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X3 terran conflict galaxy editor
X3 terran conflict galaxy editor








x3 terran conflict galaxy editor

any ideas on that concerning balance? (I was thinking of max range around 15-17 km with a weapon speed of maybe 2000-2500 m/s). I'd like to increase weapon range and projectile speed of most anti-capital weapons and add ammunition requirements to them, changing them into projectile weapons. (broad and flat Paranid ships for example).ĥ.

#X3 terran conflict galaxy editor how to

I'm not sure how to best integrate that, especially concerning some of the stranger ship models. Could someone with experience in balancing give a few hints or help a bit concerning the balancing of hull points on ships?Ĥ. Edit - For X3TC, there are new versions, make sure you get the right version for the right. How would that be influenced by increased hull points or is there a way to directly influence it?ģ. First off, you need doubleshadows X3 Editor and Modmanager. When a ship receives hull damage sometimes weapons, shields or other freight gets destroyed. If no ships use shields anymore the entire shield-industry is propably going down the drain, right? Should the entire industry sector just be removed from the game, or does someone have a better idea?Ģ. There are still several questions maybe some experienced modders can answer though.ġ. Restricting anti-capital weaponry to broadsides on capital ships and front turrets on heavy M7+ shipsĪim of all those things are to get a more "oldschool battleship" feeling, especially in capital ship combat.īasically I've already found out how to mod turrets, weapons, ships etc. No energy weapons (some exceptions), ammunition-based ordnance as the most common weaponry.ģ. No shields on any ships, depending on ship class and size improved Hull Strength.Ģ.

x3 terran conflict galaxy editor

This is a translation of my post in the german thread, so if you already read it there no need to do it here again.ġ.










X3 terran conflict galaxy editor