Scripts, Mods, and Guide
One of my earliest frustrations with TC was that combat is too easy. Even after I worked my fight rank up to the max, the enemies were just boring.
Here is my modified Opponent Balancing System (OBS), which will give you more challenging missions, as well as some tips that I have collected.
Combat Tricks OBS
==> Download: Combat Tricks OBS v4 <== Download Here
. . . . . . . . . Mirror 1
. . . . . . . . . Mirror 2
Improves the Opponent Balancing System (OBS):
- Increases combat challenge.
- Reduces lag at higher levels. More big enemies; fewer fighters at high ranks.
- Allows you to adjust the limits by changing values in the language (t) file.
- Gives M8's to Xenon and Kha'ak, and M7M's to Xenons.
My very first post on the Egosoft forums was in search of better combat "competition". Gazz was one of the few to respond, and he gave me the tip about OBS, the Opponent Balancing System. It is the tool that missions use to scale enemies to the player's fight rank. My very first mod to my game was a simple hack to OBS.
Since then, I have learned a lot about the game, and OBS continues to be the single most important thing that a player can change when looking for stronger enemies. By working with Eldyran on one of the missions for the Shady Business plot, I learned enough about the Mission Director (MD) to be able to refine my adjustements to OBS. Ketraar's video tutorials about MD helped, as well.
Dillpickle pointed me in the right direction for the finishing touches that make the Combat Tricks OBS finally ready for release to the public -- after more than a year and a half of working on it.
Install with Plugin Manager or copy the contents of the scripts folder to your games scripts folder (addon\scripts for AP).
If this is your first time installing a script, then see Installation Tips for more information.
How to Use
Just play the game. Anything that uses OBS will become more challenging, depending on your fight rank and the settings in the language (t) file: t\8563-L0xx.xml.
* Better (quadratic) equation creates much gentler starting multipliers and smoother curve. A spreadsheet is included to assist in tuning for your game preferences.
* Further reduced generation of fighters above BigShipsOnlyThreshold (default is Fight Rank 7). (Tom5Cat)
* Lowered the default MaxMultiplier, to make things a bit easier for some players.
* Allow generation of M7M's.
v2 (2013-06-18 )
- Bug fix: Removed debug message. (nap_rz)
- Initial Release
Eldyranx3, Gazz, Dillpickle, and Ketraar for their help and guidance.
Discussion Thread: Combat Tricks
More great scripts, mods, and info: Bullwinkle's List
More Combat Tricks (Guide)
1) For TC, consider Ulfius's Hard Mode and Xtreme Mode Jobs. These are listed on the CMOD3 thread. Scroll down to the section marked "Optional Difficulty Modes". For my tastes, Xtreme Mode is the most fun, but it spawns enemy invasions so frequently that there is not enough time to play the game (other than combat).
So here is how I do it:
- - Install Hard Mode Jobs and leave it installed.
- When I feel like a challenge, I install Xtreme Mode. It installs as a fake patch, so it overrides the already-installed Hard Mode.
- When I want to spend time trading or doing missions, I uninstall Xtreme Mode (which then leaves me with Hard Mode).
- (Note: XRM players already have the benefit of Ulfius's jobs, as well as Paul Wheelers enhancements.)
2) Use AP. It is intended to be more challenging than TC, and it is.
3) Give MARS Fire Control to all enemy capital ships. For player-owned ships, use the built-in Missile Defense turret scripts in AP or Missile Defense Mk2 (for TC only).
4) Boarding against MARS: Trying to use boarding pods against a MARS-equipped enemy can be *too* challenging, so here are some ways to balance that:
- 6a) Lower enemy shields from the player ship (the ship that you pilot). Remotely launch marines from an M7M that is outside the range of the enemies guns (~10km). This trick works because enemies prioritize the player ship as a target.
4b) Suppress enemy weapons with the Ion Shard Railgun (ISR) -- the best pirate weapon in the game. It reduces enemy laser power, which reduces flak that destroys your boarding pods.
4c) Capital ships have "dead" spots in their turret coverage; usually above or below the ship. Get in close (less than 1km) and find the dead spot, then launch pods from short range.
4d) If all else fails, then use X3 Editor 2 to change the Boarding Pod "type" to "fragmentation" in TMissiles. This has the effect of increasing the number of targets for the enemy so that more of your pods will "get through". You may still lose marines to enemy flak, but most of your marines will land on the target, so it is a nice balance.
5) Kha'ak in AP:
- Improved Kha'ak 2: The Revenge Return of the classic by 7ate9in11s. Note: You may want to turn down the default settings. Probably.
Kha'ak in UFJD sectors Re-Adds Kha'ak to Undefined Space, thus restoring the challenge that made Nividium mining "entertaining" in TC.
Return of the Khaak - Adds roaming Kha'ak (no missions or Undefined Space).
Roguey's UFJD Mod - Adds Kha'ak and Xenon to Undefined Space, as well as some other features. This is a mod rather than a script, although I don't know of anything that conflicts with it.
Kha'ak Invasions (Maybe. I have had several emails about invasions but have not seen one yet... maybe I just have not stumbled onto the correct sector?).