terran ships and atf ships can use Mosquito? i should really check but im hung over atm lol

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