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    Thread: Hull Multiplier mod for XTC

    1. #1
      TXU Sr. Member Requiemfang's Avatar
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      Default Hull Multiplier mod for XTC

      Hi all, since we don't have one of these here I thought I'd throw this up.

      As some of you may already know a few of us like having longer fights on our hands, way to solve this is to modify the hull values.

      http://www.mediafire.com/?t5f1h8ltvrhhpcv

      Hull Class Value Multiplier used based of SRM/XRM hull mod

      M2 10x
      M1 7.5x
      M7 5x
      M6 4x
      M8 3x
      TL/P/S/M/0 3x
      M3 2.5x
      M4 2x
      M5 1.5x

      It's all nicely packed into a Cat/Dat file to save ppl the trouble of modding the base XTC cat/dat files.

      P.S. you'll notice it'll be a lot harder to take down certain ships if your in certain classes of ships. This mod is intended for longer fights, so if you don't like longer fights this is a mod not for you.

      Note: You will have to clone any ships that have weapon energy and shield changes, if you own the ships of course. Or simply trade them in for another ship, you have been warned.

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

      Simple instructions for installing, extract the file from the zip and place it in your main X3TC directory as the highest CAT/DAT file. If you have any other mod that modifies the Tships file it's likely to overwrite this file. I ran into this issue using the Repair laser mod MOD.

      Included the small script from SRM mod hull addon, cause the hulls of ships will be whacked up when first installing this. After placing the script in your main X3TC directory just open the script editor in game and run the script named temp.srm.hull.reload.xml

      If beginning a new game there is no need to run the temp.srm.hull.reload.xml script (usually lol)

      Special note goes out to Scoob for providing the base work of this, most of the work was done by him, I just went in and tweaked a few ship stats so that they were similar to what I had before and fixed some ships that weren't looked at.

      P.S. Scoob you mis-multiplied the Swordfish hull by applying the 7.5x instead of the 5x hull values

      Last edited by Requiemfang; 10-08-2011 at 01:48 AM.
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    2. #2
      TXU Sr. Member Requiemfang's Avatar
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      Default

      Hey all just a small update, I'm gonna be testing a little script Gazz made, we all know him most for his work with the MARS turret script. He has a separate script, 1 of many that does something special. It's the AI Ammo Cheat + Damage Mitigation script. What I gonna try to find out is if this will cause any conflicts with XTC, whats important about this script that catches my eye isn't the AI ammo cheat part but the damage mitigation.

      specifics can be found at the thread here

      http://forum.egosoft.com/viewtopic.php?t=248906

      I haven't tested it yet in XTC but I'll get around to it at some point but if some of you are willing to help with it be sure to give it a go and report on it.

      Maybe we can even ask to use and alter the script a little so it fits more in with XTC and the changes it does. It'll likely help with battles a little more besides gimping and modifying the weapon damages.


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      Elder Administrator Aragon Speed's Avatar
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      Default

      All hull damage for weapons has been reduced a lot in 2.0, so you may need to adjust your values for 2.0.


    4. #4
      TXU Ultra Hero K.J.'s Avatar
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      Default

      i would say increasing hull by such magnitude in 2.0 would be... very frustrating, as you basically extend the life of every enemy so that your own shields will always be down and you get alot of hulldamage against every foe you fight. Well, to each his own.
      The M2 fights in 2.0 already take quite a while and if you didn't take hulldamage against another M2 with your M2 you have at least almost no shield left.



    5. #5
      TXU Sr. Member Scoob's Avatar
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      Default

      Hi,

      I was actually planning an editing session on tShips soon to bump the hull values up somewhat. I was not going to go the same levels I did for 1.0/1.1 & 1.2 as the bullet hull damage is much lowered in 2.0.

      I planned the numbers to be approximately HALF that of my prior edits, so roughly:


      M2 @ 5x
      M1 @ 3x
      M7 @ 2.5x
      M6 @ 2x
      M8 @ 1.5x
      TL @ 3x
      TS @ 3x
      TP @ 3x
      TMp @ 3x
      M3 2.5x
      M4 2x
      M5 1.5x

      I might give M2's a bump to 6x, it depends how my own testing goes.

      Not sure if you've already done any editing yourself or not Requiemfang, or if you plan to examine the damage mitigation route of Gazz's scripts prior to any editing you feel is needed. From what I know of Gazz's script it might act to replace the needs for tShips editing completely, as you can set the mitigation levels by ship class, if I remember correctly. It has been a while since I played around with it and I've not done so for 2.0 yet. I do consider it a viable option (subject to me checking it out again) vs. tShips editing though. My concern I remember was potential performance / lag problems during large battles. That though, again, has yet to be properly tested.

      Going to pop onto the thread and read up on it now, as editing tShip is a total pain in the behind lol.

      Keep us posted Requiemfang, so we don't go and duplicate each others effort!

      Oh, I've already done some tBullets editing to improve shot speed & thus accuracy - makes a huge difference...I really like it. I also tweaked tShields, while maintaining the % ratios of the various types within a class, made ships survive a little better in combat - needed due to the higher shot speed. It may sound daft improving bullet hit ratios on one hand, but buffing shield recharge on the other, but it makes - in my view - for much more involved combat. You actually see a fight now, with ships getting hit, rather than constant wasted laser shots. Again, this is just my personaly preference for combat. It makes early game in a small ship dead hard - I love it.

      Edit: I wonder, is it worth considering Gazz's OOS combat rebalance mod too at this time? I understand the TC did not get the same changes applied as AP did.

      Cheers,

      Scoob.

      Last edited by Scoob; 29-12-2012 at 06:33 PM.

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