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[分享] Ship Rebalance Mod:Continued v1.06 (27/4/11): A Huge Update

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发表于 2011-4-28 06:41:33 | 显示全部楼层 |阅读模式
本帖最后由 0809000 于 2011-4-28 06:41 编辑


Ship Rebalance Mod: Continued v1.06
Latest Release: 27/4/11
(updated cockpits 10/1/11; trails 27/4/11; Shipyards 27/4/11; SSRP 12/10/10; Hulls 27/4/11; Weapons Dealers 23/3/11)
原帖地址:[MOD]Ship Rebalance Mod:Continued v1.06 (27/4/11): A Huge Update
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FEATURES

Ship Rebalancing: The SRM rebalances nearly every single ship in the game with a view to making every ship unique and useful. We have tried to ensure there are no "I Win" ships and that all ships within a class are balanced across the races. Speeds of fighters have been increased, corvettes are much faster, more manoeuvrable with extended cargo bays, heavy corvettes have more weapons and turrets, there are new classes of frigates such as Heavy Assault frigates, light frigates and more light carriers, weapon loudouts have been made more racial, and many other aspects have been tweaked to improve balancing consistancy. Established race lore from the X Universe has been fully embraced and applied. All ship stats are taken into account from speed and acceleration to cargo and price.

Bug Fixing: Many bugs that exist in X3TC have been fixed in the SRM, including cockpit positions, turret and camera issues, model problems, etc. Draffut's Bug Fix Mod has been fully merged into the SRM.

Addon Packs: The SRM also adds many optional addon packs to further enhance your game, such as the SSRP which changes ware availability to make the game more challenging, Weapons Dealers which makes obtaining weapons and shields easier, the Shipyard pack which adds all the new SRM ships to shipyards as well as adding new, specialist shipyards to the game, several particle trail packs and cockpit packs, and three hull multiplication packs to increase hull sizes to make battles last longer. All the scripts are simple AL Plugins with easy to use configuration interfaces so you can choose to add only the bits that you want.

New Ships: As an added bonus the SRM also adds many (well over 150!) new ships into the game taken from some of the excellent ship mods available, including Cadius' Xtra Mod and Killerog's X2 ships, as well as some SRM exclusive ships. It also retextures many ships to add more variety into the game. It features PAR ships, which are pre-outfitted ships ready for deployment when you purchase them, M3 Bombers, M5 Explorers with built in capital class scanners and Explorer software, prototype M6s for each race and much, much more.

Docking Enhancements: Alkeena's BSD Mod is fully merged with the SRM providing enhanced external docking for all ships, including M5 docking for M6s, TS and M6 docking for carriers and M8 docking for Destroyers.

Other Mod Friendly: The SRM is compatible with many other popular mods. Please see the compatibility section below as many mods require special installation instructions to work with the SRM.

The SRM is fully compatible with X3TC v3.1

Much of the rebalancing has been done with the Combat Mod 4 in mind so I highly recommend this for use with the SRM - although it is by no means essential.

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Merged Mods:
Bug-player fix by draffut. (thread)
BSD, Bomber and Shuttle Docking mod by Alkeena. (thread)
Repair Drones Mod you find in Gazz's MARS script.
X2 Ships Callback Mod v1.07 by Killerog (thread)
Xtra Ship/Station Pack v1.93 by Cadius (thread)
Boron Lucsa and Paranid Thanatos v1.5 by Axeface (thread)
Ship Expansion v1.7c (part) by Killjaeden (thread)
Schiffs Expansion v1.01 (part) by Armankessilols (thread)
Artellia v1.0 by Puffneki (thread)

DOWNLOAD SRM v1.06 --- SPK Version

Release notes
Please read the release notes thoroughly for any special update instructions.

Changelog for v1.06 - full list of changes for the entire SRM including SomeoneElse's original changes.

Stats for v1.06 - Basic SRM stats for all ships. Does not include weapon compatibility or prices. MS Excel 2007 or above required to view.
PDF Version

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 楼主| 发表于 2011-4-28 06:41:34 | 显示全部楼层
本帖最后由 0809000 于 2011-4-29 07:05 编辑

Addon Packs:

-----------------------------------------
Updated 27/4/11
Hull Multiplying Pack - LOW --- SPK Version
Hull Multiplying Pack - MEDIUM --- SPK Version
Hull Multiplying Pack - HIGH --- SPK Version

These packs multiply the basic hull levels by various amounts. They also increase the difference between the ship classes. So M2s get a bigger increase than M6s etc.

The low pack multiplies fighters by around x1.5 and capitals by around x2.5, the medium pack multiplies M3s by x2.4 and M2s by x5, the high pack multiplies M3s by x3.5 and M2s by 12!

A script is also included which will reload the hulls of every ship currently in existence. This script must be run manually from the script editor.

Thanks to JMan77 for the idea and scripting.

NOTE - It is essential to update your hull packs with each SRM release.

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Updated 23/3/11
SRM Weapons Dealers AL Plugin v1.4 --- SPK Version

This pack adds an AL plugin that creates several Weapons Dealer stations to the universe. These stations stock a variety of weapons and missiles in large numbers. These can also be purchaed by the AI to help alleviate the general lack of weapons for sale in the universe.

Click here for more information

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Updated 12/10/10
Ship Systems Rebalance Pack (SSRP) v1.4 --- SPK Version

Alternate SSRP (with docking computer put back to its vanilla ware size)

The purpose of the SSRP is to make the game more challenging. This has been done by rebalancing certain wares to make them less accessible. For example, the jumpdrive has been made an XL ware so it can no longer be used with the majority of fighters and its price has been increased to 2 million credits. I suggest that beginners do not try this pack as it makes the game significantly harder especially in the early stages.

Click here for more information about the changes.

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Updated 10/1/11
Cockpit Mod v1.30 with glass tints and reflections by PSCO1 --- SPK Version
Cockpit Mod v1.30 with no glass tints by PSCO1 --- SPK Version
Cockpit Mod v1.30 with HUD Info put back and no tints by PSCO1 --- SPK Version
Cockpit Mod v1.30 with a cut down, lite version of the HUD by PSCO1 --- SPK Version
Cockpit Mod v1.30 with tints, HUD info and Gravidar put back by PSCO1 --- SPK Version

There are five versions of the cockpit mod - the original, one with no glass tints or reflections, one with no tints and the HUD info bar put back in, PSCO1's new version with a lite, cut down HUD, and one with the Gravidar and HUD info in.

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Updated 27/4/11

SRM Exlusive Trails Pack with Capital Ships Effects v1.0e by Killerog and Paul Wheeler --- SPK Version
SRM Exlusive Trails Pack v1.1c (no cap ship effects) by Killerog and Paul Wheeler --- SPK Version
Engine Effects and Particle Trails Mk2 Pack v0.05e by Killerog --- SPK Version
Particle Trail Mod Pack A v1.21c by Killerog --- SPK Version
Particle Trail Mod Pack B v1.21c by Killerog --- SPK Version
Coloured Engine Effects and Trails v1.5c by Algoran --- SPK Version

These six packs add coloured particle trails and lensflare effects for all fighters. The Mk2 pack and the SRM exclusive with capital ship effects also add new engine effects to capital ships, corvettes and freighters.

The SRM Exclusive pack is based on Killerog's A pack colours, but has a very different feel, with custom Otas and Yaki trails. It has also been tweaked to work with the fastest Explorer M5s from the SRM and also has an extended draw distance so they can been seen from further away. There are two versions, one with and one without captial ship effects. The capital ship effects are based on Killerog's but with a more subtle, transparent effect.

Please note Killerog's pack B and Algoran's change trails associated with some missiles and weapons as well as the ship trails.

All six packs are 100% compatible with the CMod4 effects. To get everything working correctly the packs must be installed in this ascending CAT/DAT order:

SRM - OTHERPACKS - CMOD4 - TRAILSPACK

The trails pack must be higher than the CMod4 to see the effects correctly. Non-CMod4 users do not need to worry.

NOTE: Please see below for special instructions when swapping between trail packs. When first added you may not see all the effects until you change sector.

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Updated 27/4/11
SRM Shipyards Pack v2.2 --- SPK Version

This pack adds an AL Plugin, configurable via Cycrow's Community Plugin Configuration Interface, to add or remove SRM features from the universe. Ships include the Xtra ships, Axeface's ships, Killjaeden's ship, X2 ships, Advanced and Prototype ships, Goner ships, Otas etc. and all the new, SRM exclusive M3 Bombers, Explorer M5s and PAR ships. It also adds many vanilla features that are missing from the vanilla game such as Terran fabs in all USC shipyards, Military Outposts and Headquarters for sale, and much, much more.

REQUIRED - Community Plugin Configuration by Cycrow

This pack also includes scripts to deploy OWPs and also to equip PAR ships via hotkeys.

Click here for more information about the pack.

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YOU MUST USE THE LATEST VERSION OF THE MAIN MOD AND THE ADDON PACKS FOR EVERYTHING TO FUNCTION CORRECTLY.
ONLY ONE VERSION OF EACH PACK CAN BE USED AT A TIME

HIGHLY RECOMMENDED

----------------------------

SRM Jobs with Enhanced Equipment Spawner

By Vkerinav and Litcube

The SRM jobs are custom made to include all the new ships featured in the SRM, with upgrades to each races' military forces. It also includes an SRM version of the X3 Unleashed jobs mod.

Litcube's Enhanced Equipment Spawner is a script to improve ship loadouts. It is activated on Jobs ships as they are spawned, are removes vanilla-spawned tunings, shields, weapons and missiles, replacing them with an improved variety.

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 楼主| 发表于 2011-4-28 06:41:35 | 显示全部楼层
INSTALLATION INSTRUCTIONS

-The "fake patch" method works best for the SRM (and is better imho). I do not recommend using the Plugin Manager to install the SRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.

- Extract the dat/cat files and look at the other dat/cat files you have in the main TC installation folder. Rename the SRM files to a bigger number than the last ones, i.e. if the last ones are 09.dat and 09.cat rename my files to 10.dat and 10.cat. You can have up to 99 different cat/dat files, so you can use a very high number of mods this way.

- Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.

- You will need to navigate to the \mov folder in your TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom ship names said by "betty".

- Run the game. You should get a message saying the SRM has been installed when you load a save or start a new game.

-This fake patch method must be used to install the cockpit and trails addon packs. I recommend that you install them in this order: the SRM as the lowest cat no., the cockpit mod next, all other SRM packs and finally the trails mod. If using the CMod4 it must be immediately before the trail pack.

- To install the Ship Systems Rebalace Pack extract to the main X3TC directory and rename the SSRP cat/dat to a higher number than the main SRM mod. You must open and close the Plugin Manager after updating this pack.

-To install the shipyard pack extract the contents to a temporary folder. Copy all scripts into the X3TC "Scripts" director, or install the SPK version via the plugin manager. Run X3TC and load your game. Go to OPTIONS > GAMEPLAY > ARTIFICIAL LIFE SETTINGS and switch the SRM Shipyard Pack on. Then you need to go into the Community Plugin Configuration Menu (via a hotkey - see the CPC thread), and turn on the features you require.

-To install the hull packs simply extract the contents to the X3TC directory and rename the hull pack cat/dat to a higher number than the main SRM mod. To reload the hulls for all ships, run X3TC, enter the script editor, highlight the script "temp.srm.hull.reload.xml" and hit "r".

- To install the Weapons Dealers AL Plugin, copy all five scripts into the "scripts" folder in your X3TC installation. Run X3TC and load your game. Go to OPTIONS > GAMEPLAY > ARTIFICIAL LIFE SETTINGS and switch the weapons dealers on.

- To install the SPK versions use the latest release of the Plugin Manager Lite. The SPKs must be installed in the correct orders as outlined above. Be careful when updating packages as the Plugin Manager may well change the order of cat/dats if some are not updated. I suggest you disable all mods and then reenable them in the correct order after updating.

INSTRUCTIONS WHEN LOADING AN EXISTING SAVE
Follow these instructions to avoid visual glitches and save game corruptions!

----------------------------------------------------------------

If you are loading from a "vanilla" save game you will need to jump to an empty sector before starting the mod. There must be no ships in sector - not even your player ship - or the save game will crash on loading.

The easiest way is to fly to an "Unknown Sector". Use the "Destroy Sector Menu" command from Cycrow's Cheat Scripts to remove all ships from the sector. Then eject from your ship and send it back through the gate. Then save, install the SRM and reload the save.

Any existing ships that have been changed in major ways (any new external docking, hull, turret or shield changes) will need to be recreated before they function correctly. This is easily done using Cycrow's cheat script and the "clone ship" command. Once cloned simply destroy the old ship. Hull values can be corrected using the reload hull and shields command or running the script included with the hull packs.

INSTRUCTIONS WHEN SWAPPING TRAIL PACKS
----------------------------------------------------------------

If you are currently running one of the trail packs featuring capital ship effects and you want to try a different trail pack you will need to follow the above instructions to go to an empty sector before you change packs. Otherwise your save will crash due to all the scene file changes.

For people who do not wish scripts to spawn X2 Mk1 ships or Xtra ships when running the SRM:

I have included a version of the SRM TShips in which all the X2 ships have had their race setting set to unknown. This should stop them from being spawned.

Open the SRM cat using Double Shadow's Mod Manager. Scroll to the bottom of the list. You should see a file called "TShips.pck" and a file called "---TShips - no x2 or Xtra.pck". Rename TShips.pck to "TShipsX2.pck" and the other file to "TShips.pck". Reverse this procedure to put the X2 ships back in.

If you wish to remove any other ships, then you must manually edit TShips and change the race to "0". DO NOT DELETE THE SHIP as this will break the SRM.

The hull packs also include the alternate TShips.

-------------------------------------------------------------
COMPATIBLITY WITH OTHER MODS

This mod is 100% compatible with MARS, Complex Cleaner, Cmod4, FDN, MPM, SSDN, Enhanced Equipment Docks and the KOG mod.

COMBAT MOD 4: You only need to install the base mod and the "scripts only factory pack". The correct cat/dat order is:

SRM - OTHER PACKS - CMOD4 - TRAILS

ENHANCED EQUIPMENT DOCKS: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then SRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod.

MARS: install only MARS files that are into "scripts" and "t" folders and then install this mod.

Compatibility with Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the SRM base mod and addon packs as higher numbers.

Compatibility with the KOG mod: install the SRM base mod and addon packs and then install the "SRM Compatible" version of the KOG mod to a higher cat/dat number.

The SRM is NOT compatible with full cockpit mods, engine trail mods or any mod that adds ships. Please use the compatible versions provided above in the addon packs.

RECOMMENDED AND TESTED COMPATIBLE MODS AND SCRIPTS:
The Combat Mod 4, Pirate Guild, Military Base Response Revamp, Improved Races, Race Responce Fleets, Khaak Invasions, NPC Bailing Addon, MARS, Amurph0's Shipyards, Missile Defense Mk 2, Missile Rebalance Mod, Medusa Missile system, Advanced Jumpdrive, AI Ammo Cheat, Missile Safety.

DO NOT UPGRADE X3 WHEN NEW PATCHES COME OUT UNTIL THE SRM HAS BEEN TESTED AND UPDATED FOR COMPATIBILITY

The SRM changes a lot of significant files and will almost certainly cause problems if your version of X3 is not the same as stated at the top of this post. Every effort will be made to upgrade the SRM to the latest release of X3 as soon as it is available.

This is a continuation of the Ship Rebalance Mod by SomeoneElse (original thread). It contains all the changes made in the original and is compatible with old SRM saves.

------------------------------------------
CREDITS:
Thanks to SomeoneElse for the original SRM mod.
Thanks to Mizuchi for help with descriptions and retexturing.
Thanks to Cadius, Armankessilols, Killerog, Axeface, PSCO1, Draffut, Alkeena, Algoran, Killjaeden, vkerinav, JMan77 and Gazz for their kind permission to use their mods and scripts.

Special thanks to the X Universe team for their kind hosting of the SRM.

-------------------------------------------
FOR MODDERS:

This mod alters the following files:

From "Types" - Animations, Bodies, Components, CutData, Dummies, HQ, Particles3, TCockpits, TDocks, TDockswrecks, TFactories, TShips, TWareN, TWareT, Warelists,

From "Maps" - WareTemplate, X3_Universe

From "Mov" - 00044.xml

Also most ships' scene files, a few ships models - in fact most files from "Objects" and the SSRP includes Globals and TWareT.

It includes the text files from the X2 Callback Mod (9950-L044), the Xtra Ship mod(9951-L044) and the EED mod (9400-L044).
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 楼主| 发表于 2011-4-28 06:41:36 | 显示全部楼层
Changelog for v1.06
1. Removed hyphens from placeholder name for compatibility with the Bounce script.
2. Improved retexturing on Sirokos.
3. Added Elite weapon dummy fix to Eurus and Enhanced Elite.
4. Fixed engine effects on Chokaro and Advanced Chokaro (trails pack).
5. Fixed engine flares on Lofn (trails pack).
6. Added engine trails to Baldric Miner (trails pack).
7. Fixed Eclipse engine colour.
8. Added trails to Mistral, Mistral Superfreighter and Zephyrus (trails pack).
9. Fixed name of Orbital Shipyard when deployed.
10. Cleaned up TShips, TFactories and TDocks placeholders as much as possible so they now appear in one place at the end of the relevant lists when cheating them in.
11. Reduced size of Sirokos model to bring it in line with other M6s.
12. Increased speed and price of Sirokos.
13. Changed Kha’ak Advanced Interceptor cargo compatibility to “M” so it can mount its max shields.
14. Mjollnir switched to use Thor Prototype model (previously sharing model with Valkyrie).Model size is reduced by 20% so it sits between Thor and Valkyrie. Added engine emitters.
15. Thor Prototype now uses standard Thor model with rear turrets.
16. Ranger switched to use XTM Fighterdrone Mk2 model. Size increased to match M3+ size.Merged with Elite model for cockpit and to clean up nose of the ship.
17. Ranger shields reduced to 1x200MJ. Added limited laser energy. Engine and rudder tunings reduced to 15, base speed increased to keep max speed the same.
18. Added single defensive turret to Ranger. Limited weapon compatibility.
19. Added C, G and Z to Xenon Shipyards via the shipyards plugin. Will be added when you turn on mod ships.
20. Fixed Susanowa Raider cockpit.
21. Fixed Susanowa Prototype rear turret.
22. Increased and balanced M8 laser energy.
23. Set all Heavy Assault M7s to use the M2 cockpit.
24. Heavy Centaur gains two guns on left and right turret. Main gun hardpoints up to ten.
25. Heavy Hydra main gun hardpoints to eight. Front turret now has unique turret models for each gun.
26. Heavy Nemesis gains two guns on left and right turret. Main gun hardpoints up to ten.
27. Heavy Dragon gains new bottom turret. Main gun hardpoints up to ten.
28. Heavy Osprey gains two guns on front turret. Main gun hardpoints up to ten.
29. Skiron gains two guns on left and right turret.
30. Vali gains two guns on left and right turret. Main gun hardpoints up to ten.
31. PX gains two guns on left and right turret. Main gun hardpoints up to nine.
32. All MM6 laser energies increased by 4000. Max speeds decreased by 10m/s.
33. All MM6 changes copied into prototype/advanced versions.
34. Cyclops laser regen increased.
35. New engine sounds for all Xenon ships.
36. Retexture of Hyperion.
37. New Yaki ship – Appallox, based on the Hyperion.
38. Updated Xtra ships and stations to 1.93, including new Osprey Sentinel and Nemesis
Sentinel. New Kha’ak Destroyer and Split Cobra model left out for the time being.
39. New ships added to Shipyard Pack.
40. Fixed incorrect trails on Advanced Scout and Interceptor and removed trail from Kha’ak Military Transport.
41. Altered all docking on Sentinel M6s to only allow M5 docking.
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发表于 2011-4-28 09:33:28 | 显示全部楼层
SRM还是不错的
貌似这次主要是平衡性的修改...
没有多少BUG的修复
所以其实更不跟新到还无所谓

不过....貌似有个BUG没有修复

ATF的TL(原来是M7轻型航母)....这个是有问题

主要是该船的下方炮台无法使用....

原因是Tship中的炮台设置有问题导致无法开火(我XD,原来是某个船MOD的M7,竟然改成TL,而且改了还不能用)

然后是

ATF的M1级的武器平台

该平台的下方炮台视角有问题...(不过没关系,谁会亲自驾驶武器平台呢)

以上是个人发现的1.051中 的BUG


还有个问题

不知为何......1.051的高船体(让飞船抗打)的那个组件脚本.....会导致游戏出错.....不知为何
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 楼主| 发表于 2011-4-28 10:01:42 | 显示全部楼层
qi1989223 发表于 2011-4-28 09:33
SRM还是不错的
貌似这次主要是平衡性的修改...
没有多少BUG的修复

那个多倍船体的组件~~
会修改Tship文件~~
如果你改动了Tship~~在已安装多倍船体的情况下~~
貌似就会出错~~

所以装脚本时要多注意下~~
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发表于 2011-4-28 15:02:12 | 显示全部楼层
0809000 发表于 2011-4-28 10:01
那个多倍船体的组件~~
会修改Tship文件~~
如果你改动了Tship~~在已安装多倍船体的情况下~~

这个我还是知道的...

所以...我修改的是多倍船体的那个Tship

但照样出错...

然后就是

我下载的是spk版.....

安装的时候竟然提示冲突--
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 楼主| 发表于 2011-4-28 16:12:04 | 显示全部楼层
qi1989223 发表于 2011-4-28 15:02
这个我还是知道的...

所以...我修改的是多倍船体的那个Tship

因为你改的是安装脚本之后的Tship~~~
所以才出错~~~
要卸掉多倍船体~~~
重开~~~
之后貌似才可以改~~~

不过没亲自试验过~~~
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