Weapon Rebalance 2.1 for X3:AP

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Bobucles
Posts: 2259
Joined: Fri, 25. Dec 09, 03:56
x3tc

Weapon Rebalance 2.1 for X3:AP

Post by Bobucles »

Bobucles' weapon rebalance for X3: Albion Prelude
Version 2.1
Dec 28, 2011
14.8KB

Mirror1A:
http://www.gamefront.com/files/21129190 ... ul+2.1.zip
http://www.gamefront.com/files/user/Bobcules

Alternative xdownloads link:
[ external image ]

Welcome to the Weapon Rebalance mod! This mod aims to bring all weapons together in a happy package. Both energy weapons and missiles have been completely rexamined: special care has been taken to ensure each weapon is worth using. Blatantly overpowered weapons have been nerfed. Ammo based weapons now use energy (but are very efficient). Missiles are cheaper, weaker, and are no longer meant to dominate the game.

Missiles have been completely overhauled! They are now designed to fit in line with their cousin energy weapons, having longer range but no sector sweeping power anymore. Cargo size, price, launch delay, damage, and range have all been balanced around Damage/cargo and Damage/credit, with missile ships getting the best&cheapest missiles. They should be a valuable supplement, and no longer a dominant weapon for your ships.

Drones and ammo have been increased in size. In general a fully equipped ship with missiles will have scarce room for energy cells. Keep freighters and TLs around for resupply!

Many changes from the X3:TC Weapon Overhaul mod have been included. Hull damage has been increased to keep pace with increased hull sizes. Many weapons have had their fire rates reduced to create less lag and allow for larger scale battles.

files:
x3tc/addon/types/TBullets.txt
x3tc/addon/types/TLaser.pck
x3tc/addon/types/TMissiles.txt
x3tc/addon/types/Globals.txt
x3tc/addon/types/TWareT.txt

Installation: extract into your /X3 Terran Conflict/ directory.

Patch notes:
***************************2.0**************************

Tlaser.pck, TBullets.txt
Weapon overhaul (again)!
- All non-beam weapons have had their hull damage at least doubled. Capital grade weapons have had their hull damage tripled or quadrupled.
- Most beam weapons have had their hull damage reduced from obscene to lethal levels.
- Light weapon fire rate reduced 50% (PBE 1/3). Damage increased, giving an overall DPS of 66%.
- Beam weapons have had their fire rate reduced, and damage increased to compensate. The damage is still under testing.
- Light weapon energy efficiency reduced ~20%.

Tmissiles.txt
Missile overhaul!
- Cargo size dramatically increased. Most fighter missiles will deal 2000-6000 damage per unit cargo, increasing in efficiency with size. M8 and M7M missiles are very efficient on space. The mosquito missile is 2 units large.
- Missile launch times dramatically increased to 2-10sec. In general larger missiles have longer reload times. The mosquito reload time is 1.5 seconds.
- Missile life time (range) have been all cut by 1/4, with the following exceptions:
1/3 - Mosquito
1/6 - Firestorm, Hammerhead
1/7 - Thunderbolt, Tempest, Cyclone
1/8 - Typhoon, Remote G.W., Beluga,
Most light missiles have around 3-5KM range; medium missiles 5-10K; Large 10-15K; Bomber 20K; M7M 14-15K.
Only the largest missiles last more than a minute. Torpedoes will only have one or two chances to connect.

- Hornet deals 150K damage (from 200K)
- Spectre deals 200K damage (from 260K)
- Wraith deals 200K(x3) damage.
- All torpedoes have drastically reduced agility (1.0-1.5 RPM), making them easier to dodge.
- Heavy missiles have reduced agility (5-10 RPM).

- Missile costs changed. In general they are cheaper, giving 100-250 damage per credit for most missiles, with bigger missiles being more cost efficient. M7M and M8 missiles are super cheap to encourage production, with Bombers getting ~850/cr, flails ~275/cr, and M7M torps ~1000/cr.
- M8 torpedo damage cut in 1/4. You can survive a few in an M6, but fighters will still pop.
- M7M torpedo damage doubled. These are fierce weapons made to crush capital ships.

Globals.txt
- Swarm missiles now fire in THREES, making them far easier to defend and reducing the lag of missile spam.
- Swarm missiles have 50% health.
- All missiles have drastically increased health (Bomber 20K, M7M Torpedo 40K, heavy 10K, medium 4K, light 400)

TwareT.txt
- Most ammo types have been increased in volume and cost.
- Fighter drones now take up considerable cargo space (30-60).


Edit [1st December 2015]: Added alternative xdownloads link. X2-Illuminatus
User avatar
Axeface
Posts: 3029
Joined: Fri, 18. Nov 05, 00:41
x4

Post by Axeface »

I was looking for something to make the game a bit more forgiving when it comes to missiles, and this seems to do most of it. I'm a little worried after an hour or so that it's a little too easy. More damage coupled with lower energy usage make things a lot more fast paced.

One slight bug I found, the repair laser does shield damage.

Looking forward to updates, overall its a very different experience from vanilla (If I was to describe vanilla in one word it would be "Unpredictable").
Bobucles
Posts: 2259
Joined: Fri, 25. Dec 09, 03:56
x3tc

Post by Bobucles »

More damage coupled with lower energy usage make things a lot more fast paced.
Buffing the corvette weapons has the side effect of making M6 and M7 ships very powerful. I can't do too much about that, because all corvettes have stats that blow M3s out of the water for not much more money. Bigger ships are on the whole very cheap; or maybe fighters are just too expensive? :roll: Just be warned that I consider corvettes to be the baseline ship for players and fighters will be quite expendable.
One slight bug I found, the repair laser does shield damage.
Actually, that's normal. It's not something you should be using in combat, especially with its increased repair power. In normal situations it won't cause a problem.

The repair laser is being worked into the M6 mod. Without spoiling too much it's going to be a rather unorthodox (but fun) weapon. The shield damage is important for that, but I suppose I can cut it out of this mod.

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