[MOD] Missiles Rebalance Mod v1.2, Updated 25/9/2010 [Lost File Appeal]

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paulwheeler
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Post by paulwheeler » Wed, 25. Nov 09, 10:46

Well as long as my prized team of 5 star marines can't be taken out with one shot I'll be happy!

Wouldn't it be good though if Ion based weapons dissabled the targets weapon systems for a period of time once the shields were down...

Anyone remember X-wing, where you had to use your Ion Cannons to dissable a ship before the boarding party could dock?

paulwheeler
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Post by paulwheeler » Tue, 8. Dec 09, 14:57

Just a FYI (and I hope you don't mind), I went through your tmissiles file and gave every missile a 20% speed increase across the board to compensate for the Missile Defence Mk 2 script. It still has the "flavour" of your rebalance mod, just a bit faster.

Seemed to work quite well. Now, although a K still takes out most of the missiles, I can actually take out a K with a few (well several) barrages of hammers with MDMk2.

Still have more testing to do. I might opt for a straight +50 or so onto the speed across the board rather than a 20% increase as it makes the faster missiles a little too fast...

Rott
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Post by Rott » Sun, 28. Mar 10, 05:09

When i downloaded the file it was numbered 10 dat and cat file. When i went to insall it i already had like 12 dat directories. I renamed your files to 13 put the tm file under scripts and nothing is working. Did i do something wrong?

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imperium3
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Post by imperium3 » Mon, 5. Apr 10, 18:55

Rott wrote:When i downloaded the file it was numbered 10 dat and cat file. When i went to insall it i already had like 12 dat directories. I renamed your files to 13 put the tm file under scripts and nothing is working. Did i do something wrong?
By "nothing is working", I presume you don't notice any changes?

If you renamed both the .cat and the .dat to 13 and the script file went into X3 Terran Conflict/scripts as you say, there shouldn't be any problems.

1) Do you have any other .cat or .dat files numbered after the MRM? (14, 15, etc)

2) Do you have a types folder in the X3 Terran Conflict folder? If so, does this contain a file called TMissiles?

3) Do you run any major mods that are located in the X3 Terran Conflict/mods folder?

If yes to any of these, then you have another mod which is overwriting MRM. Make sure that MRM is last of your cat/dats and that you don't have a TMissiles file in X3 Terran Conflict/types. Finally, if it is a major mod that is overwriting, the only real way around that is to either merge the mods (which I can do without any trouble if you know which one is causing the problem), or to install that mod as a fakepatch instead (ie in cat/dat form) and remove its files from the "mods" folder.

Hope that helps :)

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imperium3
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Post by imperium3 » Thu, 3. Jun 10, 00:44

Seems 2.7 has a new TMissiles file out (see note on first post). I'll have a look and release a patch-friendly version, but that'll need to wait till after my exams. If anyone spots any changes, please let me know! It saves me work :P

Esgaro
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Post by Esgaro » Thu, 3. Jun 10, 09:51

A 2.7 compatible version won't exactly be a lot of work. The only thing changed in the 2.7 tmissiles was the minimum notoriety required for poltergeists and wraiths. They went from -10000 to 33 and 3333 respectively. I don't really see that mattering much. Can probably keep using the current version in 2.7 just fine.

As a suggestion, I probably wouldn't distribute the mod with the cat and dat pre-numbered for fakepatching, otherwise you might run into unnecessary questions when new versions of the game come out, or if people already have other mods installed using those numbers, and so on.

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imperium3
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Post by imperium3 » Thu, 3. Jun 10, 22:16

Esgaro wrote:A 2.7 compatible version won't exactly be a lot of work. The only thing changed in the 2.7 tmissiles was the minimum notoriety required for poltergeists and wraiths. They went from -10000 to 33 and 3333 respectively. I don't really see that mattering much. Can probably keep using the current version in 2.7 just fine.

As a suggestion, I probably wouldn't distribute the mod with the cat and dat pre-numbered for fakepatching, otherwise you might run into unnecessary questions when new versions of the game come out, or if people already have other mods installed using those numbers, and so on.
Thanks, if that's all they changed then I'll put it in when I get round to it.

Re prenumbering, you're probably right, especially as I'm a couple of patches behind now. Not everyone reads the installation instructions! Again, I'll change thaat when I get around to it.

BLACKANDY
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Post by BLACKANDY » Tue, 13. Jul 10, 19:10

how the next update coming along mate?

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imperium3
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Post by imperium3 » Sat, 25. Sep 10, 02:15

New version! (finally) (v1.2)

Included are the fixes to Terran missile notoriety made by patch 2.7, as well as a major overhaul for the Aurora and Windstalker synaptic missiles. Both have had the synaptic flag removed as I felt it is a waste of space and entirely useless.

-Aurora now intended as a missile-defence cracker (for MARS and the like). With a top speed of 1450m/s this should ensure it will hit the target long before most weapons can get a bearing on it. However with poor acceleration, guidance and yield, for best effect you will need to fire at a fair distance away, and fire lots of them. (I am toying with tweaking the yield upwards a bit depending on feedback)

-Windstalker designed as a "special" missile capitalising on its unbuyableness. It is fast, manoeuvrable and powerful, designed for the player to stock up on and use as a last resort, mainly against M6s or M3s.

Download link here. As always feedback is highly appreciated!

Sarudak
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Post by Sarudak » Wed, 23. Feb 11, 05:46

Would you consider making the Poltergeist missile much faster? It's still at 250 according to the spreadsheet but it's damage indicates it's meant for taking out m5/m4 class ships. Which it can't hardly catch. And can't catch at all with the ship rebalance mod.

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imperium3
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Post by imperium3 » Thu, 28. Apr 11, 10:17

Ah, thanks Sarudak, that's the sort of info I need to hear (even if I read it 2 months later, sorry). I'll take a look into that, 250 does seem a bit slow. And I like the Poltergeist because it's just a cool-looking missile. :)

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Silveressa
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Post by Silveressa » Tue, 4. Dec 12, 14:26

The download link is busted, anyone got a mirror for it?
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iueras
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Post by iueras » Thu, 17. Jan 13, 16:43

EDIT: Never mind, I just can't read.

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imperium3
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Post by imperium3 » Mon, 21. Jan 13, 09:32

Yeah, for now the download link is dead, I'm afraid, and I don't have the file any more. If anyone out there still has this mod, send the file/ the link to me and I'll repost it. Til then, it's a bit dead :( :skull:

Thrandisher
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Post by Thrandisher » Tue, 22. Jan 13, 08:47

Hmm, i can only find version 1.0 and 1.1 of it on my HDD here.
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CameronR1031
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Post by CameronR1031 » Thu, 24. Jan 13, 20:12

Thrandisher, if you could give Imperium 1.1 so he can repost a DL link that would be great!

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imperium3
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Post by imperium3 » Fri, 25. Jan 13, 02:30

Yes, 1.1 is the most recent version so it's all I need :)

KRM398
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Post by KRM398 » Thu, 22. Jan 15, 18:21

building a custom game for myself, can someone send me a copy of the missile rebalance mod? Theres nothing here to dl at the moment and firelance missiles suck without tracking in TC :wink:

KRM398
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Post by KRM398 » Sun, 25. Jan 15, 16:38

ok found a copy of the mod and it seems to work, BUT all the names are now text files in TC 3.2...so...anyway yo fix that? :wink:

ShadySands
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Re: [MOD] Missiles Rebalance Mod v1.2, Updated 25/9/2010 [Lost File Appeal]

Post by ShadySands » Tue, 2. Jun 20, 12:32

Does anyone still have this mod? DM a link please, be so kind!

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