Combat Mod 3 (Official Topic)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Combat Mod 3 (Official Topic)

Post by SS_T »

[ external image ]

See main topic: http://www.thexuniverse.com/forum/showt ... hp?t=13553

[ external image ]
Welcome to the Combat Mod 3 (aka Cmod 3) official topic on EGOSOFT, I have started the topic on here because of the moderators getting fed up with questions about cmod in there individual topics. Firstly i'm not the original creator of the combat mod, its ulfius's mod and all credit goes to him. Ulfius is part of my team making the x1: the pirates mod for x3: the reunion, however the cmod is ulfius project and I have helped here and there. He has given me permission to look after his mod if he is away, and he certainly has been for a while now unfortunatly.

[ external image ]
Welcome to the next chapter of the CMOD series. As I mentioned previously, I have big plans for X3:Terran Conflict, and I don't intend to disappoint. For those who are new to this mod a short introduction is required, "CMOD" stands for Combat Mod, which (naturally) focuses on changing the dynamics of combat in many, many ways with three specific and very important goals in mind, namely: Gameplay, Performance and Fun. As before, this mod continues to build on the foundations of the original 'dynamic combat mod v1' and attempts to address directly performance issues, gameplay issues and general combat elements that fall short of their potential in x3.

Expanding on the nature of these changes: If I were to list them fully they would take up half a page at the least - so for the sake of keeping this first post managable, the full and informative description of these changes can be found in the 2nd post for any interested in the specifics. Once this mod is released your feedback is HIGHLY welcome in developing future versions of this mod. As always I will do my level best to implement the stuff you guys want. The only thing I really can't do is scripts and models.

[ external image ]
This install is modular in design and simple to use - The basic install by itself is all you require to play but you can also choose to add some or all of the optional 'Secondary Plugins'. They add several features and can be loaded in any combination or order you like. Make sure you have updated to the latest version of Terran Conflict before installing.

*Under construction* This is the beta - Check back weekly for upgrades and improvements!

Downloads
You will require the new plugin manager to install this mod.
Get The Plugin manager for TC

Main Install
Main: Find the download here
Mirror: Combat Mod 3

Optional Plugins:

*Recommended Mods*
Pirate notoriety fix - (X3:TC) By Graxster and TycHouse
Low Poly Asteroids (X3:TC compatible) by Halo

Extras
Youtube Preview
Weapons and


Savegame Compatibility
If you install any of these files halfway through a game: It *shouldn't* break your save games as far as i can tell, i've taken care not to break savegames - nobody likes to start again from fresh. This mod also works with save-games that have custom ships intalled through the plugin manager. There's no possible script conflicts with the main mod, namely because I've added none (so that any custom scripts you have will be unaffected). Overall I'm confident this mod is very - if not 100% - X-Plugin Manager and savegame friendly.

Pirate Notoriety Fix
Currently in X3:Terran Conflict the Pirates faction is bugged and doesn't react to you properly, this is because the hostile flag is not set [properly when you reach a certain negative notoriety. Pirate patrols for example, remain neutral and ignore you no matter how bad your rep is. Fortunately there is a script by Graxter and TycHouse over on Egosoft.com that fixes this pirate notoriety problem perfectly. I highly recommend it, especially when using the Cmod3 difficulty plugins.
[url=http://forum.egosoft.com/viewtopic.php?t=219619]Pirate notoriety fix By Graxter and TycHouse


Steam:
I have had confirmation these mods are compatible with versions of X3:TC downloaded via steam.

Thankyou.
- Ulfius

*Beta Release*
Last edited by SS_T on Wed, 13. May 09, 17:46, edited 9 times in total.
bigdan6248
Posts: 76
Joined: Mon, 21. Jan 08, 04:34
x4

Post by bigdan6248 »

Those demos are impressive...

... I'll have to give this a spin, especially if I can get performance improvements like those demoed.
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

Change log:

28/03/09:
Improved Ships v2.2
  • Boosts speed
  • Boosts Maneuverabilty
  • Adds engine trails and Docking slots.
Last edited by SS_T on Tue, 31. Mar 09, 17:44, edited 1 time in total.
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

Last edited by SS_T on Wed, 1. Apr 09, 12:29, edited 1 time in total.
Airship
Posts: 101
Joined: Fri, 10. Dec 04, 10:57
x3tc

Post by Airship »

From the locked thread:
As far as I'm awared, this is a known problem and there's no fix.

the additional file/plugin is to let toggle the weapon produced from the CIG factory either produce the CIG or the A-PPC guns

and with the proper 7047-L044.xml installed, the MARS will properly use either the CIG --OR-- A-PPC gun

But the CIG will still spawn on AI ship regardless how you setup

What I did is disable the MARS for AI, so only I can enjoy it
since AI spawned ship don't spawn with A-PPC, so they will fight using the vanila (no chg) script/logic engine with their CIG
pretty sure you just have to delete the APPC entry from Cmod's Tlasers.

it's to do with the weapon installation logic, which apparently has all the weapons weighted for different sizes and classes of ship. installing a new weapon without fiddling with the game's core behaviours regarding this causes it to be super-preferable to all AI ships.
So the only way of fixing this is disabling the APPC? Damn, I was hoping I wouldn't need to do that, but for the time being I guess it's more important to have all those patrol ships out there use the correct guns. M2's with a full compliment of CIG fire is depressing :P

Question though, can I remove the APPC by just uninstalling the APPC replacer with Cycrows plugin manager?

Thanks
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

Airship wrote:Question though, can I remove the APPC by just uninstalling the APPC replacer with Cycrows plugin manager?

Thanks
Yes there shouldn't be any problem uninstalling with the plugin manager
New XDownloads: http://xdownloads.co.uk
Airship
Posts: 101
Joined: Fri, 10. Dec 04, 10:57
x3tc

Post by Airship »

Ok, uninstalled the plugin. It did fix the CIG problems, but in return, the APPC is now a very popular choice... Even the Boreas in Legend's home is only using the things, and he's got 12 standard PPC in his cargohold :\

Is there no way of fixing this? :(
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

tbh I don't know why the ships just specialise with one weapon, I wouldn't of thought the A-PPC replacer v5.1 causes the problem so the only thing I can think of it is the MARS script causing the problem. I haven't used the MARS script so I don't know what it does, it might be worth asking Gazz: http://forum.egosoft.com/viewtopic.php?t=217470
New XDownloads: http://xdownloads.co.uk
natha
Posts: 438
Joined: Wed, 9. Jan 08, 08:04
x4

Post by natha »

I'm testing this mod for 3-4 days now and i must say i'm impressed. Except that battles become more fun and last longer, lot of issues with lag and FPS issues while in battle are addressed!
The weapon stats are not completely to my like but the pros are more so ...
Also A-PPC has so similar to CIG statistics that i've found no reason, except maybe the nice gold laser color :)
And finaly the clear sounds ... no more flak spam, no more ear bleeding ... very good job, great stuff.
Airship
Posts: 101
Joined: Fri, 10. Dec 04, 10:57
x3tc

Post by Airship »

I don't use MARS, as I like my missiles actually hitting anything ... :roll:

EDIT: I use the military HUD, No civs/Easy mode, signal boost, and some factory construction mods. That is all :\
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

I thought I remembered MARS being mentioned, oh well :P. You gave me a hard thing to help you with, has anyone else had the problem or got any ideas?
New XDownloads: http://xdownloads.co.uk
Airship
Posts: 101
Joined: Fri, 10. Dec 04, 10:57
x3tc

Post by Airship »

I'm certain (85% certain, at least) I saw the problem mentioned on the TXU, with a fix for it as well. I even remember Ulfie congratulating the guy for finding a workaround for the problem.

Just too bad that person ain't here :lol:

Isn't there some kind of variable that decides the priority of a laser? Because the way I see it, the problem isn't ships only carrying CIG/APPC, the problem is that they think the CIG/APPC is the apple, orange and potatoes of the X universe, while ignoring the other weapons they are carrying; flak, PPC, etc.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

MARS is a turret script.
By default, the behaviour of regular AI ships with their usual scripts is not affected in any way.

It does not control what lasers a ship spawns with but if a player or AI capital ship is set up to use MARS, it will select lasers from the cargo bay.
(much like regular AI turret scripts select and load lasers - just meaner)

The changes to the CMOD lasers are drastic so if someone runs MARS with the vanilla laser data the result is most certainly a FUBAR laser choice. (of course, only for MARS turret scripts)

The currently downloadable version of MARS contains t\CMOD_3.5.1_Laser_Data.zip
which has the proper CMOD adjusted data files.

Unpack those for great happiness.
As a CMOD user you should set those to Write Protected so further MARS script updates do not automatically overwrite them with the vanilla data every time.

Airship wrote:I don't use MARS, as I like my missiles actually hitting anything ... :roll:
Hah! Regular AI "Missile Defense" scripts are just another legal exploit.
Like trying to hit flies with a pencil... where MARS uses a big can of bug spray. (and a lighter)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Airship wrote:Isn't there some kind of variable that decides the priority of a laser? Because the way I see it, the problem isn't ships only carrying CIG/APPC, the problem is that they think the CIG/APPC is the apple, orange and potatoes of the X universe, while ignoring the other weapons they are carrying; flak, PPC, etc.
There is exactly one instruction in the game which governs AI laser choice:

select and switch lasers for target $X in turret $Y: scan for friends $Z

This is a black box command without any options.
Use it or use it not.

All Egosoft AI turret scripts use it to select lasers "apropriate" to the current target they are tracking.
Several custom turret scripts (like MEFOS) use it as well, allowing basic laser switching on player ships.

MARS can not use it because it is designed from a completely different concept where that instruction would be useless.


If you feel that this instruction loads the wrong lasers you need to write a library script that is able to make an intelligent choice of CMOD lasers for a given turret and target.
Then you hack all Egosoft turret scripts and replace that particular instruction with the library call.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

Looking through the cached pages of the TXU I might of found the 'fix':
Dopp, yes i'm sure thats petty much it. The cloned weapon is being spammed due to there being no definitions in the libraries for it, the next option is to remove it as I dont have the time or resources to set up a whole new weapons/equipment index for all the ships that spawn in X3:TC. This means eventually removing the cloned weapon from CMOD and going back to just having one subtype, althouugh i'll make sure the choice for either CIG/APPC is still there as a plugin for those with a preference .

For now you can disable it yourself by going into tlasers, find the weapon with id: SS_LASER_CIG1 and changing it's galaxy subtype to SG_LASER_UNKNOWN2. Deleting it directly may cause problems for save games, and this way you can still sell any that you've picked up (but are now non equippable).
Thankyou for the feedback info dopp, have a cookie, and some rep. Good to hear this fixes ships being properly armed by the GOD engine. i'll incorporate it in the next release. Your reports on the Carebear attack made me laugh, I'll definitely see about making the generic PSP projectile effect more impressive for you.

In the meantime, since you're into learning how to mod with the editor () changing the appearance of the PSP projectile can be done in the tbullets file, look for ID "SS_BULLET_PSP" which is the ID of the projectile the tlasers.txt points to. Changing the "Body file" reference (effects\weapons\bullet_PointSing) will change its appearance. Changing it to 518 for example will make it look like PPC bullets. Remember to make backups so you can reverse changes and don't try changing values in the original game .cat files (01-06), use my mod to practice with, you can always uninstall/reinstall it.
I haven't found a download to fix it so this is all i got atm :), if this fix works and we don't find the other download if there was one I can upload the fix.
New XDownloads: http://xdownloads.co.uk
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

BTW:
if you're looking for a cheap way (as in low CPU usage) to boost the AI ships a little bit, take a look here.

http://forum.egosoft.com/viewtopic.php?t=238799

I guess it is technically a mod since it overwrites the ES scripts. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Airship
Posts: 101
Joined: Fri, 10. Dec 04, 10:57
x3tc

Post by Airship »

oh damn :P

Modding stuff ain't my backyard. I'm taking it isn't just modifying a text file after all? :) Think I need to look at some stickies...

What does this "fix" do BTW? Does it remove the CIG weapon as an equip able weapon, so that GOD no longer crams them into every orifice of the universe?

Anyhow, I did some more research into the damn things on my save game. Pictures ahoy:

Orbital Weapons Platform
http://i2.photobucket.com/albums/y35/ai ... 1238530975
http://i2.photobucket.com/albums/y35/ai ... 1238530975
http://i2.photobucket.com/albums/y35/ai ... 1238530978

Condor
http://i2.photobucket.com/albums/y35/ai ... 1238530976
http://i2.photobucket.com/albums/y35/ai ... 1238530978

Boreas
http://i2.photobucket.com/albums/y35/ai ... 1238530980
http://i2.photobucket.com/albums/y35/ai ... 1238530982

It isn't as bad as I thought at first though, as the Boreas did indeed change it's armament as soon as I tickled him with a few missiles:
http://i2.photobucket.com/albums/y35/ai ... 1238530985
http://i2.photobucket.com/albums/y35/ai ... 1238530989 << I believe I am dead 8)
Airship
Posts: 101
Joined: Fri, 10. Dec 04, 10:57
x3tc

Post by Airship »

hmm.

I have now edited the CIG's galaxy subtype to unknown 2, but the Boreas is still equipped through his nose with the stuff. Tlasers for me could be found in Cat7 and Cat12. I edited both versions.

EDIT: Nevermind, TXU is now up again, and checking the post of the guy who used this fix, it seems that I will need to find a new capital to see changes. Fingers crossed :)
bigdan6248
Posts: 76
Joined: Mon, 21. Jan 08, 04:34
x4

Post by bigdan6248 »

I'm really liking this so far. Not quite accustomed to the new HUD, but it's definitely easier to point-and-click. I suppose my only grip (and it's not really a gripe, more of a matter of personal taste) is the width/brightness of the new Ion Shard Rail Gun beams...

... is there a way I can edit those through the script editor (take in to account that I have zero scripting experience)?
Gergination
Posts: 12
Joined: Sat, 27. Dec 08, 23:03

Post by Gergination »

I'm giving this a spin.

While I disagree with a few of the stats the general improvement is phenomenal. Weapons look and sound great and everything is much smoother.

The new hud and stats are going to take just a little bit to get used to but I would highly recommend this mod.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”