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

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Jumee
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Post by Jumee »

what turret commands are you running?
paulwheeler
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Post by paulwheeler »

swatti wrote:

I increased your silly 0.05 or so bullet size to more manly "2.0" and voila! It works!
That value is not bullet size. It is a box surrouding the bullet in addition to the bullet size. Giving it a size of 2 is huge - even vanilla values are nowhere near that big - no shots will ever miss. You are just making combat way, way too easy. As AI fighters generally fly straight at their target and do not dodge you are justing making life for the player too easy.

But if thats what you want, then fine - just don't expect me to encorporate any of this into the main mod.

BTW - XRM bullets are exactly the same size as vanilla.

Oh and the softwares do not make the turrets more accurate, but they do add most of the turret orders. Without fight command 1 a turret is very limited in what it can do.

BTW - Using words like "silly" really doesn't help your case. It just makes me completely ignore what you are saying.

As my wife is fond of saying - its not what you say, but the way you say it.
Last edited by paulwheeler on Thu, 22. Mar 12, 14:13, edited 1 time in total.
Jumee
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Post by Jumee »

does anyone know if the new missile defense behavior M7M and M8's have in AP (using all the tubes simultaneously to launch a lot of mosquitoes) is only applicable to those classes or to any ship with missile tubes?

meaning does M3B loaded with mosquitoes also protect the ship it is escorting by using all its tubes? or does it shoot a mosquito at a time? (I just realized that I never actually tested that)
paulwheeler
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Post by paulwheeler »

Jumee wrote:does anyone know if the new missile defense behavior M7M and M8's have in AP (using all the tubes simultaneously to launch a lot of mosquitoes) is only applicable to those classes or to any ship with missile tubes?

meaning does M3B loaded with mosquitoes also protect the ship it is escorting by using all its tubes? or does it shoot a mosquito at a time? (I just realized that I never actually tested that)
I believe all ships of any class with missile tubes use the new missile scripts.
Jumee
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Post by Jumee »

paulwheeler wrote:
Jumee wrote:does anyone know if the new missile defense behavior M7M and M8's have in AP (using all the tubes simultaneously to launch a lot of mosquitoes) is only applicable to those classes or to any ship with missile tubes?

meaning does M3B loaded with mosquitoes also protect the ship it is escorting by using all its tubes? or does it shoot a mosquito at a time? (I just realized that I never actually tested that)
I believe all ships of any class with missile tubes use the new missile scripts.
great! thanks, time to load up a few m3b's then, (haven't deployed them yet as still to lazy to build missile plex :D)
Chull
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Post by Chull »

Hello Paul,

Long time Elite,Elite 2, XBF etc etc player here.

I'd like to say thanks for revitalising X3 so much. My partner and I have been playing on XRM for a few weeks now and it is such a wonderful improvement over the vanilla game.

The universe actually feels alive again, pirate ships actually good for pirating, MF beam weapons at last!, so many new pretty ships and weapon effects. You made the game so it's actually worth long term planning, setting up your own defences of varying kinds, the kind of stuff I wanted in vanilla but there was little point in doing.

Each time we use a new or old ship/weapon, as they're all tweaked it seems like a fresh thing to learn; what is it good/bad at? am I using it in the right situation? ie think about it!.

BTW, you mentioned a method to manufacture or aquire Khaak weapons, but I didn't see it in the 1.19 notes, I'm assuming they're unavailable still? like being unable to board Khaak capitals is?

Anyway, thanks for keeping the mod up to date and changing/adding stuff to it (Kate is in love with the new Artimis M7, but she likes "ramming speed captain!" so I don't know if it's shielded enough for her to fly, neither of us have bought/capped one yet).

From a satisfied space sim player.
All religions are all nonsense
swatti
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Post by swatti »

By bullet size, i mean whatever "box", "hitbox", or whatever it is that makes the bullet hit. You did read my post did you?

Yours makes it near impossible to hit fighters, mine improves the chances, NOT make it 100% hitrate as i wrote:
swatti wrote: Problem is, the (seeminly) hardcoded bullet-spread kills accuracy at long (1km and more) distances. Couple that up with the fighters "twiching" and some basic movements following a target and its nearly impossible to hit a fighter.

Playing from a fighter-seat, you allways end up close to the enemy, in that case you tear up any fighter. But try to shoot at one at 1.6km away, you barely hit it.

Honestly, tell me, did you really did test M6s against fighters? Were you satisfied?

...

There is still noticable miss-rate. When a fighter dodges, changes direction, etc "evades" the shots miss. But when it flies on straight line the turrets do hit, a lot! At maximum range there is noticable dmg inflicted but still visible misses.
...
Fighters (as in AI) DO NOT fly in a straight line, allmost ever, in combat, never. From a distance, it may look like it, but watch more closely.

My Sirokos /w PRGs has a noticable miss-rate even against a TP even with modded values, 2 maybe huge in theory, but try it out in-game. To be honest, i feel some of these values have been written "in theory" and left un-tested.

Or as my question stands: Were you honestly satisfied by M6 turret performance?

0.0X numbers are so small that the shots were most likely going thru the targets(as XRM bullet speeds are much bigger), unless the game can turn the external model of a fighter into a 100% perfect hitbox of similar shape and size. I kinda doubt that...
Just a one theory among others. One i cant verify tho, feel free to prove me wrong.
Mizuchi
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Post by Mizuchi »

swatti wrote:...said a lot of things...
Do you notice that you're the only one who has a problem with this?

There is a reason for that.

Tweak XRM to your own liking and let it go already.
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Tiek
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Post by Tiek »

Hi Paul,

I hate to be the bearer of bad news (do not shoot me, please :lol:), but now, in the last catalog 1.19b_PART2, is the text file 9951 to have the ID 44 for all non-English versions of both TC and AP!

Can you check, please?

Thanks.
paulwheeler
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Post by paulwheeler »

swatti wrote:By bullet size, i mean whatever "box", "hitbox", or whatever it is that makes the bullet hit. You did read my post did you?

...

0.0X numbers are so small that the shots were most likely going thru the targets(as XRM bullet speeds are much bigger), unless the game can turn the external model of a fighter into a 100% perfect hitbox of similar shape and size. I kinda doubt that...
Just a one theory among others. One i cant verify tho, feel free to prove me wrong.
I will try and explain it again...

The bullet model causes the bullet to hit - not the rapid box. The bullet will impact even with a rapid box size of "0".

The TBullets-defined rapid box adds an EXTRA surrounding box around the bullet extended by the dimensions defined.

A rapid box width of 0.05, means it is just about the same size as the bullet with a slight overlap.

A rapid box size width of 2 means the hit box extends way beyond the size of the bullet model. You will see bullets impacting that are not even aimed on target - Personally, I really do not want to see that in my game.


FYI - vanilla bullet models are exactly the same size, and vanilla rapid box sizes are only just bigger than XRM.
paulwheeler
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Post by paulwheeler »

Tiek wrote:Hi Paul,

I hate to be the bearer of bad news (do not shoot me, please :lol:), but now, in the last catalog 1.19b_PART2, is the text file 9951 to have the ID 44 for all non-English versions of both TC and AP!

Can you check, please?

Thanks.
Bugger - fixing it now....
nap_rz
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Post by nap_rz »

something that has been occurred since long ago but forgot to mention

so there's a routine yet massive xenon invasion in black hole sun, okay that's normal in my game and has been that way since beginning; however...

the moment I jumped in, no matter if I was in a tiny little m5 or a valhalla, 200 missiles launched at me...

same thing if I jumped into any xenon infested sectors... there's always shit load of missiles launched toward me like 10 seconds after I jumped in

why why why why why why??? why waste missiles on me? especially when there's 3 atlases, 2 titans and many other argon federal ships there near them that they has been engaging...

these are not xenon exclusive behavior, any hostile side against me do that, it's like I marked my ship with 'hello there, missiles kiss my ass' lol :lol:

so, why is that? NPC AI do not fire their missiles OOS? but always dump all of them to me the moment I jumped in? :? :? :?

anyone experiencing that too?
swatti
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Post by swatti »

So this "rabid box" does function as an "invisible hitbox" ?

At the size of 2 i cannot see missed shots connecting / hitting. PRG seems to have fairly large'ish impact effect.
If shots do hit when normaly miss, this effect hides it. Immersion intact, balance better, win win...?

I can imagine going above 2 will start to get a bit too easy to hit, but at the size of 2 i see A LOT of misses.

Easy to test. How i do things:

Xi, nearly empty sector
Cheat pack, create ship, Centaur S, race:Argon. with default equips.

Then some meat to grind

Cheat pack, create ship menu, Owner/race: Yaki. Number of tubs:4-9. Type: Elite (example) Tune: Max. Default equips.

Target Centaur and hit create ships, poof, ships appear and fight begins. This is not to test out actual balance yet, its to test out turret-behaviour and hit-rates.

Once done, change the rabid-box to a size of 2 and re-run the same test. 5 minutes. You can see the difference.

My goal, the entire time was to produce dmg in the ENTIRE range of the gun. Dmg amount, type, etc is not my thing to do.
With rabid-box at 0.05 or so guns stop hitting targets past 1.50km. at 1km the hits are so few that no real dmg is caused.
(Target-swapping skills of the AI are pretty poor so the turret wont target the best/closest target, hence the poor dmg even if optimal targets are aviable)

That is my problem, one i was hoping to see fixed. Balancing the ficures is one helluva job, just PRG and EBC were a tough job for me and still not as perfect as i'd prefer, but, getting there.

I believe i have found a fix, if you can prove that it wont work, do so.
Im not saying your way is wrong, its right too, but mine could work for both/multible ways but involves potentially lot of work and testing.
paulwheeler
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Post by paulwheeler »

paulwheeler wrote:
Tiek wrote:Hi Paul,

I hate to be the bearer of bad news (do not shoot me, please :lol:), but now, in the last catalog 1.19b_PART2, is the text file 9951 to have the ID 44 for all non-English versions of both TC and AP!

Can you check, please?

Thanks.
Bugger - fixing it now....
Fixed - anyone running non-English language - please redownload part 2. Just the cat/dat needs updating.
Last edited by paulwheeler on Thu, 22. Mar 12, 16:12, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:something that has been occurred since long ago but forgot to mention

so there's a routine yet massive xenon invasion in black hole sun, okay that's normal in my game and has been that way since beginning; however...

the moment I jumped in, no matter if I was in a tiny little m5 or a valhalla, 200 missiles launched at me...

same thing if I jumped into any xenon infested sectors... there's always shit load of missiles launched toward me like 10 seconds after I jumped in

why why why why why why??? why waste missiles on me? especially when there's 3 atlases, 2 titans and many other argon federal ships there near them that they has been engaging...

these are not xenon exclusive behavior, any hostile side against me do that, it's like I marked my ship with 'hello there, missiles kiss my ass' lol :lol:

so, why is that? NPC AI do not fire their missiles OOS? but always dump all of them to me the moment I jumped in? :? :? :?

anyone experiencing that too?
AI hostiles will always focus on the player, regardless of the ship you're flying. This has been the behaviour since at least X2.

However, I have not experienced bombers firing anything more than one or two missiles at an M5. In AP the number of missiles fired depends on the targets class.
paulwheeler
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Post by paulwheeler »

Chull wrote:
BTW, you mentioned a method to manufacture or aquire Khaak weapons, but I didn't see it in the 1.19 notes, I'm assuming they're unavailable still? like being unable to board Khaak capitals is?

Anyway, thanks for keeping the mod up to date and changing/adding stuff to it (Kate is in love with the new Artimis M7, but she likes "ramming speed captain!" so I don't know if it's shielded enough for her to fly, neither of us have bought/capped one yet).

From a satisfied space sim player.
I'm looking at adding ways of obtaining khaak weapons and other goodies for 1.20.

Glad you're enjoying the mod! :wink:
feygan
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Post by feygan »

paulwheeler wrote:AI hostiles will always focus on the player, regardless of the ship you're flying. This has been the behaviour since at least X2.

However, I have not experienced bombers firing anything more than one or two missiles at an M5. In AP the number of missiles fired depends on the targets class.
IS this a hardcoded issue or is it possible you could work out something that allows the AI to view ships accordingly? I noticed with MARS that often even if I have a Z steaming down on me once it's shields are gone the turrets switch to a nearby C and concerntrate heavy weapons on it, again switching back to the Z if it's shields come back up.

I'm guessing then MARS is making an onboard threat assesment and targets accordingly, could something similar be used for all AI ships actions?
paulwheeler wrote:I'm looking at adding ways of obtaining khaak weapons and other goodies for 1.20.

Glad you're enjoying the mod! :wink:
Does this also mean the return of the khaak sectors?
swatti
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Post by swatti »

Question: Megalodon Shield Generator a bit low'ish, intended? Considoring its inteded to pack ION based weapons with low hull-dmg, would make sense to last a bit longer under fire...
paulwheeler
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Post by paulwheeler »

feygan wrote:
IS this a hardcoded issue
Yes

feygan wrote: Does this also mean the return of the khaak sectors?
Yes
paulwheeler
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Post by paulwheeler »

swatti wrote:Question: Megalodon Shield Generator a bit low'ish, intended? Considoring its inteded to pack ION based weapons with low hull-dmg, would make sense to last a bit longer under fire...
I hate to admit it, but for once I actually agree with you.

The same goes for the Aquata and the Oceanus is too high.

These will be fixed in 1.20.

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