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

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supahfly
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Post by supahfly »

paulwheeler wrote:UPDATE RELEASED 4.4.1
--------------------------------


This is a compatibility update for SRM users only.

Non-SRM users do not need to worry - There are no changes to the CMOD.
I wonder what are the consequences of not updating? I changed quite a lot of values (almost every single bullet speed value) and doing it again sounds like pita
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mr.WHO
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Post by mr.WHO »

I have a question about swarm missile mechanics:
Does multiple warheads are hardcoded or it's possible to have for example dual or triple warhead?

I think that swarm missile with their corkscrew pattern are much harder to shoot down than normal one-warhead missiles.

This way you could make, for example, anti-fighter missiles to have dual warhead and heavy bombs like hornet or firestorm to be triple-warhead.
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Spectre01
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Post by Spectre01 »

btw, I've noticed that you changed some of the missiles data in the MK2 trail mod. If we install cmod before the trail mod, the cmod's missile data will get overwritten.

My question is, which Tmissile should we use? The one in the trail pack that makes all missiles go horriblely slow? Or the one in the newest cmod?
mennomenno
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Post by mennomenno »

I have searched the whole topic but couldn't find someone mentioning MEFOS. Seems like a lot of people here use MARS instead, but I find it a bit too powerful.
Now CMOD has MARS-compatibility, but what about MEFOS?

I don't know if it uses weapon values to improve turret decisions, but I guess that would make a lot of sense.

Anyone using CMOD with MEFOS?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

mr.WHO wrote:I have a question about swarm missile mechanics:
Does multiple warheads are hardcoded or it's possible to have for example dual or triple warhead?

I think that swarm missile with their corkscrew pattern are much harder to shoot down than normal one-warhead missiles.

This way you could make, for example, anti-fighter missiles to have dual warhead and heavy bombs like hornet or firestorm to be triple-warhead.
I believe it is hardcoded, however you could script simultaenious launch of 2 or more missiles.
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paulwheeler
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Post by paulwheeler »

Spectre01 wrote:btw, I've noticed that you changed some of the missiles data in the MK2 trail mod. If we install cmod before the trail mod, the cmod's missile data will get overwritten.

My question is, which Tmissile should we use? The one in the trail pack that makes all missiles go horriblely slow? Or the one in the newest cmod?
The new SRM mk2 trail pack should not have a tmissiles in it. If it does please let me know and ill remove it.

If using the full mk2 mod without the srm, remove the mk2 tmissiles. All killerog did was change a couple of missile trails.

Basically the cmod tmissiles is the one you want to use.
Last edited by paulwheeler on Thu, 27. Jan 11, 23:19, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

supahfly wrote:
paulwheeler wrote:UPDATE RELEASED 4.4.1
--------------------------------


This is a compatibility update for SRM users only.

Non-SRM users do not need to worry - There are no changes to the CMOD.
I wonder what are the consequences of not updating? I changed quite a lot of values (almost every single bullet speed value) and doing it again sounds like pita
The new SRM maintenance pods will not work.

If you want to manually update simply copy and paste the new entries at the bottom of tlasers and tbullets for the new repair laser, the bod and dds file for the new repair laser, then update the main cmod text file and the main 00044.xml mov file.
paulwheeler
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Post by paulwheeler »

Roger L.S. Griffiths wrote:
mr.WHO wrote:I have a question about swarm missile mechanics:
Does multiple warheads are hardcoded or it's possible to have for example dual or triple warhead?

I think that swarm missile with their corkscrew pattern are much harder to shoot down than normal one-warhead missiles.

This way you could make, for example, anti-fighter missiles to have dual warhead and heavy bombs like hornet or firestorm to be triple-warhead.
I believe it is hardcoded, however you could script simultaenious launch of 2 or more missiles.
Yes its hard coded to 8 warheads for the fragmentation flag (standard swarm missiles).

The multi warhead flag seems to be broken. The missile should break into several when nearing the target, but it just dissapears.

No one seems to know what the firestorm flag does....
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Spectre01
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Post by Spectre01 »

well...

[ external image ]

So liek, this one is the "Engine Effects and Particle Trails Mk2 Pack v0.02 by Killerog". And yes, he did have some missile trails changed and it's conflict with cmod.
paulwheeler
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Post by paulwheeler »

Is that killerog's full mod or the srm compatible pack?

In either case just delete the tmissiles so the cmod one isn't blocked.

If its in the srm pack then I must have forgot to delete it. If this is the case ill update it first thing in the morning. I don't have a pc handy right now.
supahfly
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Post by supahfly »

paulwheeler wrote:The new SRM maintenance pods will not work.

If you want to manually update simply copy and paste the new entries at the bottom of tlasers and tbullets for the new repair laser, the bod and dds file for the new repair laser, then update the main cmod text file and the main 00044.xml mov file.
thanks, that was certainly quicker. Though you forgot to mention about the little change at the beginning of the tbullets/tlasers files stating the number of entries. That left me scratching my head for a while when entries didn't appear.
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Spectre01
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Post by Spectre01 »

paulwheeler wrote:Is that killerog's full mod or the srm compatible pack?

In either case just delete the tmissiles so the cmod one isn't blocked.

If its in the srm pack then I must have forgot to delete it. If this is the case ill update it first thing in the morning. I don't have a pc handy right now.
That's the one that listed in the first page of your SRM thread, which I believe is the SRM compatible one.
paulwheeler
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Post by paulwheeler »

Spectre01 wrote:
paulwheeler wrote:Is that killerog's full mod or the srm compatible pack?

In either case just delete the tmissiles so the cmod one isn't blocked.

If its in the srm pack then I must have forgot to delete it. If this is the case ill update it first thing in the morning. I don't have a pc handy right now.
That's the one that listed in the first page of your SRM thread, which I believe is the SRM compatible one.
OK - thanks for spotting it.

Ill sort it first thing tomorrow. In the mean time just delete the file. It shouldn't be there.
diddltoutmimi
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Post by diddltoutmimi »

Thank due for your incredible work on thid mod.
I enjoy it a lot with SRM mod.

cheer
kotorone1
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Post by kotorone1 »

when will this mod become a .spk file?
paulwheeler
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Post by paulwheeler »

SPKs are up now.


BTW - Forgot to mention - make sure you update your APPC Conversion packs as well as the base CMOD4 if using the SRM.
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Spectre01
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Post by Spectre01 »

Hmmm, did some test with gauss cannon. Seems kinda weak compair to other capital ship main weapons even with that 10k range. I made some changes to try to balance it out. You can try those data yourself and see how it goes.

changes so far:
life: 8s
speed: 1200m/s
range: 9.6km
hull dmg: 6400
shield dmg: 37000
rate of fire: 12 rnd/min

So now, it still has that range advantage over PPC and PSP. But not too overpowered due to low damage and the fact that its ammo takes 25 vol per crate.
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robalexhall
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Post by robalexhall »

I'm abit confused as to how the PBG works. I can't find the earlier doccumentation for combat mod.
paulwheeler
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Post by paulwheeler »

The PBG (plasma burst generator) hasn't changed much from vanilla, just a slight reduction in damage.

The old combat mod 3 documentation is in it's thread on xuniverse.com
HotSake
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Post by HotSake »

I was extremely underwhelmed when I finally got around to trying the PBG and blamed CMOD for it. Maybe I just don't know how to use this "broken" weapon correctly, but it seemed to do very little damage for a huge amount of energy. Like the FBL, I quickly sold it off.

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