[MOD] Combat Mod 4

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paulwheeler
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[MOD] Combat Mod 4

Post by paulwheeler »

Combat Mod 4

By Ulfus and Paul Wheeler


Featuring the Missile Rebalance Mod by Imperium3


This is a new stand alone version of Ulfus' Combat Mod. It builds on his Combat Mod 3, addressing balancing issues with some weapons, overhauling the beam and flak weapons, including new effects, and adding a new Terran light weapon - the Electro-Magnetic Repeater

It is fully compatible with X3TC 2.7.1

All CMod3 features are retained. For information view the original thread here.



DOWNLOAD THE CMOD v4.0

Changelog for the CMod v4.0



ADDON PACKS
------------------

While the base mod should be compatible with most other mods, there are certain files that are required to use the EMR and beam weapons. These include files which will likely conflict with other mods so I have decided to put these into optional addon packs.


Factory Pack
This adds EMR and beam weapon forges to the universe. It includes a modded TFactories and WareTemplate.

This is not compatible with any mod that changes TFactories or WareTemplate. See below for more info.



Factory Pack Scripts Only
This is a script only version of the factory pack for SRM users.



EMR Compatiblity Pack
This includes a version of the vanilla TShips and TCockpits where the EMR has been added to Terran ships.

This is not compatible with any mod that changes TShips or TCockpits. See below for more info.




I highly recommend the Ship Rebalance Mod: Continued for use with the Combat Mod 4. The SRM rebalances almost every ship in the game as well as adding new ships. SRM users only need the base CMOD4 mod and the scripts only factory pack.

Ship Rebalance Mod: Continued



All of the CMOD3 addon packs should still work with this release - except the Alpha PPC pack. I will update this to work with the CMOD4 as soon as I can.



MARS DATA
---------------

Download MARS data file for CMOD4

This includes all the new CMOD4 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.




INSTALLATION
-------------------

-The "fake patch" method works best for the CMOD4.

- Extract the dat/cat files and look at the other dat/cat files you have in the main TC installation folder. Rename the CMOD4 files to a bigger number than the last ones, i.e. if the last ones are 09.dat and 09.cat rename my files to 10.dat and 10.cat. You can have up to 99 different cat/dat files, so you can use a very high number of mods this way.

- Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.

- Run the game. You should get a message saying the CMOD4 has been installed when you load a save or start a new game.

- Use the same process to install the addon packs. For the factory packs the contents of the "scripts" folder should be copied to the "scripts" folder in your main X3TC directory.

- The CMOD cat/dats can be installed in any order.




SRM USERS
----------------

SRM users need only install the base mod and the "scripts only factory pack".

If upgrading from the previously released CMOD3:R, please remove the old CMOD3:R scripts first. Remove both the CMOD3 and CMOD3:R cat/dats and replace with the CMOD4.




ELECTRO-MAGNETIC REPEATER
-------------------------------------

This is a new weapon that has been added to compensate for the Terran’s not having a proper light weapon for fighters. Due to limitations with X3TC the EMR has had to be added to the spare weapon subtype and thus will not appear on ships compatibility lists automatically. It will also not be spawned by AI ships unless specified by a script. This is the only way it can be added to the game without forcing a restart.

In order to give your ships EMR compatibility you must either use the provided EMR Compatibility pack or manually add the SG_LASER_UNKNOWN2 subtype to ships in TCockpits and TShips if using a mod that changes these files. Ask the Mod creator for help on how to do this or ask in the CMOD4 thread.




MISSILE REBALANCE MOD
--------------------------------

Imperium3's excellent MRM is included in full here. I have also included a sped up version for use with turret scripts such as the Missile Defence Mk2 and MARS.

To use the alternate MRM, open the base cat/dat in the mod manager, rename the existing TMissiles.pck to something else, then rename
"____MDMK2_TMissiles.pck" to simply "TMissiles.pck"

To revert, reverse the changes.

For information about the MRM changes view the original thread here.





MODDERS:

To give EMR compatibility to your ships just add the SG_LASER_UNKNOWN2 to TShips and TCockpits.

The default spare lasers are retained on this subtype incase Egosoft ever utilise them. They have had their ware size changed to "6" so they will not appear on any ship's weapon compatibility lists.

To utilise the EMR forges you will need to include the EMR Forge entry from TFactories and WareTemplate. You will also need to include WareTemplateDummy. The CMOD4 director script then loads this dummy WareTemplate which forces X3TC to refresh its main WareTemplate so the EMR forges can be used.

The CMOD4 alters TLasers, TBullets, TMissiles, Effects, Particles3, 00044.xml

The Factory pack alters TFactories and WareTemplates

Text file used - 9970.
Last edited by paulwheeler on Fri, 24. Sep 10, 22:14, edited 3 times in total.
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mr.WHO
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Post by mr.WHO »

Neat! I'll test it ASAP.
paulwheeler
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Post by paulwheeler »

For the record I have the full backing of the XTM team to include their content from the CMOD3, and they also believe that Ulfus would be happy with what I have done.

I will only caretaker this mod till Ulfus returns to the community.



If anyone has the Alpha PPC addon from the CMOD3 installed - this will not work with the CMOD4 - yet.

I'll try and release an updated version of this in a few days.
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mr.WHO
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Post by mr.WHO »

I have a problem with EMR - I installed the cokpit compactibility addon, but I'm still unable to mount EMR anywhere on Terran ships :(
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:I have a problem with EMR - I installed the cokpit compactibility addon, but I'm still unable to mount EMR anywhere on Terran ships :(
Do you have another mod installed that edits TShips or TCockpits?
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mr.WHO
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Post by mr.WHO »

Cadius X-tra shippack?
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Cadius X-tra shippack?
Yep that is the reason.

The EMR Compatibility pack will interfere with the workings of Cadius' mod so don't install it if you're running the Xtra ship mod.

I think Cadius is going to update his mod to add the EMR to his TShips and TCockpits (he was one of the people who asked for the stand alone release).

So hang in there for his next release.

If you're up for manual editing, extract the TShips and Tcockpits from his mod, load them into the X3 Editor 2 and add the SG_LASER_UNKNOWN2 subtype to the ships you want to use the EMR. Then put them back into his cat/dat.
dragonblue14
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Post by dragonblue14 »

MARS data and emr compatibility have the same download link:?:
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mr.WHO
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Post by mr.WHO »

I might be my personal feeling, but I think PBC (Argon beam cannon) is rather weak comparing to the Tri-Beam cannon (not even mentioning the mighty Fusion cannon), I tried to use two of them against 12 MJ shield ship for 3-4 seconds and those PBC did barrely 1 % of shiped dammage.
paulwheeler
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Post by paulwheeler »

dragonblue14 wrote:MARS data and emr compatibility have the same download link:?:
Sorry - fixed. :wink:
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:I might be my personal feeling, but I think PBC (Argon beam cannon) is rather weak comparing to the Tri-Beam cannon (not even mentioning the mighty Fusion cannon), I tried to use two of them against 12 MJ shield ship for 3-4 seconds and those PBC did barrely 1 % of shiped dammage.
I have tried to keep the beam weapons as more specialist weapons than replacements for the PPC/PSP. I also had to be careful with the PBC as lasertowers use them. PBC has other things going for it, such as a huge range (over 9km!).

I will gladly take all opinions into account with the beam weapons. This is very much a work in progress and balancing the beams is quite tricky compared to the other weapons.

So please keep the comments/suggestions coming.
Catra
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Post by Catra »

:thumb_down: on the PALC change.
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Post by mr.WHO »

I forgot about missing Gauss Cannon bullet trail (CMod 3 effect). Right now I can see something very similar to vanilla TC, which is bad :(, please bring back the Gauss cannon trail.
Catra
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Post by Catra »

uuuuummmmm.......

can you make a ship rebalance WITHOUT all that merged stuff in it?
or maybe just update the one CMOD 3 comes with?
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:I forgot about missing Gauss Cannon bullet trail (CMod 3 effect). Right now I can see something very similar to vanilla TC, which is bad :(, please bring back the Gauss cannon trail.
I have included all the CMOD3 effects including the Gauss Cannon trail. I get the same trail for the Gauss Cannon as I did with the CMOD3.

EDIT - I see the problem now. Don't worry it was an oversight on my part. I'll fix it ASAP.
Last edited by paulwheeler on Fri, 24. Sep 10, 23:45, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Catra wrote:uuuuummmmm.......

can you make a ship rebalance WITHOUT all that merged stuff in it?
or maybe just update the one CMOD 3 comes with?
In a word - no.

I don't have time to manage two rebalance mods.
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mr.WHO
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Post by mr.WHO »

Missiles seems to lack the trails too.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Missiles seems to lack the trails too.
Yep - it was a bugged Particles3 file.

I'm uploading a fix as I type.
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Post by paulwheeler »

Fix is up.

Please redownload the base CMOD4 mod and install. You should now have your trails back.
Catra
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Post by Catra »

paulwheeler wrote:
Catra wrote:uuuuummmmm.......

can you make a ship rebalance WITHOUT all that merged stuff in it?
or maybe just update the one CMOD 3 comes with?
In a word - no.

I don't have time to manage two rebalance mods.
is that a no to both questions?

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