Frontier Assualt X-Wars Realism Mini-Mod

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Lord Dakier
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Frontier Assualt X-Wars Realism Mini-Mod

Post by Lord Dakier » Fri, 23. Oct 09, 17:21

Hi Everyone,

Download Link > Frontier Assualt

This first download is only a small Alpha. Only the Argon fighter ships so far have been changed. The capital ship hulls need to be increased greatly, apart from these this mod will show the player where I am going. If they enjoy this little alpha then I don't mind carrying on.

[[Installation]]
Just place the extracted rar files into your Egosoft/X2 - The Threat/Mods folder. As I said this version is only intended for test purposes.

Should anyone want to use parts of this small mod then feel free however please credit me :D

I have begun working on a small mini mod which hopes to change several things in the X-Universe. I will discuss several areas which I would like to change they are;
- Speed
- Hull
- Shields
- Weapons
- Hangers
- Cargo Bays
- Jumpdrive
- Stations



Speed:
The biggest issue I had in X2 was that Capital ships seemed amazingly faster than I prefered them to be. That has already been rectified by myself and M1, M2, M6 ad TL's so far have been greatly reduced. The Teladi now have the slowest M1 reaching 20ms (without tunings) and 40ms (with tunings).

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Hull:
Before, hull on a ship was pretty pointless, as soon as your shields was down your capital ship would within ten seconds be destroyed. Now weapons will no longer pierce your hull so easily and you can expect to last around a minute... long enough for you (or the enemy) to jump in a second fleet if need be.

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Shields:
This is an area which I am studying with much, much care. I am considering making only the Boron and Argon heavy ships use shields but very small ones such as maybe 1x 125MW. All fighters will use smaller amounts of shields than what they already do. Should a single Alpha PPC hit an M4 it will destroy its shields and hull in one.

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Weapons:
Like before in X the weapons will stick to their properties but with a handfull of changes;

Impulse Ray Emitter: Totally useless except missile defence. Good range and very fast rate of fire but like I said uneffective against ships.

Particle Accelerator Cannon: Lightly powered, quite fast firing laser to be used against M4-M5 that have weak + no shields.

High Energy Plasma Thrower: A Heavy and also quite slow weapon in comparison with the PAC but, is effective against non/low shielded targets such as M3's, TS and even M6. Only the deadliest M3's will be equipping these weapons.

Photon Pulse Cannon: It said cannon yet never really felt like one. This weapon will be leading the new age of capital ship combat.

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Hangers:
No longer will you assualt a sector unleashing over a hundred ships with a single M1. M1 ships are rewared with big hangers and faster M1's with bigger generators will have ideally less hanger space. The Split M1 holding 150 ships and being so fast I thought was utterly rediculous.

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Cargo Bays:
Fighters were supposed to be able to fight and traders to trade. However you could use a Split M4 as a Crystal collector for your SPP's. Now fighters will have enough cargo hold to equip its needed weapons and needed missiles but, not much else.

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Jumpdrive:
An M3/M4 being able to carry crystals was one thing but then being able to be so independant travelling around the galaxy was another. The jumpdrive will now be there for only XL cargo holds. This also makes the TP more usefull as it will be used now as a fast Multi-Sector trader and the TS being a Universal trader. The TP will most likely hold only L and below goods.

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Stations:
So you brought a cheap Solar Power Plant and now your a multi millionaire... Not anymore. It amazed me how you could fit out 3 SPP's for same price you could get an M3. Now stations will cost much more. This gives individual trade more popularity.

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

Equipment Prices:
I'm not sure about this yet and am still thinking about it. This will change as I go along though.
Last edited by Lord Dakier on Thu, 29. Oct 09, 01:45, edited 1 time in total.

dathion
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Post by dathion » Fri, 23. Oct 09, 20:27

Lord_Dakier

I like most of this but what I've been waiting for in a mod is better TP/TS modeled ships. I believe that a trade ship should be able to take on at least two fighters and not worry about missiles. :D in most cases a good merchant always has good protection, like armed armor trucks, even stage couches went armed.

I would love to see this addressed as well. :D

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Lord Dakier
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Post by Lord Dakier » Sat, 24. Oct 09, 02:25

Well unless some long term goal I wont be making new models. So far TS ships have not really been changed but TS ships will most likely be able to fend off 2 M4's. I'm trying to make it so you get what you pay for. If you pay for a TS ship and pay like 200k you get your TS ship but if you pay say 1 mill for fighter protection then you get protection.

M4's so far now hold 10MW shields. M5's hold 1MW and M3's hold 25MW. M6's hold 75MW, M2's hold 125MW and M1's hold 300MW shields. This is all just a beta test so far though.

I have only finished the Argon beta version so far.

dathion
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Post by dathion » Sat, 24. Oct 09, 04:04

well if a Ts doesn't have more turrets to defend itself. the Ts class should at least have better shield than M3 fighter, say 50-60 Mw?

I don't usually have wing men for my Ut's because when the Ut jumps or docks the escorts usually get left be hind. so that would be a waist of 1mil credits plus 200 credits for the Ut not to mention all the equipment spent on the Ut. :?

so please consider enough defenses for Ts/Tp class in order to reach a station, Jump, or get reinforcements :!:

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Lord Dakier
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Post by Lord Dakier » Sat, 24. Oct 09, 15:24

A UT I find on a 1 in 20 occasion gets attacked... let alone destroyed. As soon as it jumps towards a sector it hardly ever gets targeted and it goes to the nearest station anyhow. TS do have better shields than that of M3's more than double infact.

Fighters are now ment to be used in teams rather than single units. One fighter will no longer mean anything in combat.

Fighters
Corvette
Destroyer
Carriers

Before a destroyer could wipe out a carrier and a corvette could wipe out a destroyer in the players hands. Now assualting a sector will require several carriers. With Race Response Fleets installed it would make every sector wide battle epic

Before it felt that nothing was mass produced, soon war will have an urgency feel to it rather than... I'll take this sector for myself and they wont want it back and they wont be prepared for the next battle.

dathion
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Post by dathion » Sat, 24. Oct 09, 15:42

I think that's awesome.

I sent you a new e-mail with [color=red][/color]the scripts I use that tend
to kill my UT's :)

[color=#444444][/color]let me know what you think.

dathion
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Post by dathion » Sat, 24. Oct 09, 15:44

on a side note this would really put good use to the wing-men scripts I use.

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Lord Dakier
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Post by Lord Dakier » Sat, 24. Oct 09, 19:12

Well I think UT's are a little too good. I may throw down some more power stations and others to rebalance the economy too.

I'll continue work on this monday maybe. My progress will be slowed soon as today I just got myself a job :D

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Chris Gi
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Post by Chris Gi » Sat, 24. Oct 09, 23:57

Congratulations (to the job) :D .

Shouldn't your mod be mentioned in the "Modding & Scripting Requests" thread?
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[ external image ]

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Lord Dakier
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Post by Lord Dakier » Sun, 25. Oct 09, 02:25

Yeah, I never got around to doing that :P

What would people prefer a stable economy or an uneditted one?

dathion
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Post by dathion » Sun, 25. Oct 09, 02:49

the economy in D-Ships&Stns-CustMap-WithWares-V0.2.7e2,
and ERH_MWM_Redux were the best. and I think the reason is the
cause of 2 elements. One was X2EconModv2, the other was the
addition of more stations and wares.

if you could dublicate that you would have a good economy.
In my oppinion :D

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Lord Dakier
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Post by Lord Dakier » Sun, 25. Oct 09, 16:06

just by creating a few more stations in key areas you can get a good economy. Split sectors are needy for SPP's and Rastars

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Lord Dakier
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Post by Lord Dakier » Thu, 29. Oct 09, 01:47

I have added a link to the alpha version. This is for test purposes only to see if people liked where I am going. I would love to hear ideas and feedback negative or positive.

dathion
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Post by dathion » Fri, 30. Oct 09, 00:46

what real changes to the weapons other than emitters having 1 against shield and 1 against hull, for alpha-gamma?

dathion
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Post by dathion » Fri, 30. Oct 09, 00:49

as a side note I'm shocked you didn't use TGM as your templet. :D

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Lord Dakier
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Post by Lord Dakier » Fri, 30. Oct 09, 02:55

Well the PAC is a light weapon, the HEPT a heavy and the PPC a capital.

I tuned down the damage from the PAC and HEPT but increased the PPC except fire rate.

The main changes will be with ships. I use a basic work from on the turn rates and speeds but nothing is final.

You may want to cheat abit to get some capital ship combat. This is where the changes really take place. It is designed to make the game last longer.

EDIT - Oh and soon IRE's will only be used for missile defence. The higher the form of it the further the range.

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Post by NiallCavanagh » Fri, 30. Oct 09, 15:19

This mod sounds very good. I've found the vanilla game balance odd in that an Orinoco is capable of taking down just about any other ship, if equipped with a couple of IONs and a PSG (with a Strafe drive to duck the incoming fire).

I have downloaded the 'alpha' trial and hope to give it a whirl this weekend.

I assume it is designed to run on 1.4?

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Lord Dakier
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Post by Lord Dakier » Fri, 30. Oct 09, 18:49

Yeah only the IRE's, PACS, HEPTS and PPC's have been modified so far.

Guest

Post by Guest » Wed, 4. Nov 09, 09:42

i tried it out and that mission in story mode where you fly the TP to collect mi ton is impossible, the moment the pirates appeard my shields went down (after selling the 25 mw's and buying some 5 mw's) the other ship appeard and killed them all but one mandalay was left wich then almost killed me!

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Lord Dakier
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Post by Lord Dakier » Wed, 4. Nov 09, 21:16

Yeah, like I said its not ready for any heavy play such as the storyline and its just an alpha. I think the PAC's and HEPT's may be too powerfull but I am trying to adjust the PPC's at the moment.

Hmm... fighter to fighter combat is supposed to come to a result much quicker unlike when I saw a Mamba and an Orinoco go at it for like half an hour.

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