[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

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paulwheeler
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[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

Post by paulwheeler » Tue, 12. Oct 10, 12:06

Combat Mod 4
v4.16 - 17/06/13

By Ulfus and Paul Wheeler

Featuring the Missile Rebalance Mod by Imperium3



This mod is fully compatible with Terran Conflict 3.2 or above and Albion Prelude 3.0.

this mod is not compatible with the X3 Rebalance Mod (XRM) - most of it is incorporated into the XRM.





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 two new Terran light weapons - the Electro-Magnetic Repeater and the Fusion Pulse Disruptor.


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

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Downloads
-------------------------

XDownloads (CMod 4 main download):
[ external image ]

XDownloads (CMod 4 all addon packs):
[ external image ]

Mediafire.com (CMod 4 main download, all addon packs, single addon packs):
[ external image ]
Download

Please note: All download links below are outdated and no longer work. You can download all the files (CMod, all addons or only single addon packs) from the (mediafire.com and xdownloads) download links above. X2-Illuminatus

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


DOWNLOAD THE CMOD v4.16



Release Notes

Changelog for the CMod v4.15






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.




Updated 17/06/13
FACTORY PACK

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

NOTE FOR AP USERS:
Due to the warestemplate reinitialise "hack" no longer working in AP, you MUST start a new game after installation if you wish to run the factory pack.


REQUIRED - Community Plugin Configuration by Cycrow

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

SRM users should use the scripts only version below.






Updated 27/4/11
FACTORY PACK SCRIPTS ONLY
SPK Version
This is a script only version of the factory pack for SRM users and other mods that have had CMOD compatibility added, such as the Xtra Ships mod.

REQUIRED - Community Plugin Configuration by Cycrow





Updated 23/3/11
SRM Weapons Dealers AL Plugin v1.4
SPK Version

This pack adds an AL plugin that creates several Weapons Dealer stations to the universe. These stations stock a variety of weapons and missiles in large numbers. These can also be purchaed by the AI to help alleviate the general lack of weapons for sale in the universe.

If not running the SRM, the full factory pack is required for this to run correctly.

If running the SRM please use the version from the SRM thread.

Click here for more information







Updated 17/06/13
EMR/FPD COMPATIBILITY PACK
This includes a version of the vanilla TShips and TCockpits where the EMR and FPD have been added to Terran ships.

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

NOTE - SRM users - DO NOT install this pack - its built into the SRM already. Installing this pack will break the SRM.







Updated 31/05/12
Alpha PPC conversion pack

This pack converts the Concussion Impulse Generator into an Alpha Photon Pulse Cannon. The cat/dat must be installed to a higher number than the main CMOD4.








Updated 31/05/11
Missile Rebalance Pack for Turret Scripts

This pack completely rebalances all missiles specifically to use against turret scripts like MARS or the Missile Defence Mk2.

All missiles have increased speeds. Refire rates have been greatly increased. Dumbfire missiles have been converted to low turn rate tracking missiles with proximity fuses and large blast radii. Damage, blast radii, special abilities, prices and reps have all been rebalanced.

New colour coded icons to help with missile selection. The colour key is as follows:

Green - close range missiles (0-22km)
Blue - medium-close range missiles (22-35km)
Purple - medium-long range missiles (35-60km)
Red - long range missiles. (60+km)

Do not use this pack unless you are running a turret script as otherwise the missiles will be way too overpowered. I highly recommend MDMk2 as it will run on all ships automatically, including fighters, with no noticable frame rate hit.

I also highly recommend you install Gazz's Missile Safety and AI Ammo Cheat scripts.







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


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 for the APPC pack and the ship rebalance pack of which new versions are provided above.



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

Updated 14/6/11
Download MARS data file for CMOD4.16

This includes all the new CMOD4.16 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.

MARS automatically detects CMOD4 and will then read the TFile 7049 instead of 7047 (vanilla).

You must be using MARS v5.00 or higher for CMOD4 compatibility.











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

TERRAN CONFLICT INSTALLATION INSTRUCTIONS

-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.

- You will need to navigate to the \mov folder in your X3TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom weapon or factory names said by "betty".

- 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 addon pack CAT/DATs must be installed to a higher number than the base CMOD. So if your CMOD cat/dat is 13, the addon packs must be 14 or higher.






ALBION PRELUDE INSTALLATION INSTRUCTIONS

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

- Extract the dat/cat files to a temporary folder and look at the other dat/cat files you have in the main AP installation folder (in your steam/TC/addon directory). Rename the CMOD4 files to a bigger number than the last ones, i.e. if the last ones are 02.dat and 02.cat rename my files to 03.dat and 03.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 "addon" directory. If a director folder does not exist then create one.

- You will need to navigate to the \mov folder in your "addon" directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom weapon or factory names said by "betty".

- 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 "addon" directory. You MUST start a new game for the factory pack to function correctly.

- The addon pack CAT/DATs must be installed to a higher number than the base CMOD. So if your CMOD cat/dat is 03, the addon packs must be 04 or higher.






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

SRM for Terran Conflict 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.

It is essential that the SRM base mod is installed to a lower cat/dat number than the CMOD4 (SRM installed first if using spks). The correct order is:

SRM : SRM ADDON PACKS : CMOD4 : SRM TRAILS





Electro-Magnetic Repeater + Fusion Pulse Disruptor
--------------------------------------------------------------

These are two new weapons that have been added to compensate for the Terran’s not having a proper light weapon for fighters or a non-ammo based medium weapon. Due to limitations with X3TC the EMR and FPD have 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 + FPD compatibility you must either use the provided EMR/FPD Compatibility pack or manually add the Unknown Laser 2 subtype to ships in TCockpits and TShips if using a mod that changes these files. The EMR will appear on all ships. The FPD will only appear on ships with XL ware compatibility. Ask the Mod creator for help on how to do this or ask in the CMOD4 thread.

SRM users must not use the EMR/FPD compatibility pack. The SRM already has EMR/FPD compatibility built in.





Gamma Photon Pulse Cannon
-----------------------------------------

The CMOD4 adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.





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

Imperium3's excellent MRM is included in full here. I have also included a pack based on the MRM that has been balanced for use with turret scripts such as the Missile Defence Mk2 and MARS. This is available in the above addon pack.

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 and FPD forges you will need to include the EMR Forge and FPD Forge entries 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.

To use the weapon dealers script all that needs to be included for this to work with mods that alter TFactories are the weapons dealer TFactories entries. they must be in the same lines as they are in the factory pack. To make this easier I have put alot of placeholders in before the entries start.

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

The Factory pack alters TFactories and WareTemplates

Text file used - 9970.


CREDITS
------------

Thanks to the XTM team for permission to use the existing CMOD XTM content.
Thanks to Imperium3 for permission to include his Missile Rebalance Mod.
Thanks to fallenwizard for the German translation.
Thanks to the X Universe team for offering to host the CMOD4.
Last edited by paulwheeler on Tue, 18. Jun 13, 16:53, edited 73 times in total.

paulwheeler
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Post by paulwheeler » Tue, 12. Oct 10, 12:07

One thing I forgot to put in the 4.1 changelog....

Updated the Missile Rebalance Mod to the latest release.

Requiemfang
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Post by Requiemfang » Tue, 12. Oct 10, 12:15

Lets try to keep this thread open this time now :wink:

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TrixX
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Post by TrixX » Tue, 12. Oct 10, 12:19

You know those beam weapons are terrible :lol:

Good work mate. Will update my current install now :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

paulwheeler
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Post by paulwheeler » Tue, 12. Oct 10, 12:20

TrixX wrote:You know those beam weapons are terrible
I feel an episode of Fawlty Towers coming on.... "Don't mention the beams!!"

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TrixX
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Post by TrixX » Tue, 12. Oct 10, 12:22

Sounds like an episode of 'Yes Minister' :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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mr.WHO
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Post by mr.WHO » Tue, 12. Oct 10, 13:44

I tested 4.1 and I have M/AML fully operational. It has a new trail and effect (very nice), the sound for both experimental and normal M/AML are nice. However i think they are a little too quiet. Maybe you could make them 50% louder?

About missing Terran flak trail I reported in SRM topic - I still lack the trail and I'm quiete sure I don't have any other mod that affect them. However I'll try to check my mod list manually, too see if there are any conflicts.

Oh, and I remind you this, as you requested:
All I'll have to do is create a new particle for the FAA which is just a copy of the teladi engine trail.

Please remind me in the new CMOD4 thread I will start with the next release.

Amon-ra
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Post by Amon-ra » Tue, 12. Oct 10, 14:12

I never got this out of fearing that this would conflict with the advanced weapons research mod. is this correct?

paulwheeler
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Post by paulwheeler » Tue, 12. Oct 10, 14:18

Amon-ra wrote:I never got this out of fearing that this would conflict with the advanced weapons research mod. is this correct?
I'm afraid so. They both mod exactly the same thing.

Amon-ra
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Post by Amon-ra » Tue, 12. Oct 10, 14:27

Oi Oi :cry: figured as much....hmm...the flak sound of hell is still present, and at most AWRM just adds weaps for terrans............JEESH..

Alright my thanks

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Aragon Speed
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Post by Aragon Speed » Tue, 12. Oct 10, 14:35

*Wanders about sniffing*

Ahhh! Nothing like the smell of a new thread to give you that warm glowy feeling. :D

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mr.WHO
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Post by mr.WHO » Tue, 12. Oct 10, 17:47

I removed all fake patches and cleared the types folder, then I started a new game - Terran Flak still lack the bullet trail :(

Esgaro
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Post by Esgaro » Tue, 12. Oct 10, 17:57

The link for the EMR compatibility pack points to the scripts only factory pack.

I assume that the changes in the EMR compatibility pack are already made in SRM though? So if I used a hull multiplying SRM mod, I would also have EMR compatibility?

paulwheeler
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Post by paulwheeler » Tue, 12. Oct 10, 18:33

Esgaro wrote:The link for the EMR compatibility pack points to the scripts only factory pack.

I assume that the changes in the EMR compatibility pack are already made in SRM though? So if I used a hull multiplying SRM mod, I would also have EMR compatibility?
Sorry - link is fixed now.

Yes, if using the SRM you don't need the EMR pack. You only need the scripts only factory pack.

paulwheeler
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Post by paulwheeler » Tue, 12. Oct 10, 18:34

mr.WHO wrote:I removed all fake patches and cleared the types folder, then I started a new game - Terran Flak still lack the bullet trail :(
OK - I'll investigate and sort it out as soon as I can. :wink:

rusky
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Post by rusky » Tue, 12. Oct 10, 19:00

Using CMOD 4 with SRM with high hull addon.
Lots of fun, thank you for the great mod.

A suggestion:

You should modify TMissiles in the hull packs because the normal missiles are mostly useless in the high hull pack (working on balancing my heavy missile pack, made them somewhat faster and more deadly across the board).

Requiemfang
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Post by Requiemfang » Tue, 12. Oct 10, 19:05

Hammerheads are quite effective... unfortunately there is no factory to produce these deadly missiles. At least no factory the player can buy, I don't see any stations that really sell or produce these deadly missiles either. Just make sure your target as clear of any friendly NPC's or he'll take them with him. I pissed the argons off after killing a few of there own when they were in range of a Q I blasted with around 20 hammerheads

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Post by paulwheeler » Tue, 12. Oct 10, 19:39

On my list of things to do is to create forges for all those missiles that don't have them.

I've had this discussion with JMan77 too... I thought though, doesn't increasing the missile damage reverse the point of the higher hulls?

It would also mean having several TMissiles floating about which would get confusing...

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Post by rusky » Tue, 12. Oct 10, 19:42

It does a bit. The capital missiles are mostly ok really, but the fighters, particularly the M3S become close to immune to most fighter missiles (unless they get hit by 10 or more).

At any rate i just upped missiles a lot and i'll give some feedback on how it feels. If it's too much i might just to back to the original TMissiles.

One other thing, i can't seem to be able to use the EMR script. I have to remove to EMR setup file from the director folder otherwise all Terran stations in my universe disappear. Any ideas why ? :o

paulwheeler
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Post by paulwheeler » Tue, 12. Oct 10, 20:51

Sounds strange... ill look into it. The script hasn't changed since the last version.

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