Super Weapon (can it be done?)

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Jimbo128
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Super Weapon (can it be done?)

Post by Jimbo128 »

Hi all,

is it possible to make some kind of super weapon, a bit like the khaaks planet destroyer, but make it not of that scale, something thats really really powerful and has the abilty to obliterate anything in its firing path

say i was aiming it and there was lots of ships in the way and a few stations i'd fire and everything in the path destroyed,

but with a timer on it of like 2mins charging time

i know this sounds silly but i think something like that would be sooo cool and give a X3 a more advanced and ultra modern feeling

but my idea would be to call it the M8 class ship it has strong weapons for defence only, but its primary weapon has to charge like a jumpdrive and uses energy cells, also the ship is big and barely fits through the gates :twisted: :roll: 8) :lol:

but the purpose of this ship would be to give the user a awesome flag ship and the awesome feel of power, it could be your primary ship of a fleet u might be thinking of making, but my plan with this ship would be to overtake all paranid or boron sectors since i dont like either of them

an idea that i'd also use would be to "borrow" the beam texture from a simple laser tower and make the beam lots bigger and lots powerfuller with a duration of 10 seconds pure firing after the 2 min charge

i got a good imaginations, just have no knowledge of modding or scripting

can somebody please help me with this???
Last edited by Jimbo128 on Sun, 12. Feb 06, 01:43, edited 2 times in total.
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©ArtBlade
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Post by ©ArtBlade »

Have you watched / tried to use a kha'ak destroyer yet? Just mod a ship and put in a bunch of gamma kyon emitter front lasers and you'll be close to what you want, only you don't need to invent and incorporate new weapons.

By the way, you are on the border of insanity me thinks :D Do you want to vapourise planets? How about lobbing a modified squash mine through a gate that nukes the next five entire sectors behind it

:lol:
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Jimbo128
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Post by Jimbo128 »

lol insanity???

well i guess so, i just let my mind run away with me, i just love the sense of power and destruction, i might grab a khaak M2 class and mount several powerful beam weapons in the front and make the khaak ship bigger, thanks for the info ^^ if i do i shall get the file up so people can use it ^^
Jimbo128
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Post by Jimbo128 »

oh yea and u know what, i think i'll try that squash mine idea, i'll give it a 10second countdown timer after its dropped and make it deadly powerful with a huge blast radius :twisted:

howz that for insanity? :twisted: :twisted: :lol:
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Post by ©ArtBlade »

hehehe :)

squash mine: 10 secs? not enough time to start YOUR countdown to jump away ;)


ship/weapon:

The kha'ak M2 is very very small for a capital ship, yet its "tentacles" that keep whirling in your field of view are really annoying. If I were you, I'd pick a different ship but change the turrets to the kha'ak m2 turrets or better, make your own turret (that can hold any laser) and stuff it in your ship. Like that you can mod a M6 and have like 8 GKE front lasers and 8 rear ones, which is quite powerful (takes down a xenon J or K within like 1 or 2 minutes plus you can keep distance, like 3 or 4 km) - remember to make the reactor and laser recharge very high and also add like 10 x 10GJ shields. That will be some ship close to invincible :)

btw check PN ;)
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Jimbo128
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Post by Jimbo128 »

its not going to be a full sector radius on the mine, its going to be a half sector blast radius, so i think 10 seconds is enough
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poster55
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Re: Super Weapon (can it be done?)

Post by poster55 »

Jimbo128 wrote:Hi all,

is it possible to make some kind of super weapon, a bit like the khaaks planet destroyer, but make it not of that scale, something thats really really powerful and has the abilty to obliterate anything in its firing path

say i was aiming it and there was lots of ships in the way and a few stations i'd fire and everything in the path destroyed,

but with a timer on it of like 2mins charging time

i know this sounds silly but i think something like that would be sooo cool and give a X3 a more advanced and ultra modern feeling

but my idea would be to call it the M8 class ship it has strong weapons for defence only, but its primary weapon has to charge like a jumpdrive and uses energy cells, also the ship is big and barely fits through the gates :twisted: :roll: 8) :lol:

but the purpose of this ship would be to give the user a awesome flag ship and the awesome feel of power, it could be your primary ship of a fleet u might be thinking of making, but my plan with this ship would be to overtake all paranid or boron sectors since i dont like either of them

an idea that i'd also use would be to "borrow" the beam texture from a simple laser tower and make the beam lots bigger and lots powerfuller with a duration of 10 seconds pure firing after the 2 min charge

i got a good imaginations, just have no knowledge of modding or scripting

can somebody please help me with this???
Yes you can :) I've done this very thing. I have 4 front mounted guns that fire 6000 rounds a second and deal 100000 damage to shields and hull each bullet. They consume no energy, and I also have a nice thorn missile that blows up everything within a 6km radius of its blast, including you if you aren't careful with it heh. The trick is just editing the tlaser, tship, and tbullet files :) Its pretty easy to figure out with X3 Editor... You can find it in the sticky at the top of these forums
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Post by ©ArtBlade »

hehe, this is going to be the thread for players going mental in the game :D

I haven't advanced to editing TLasers yet, but reading your description makes me drool ;)
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kamikazepenguin
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Post by kamikazepenguin »

Err... I forgot... what's the fix to keep the X3 Editor from nuking any guns that you modify in TLasers?
HighVelocity
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Post by HighVelocity »

Should be no problem ....

In X2 I did a mistake (i was using the mobile drilling as a front gun) and i added one Zero to much. The result was, that the gun (about 30 rounds per second) destroyed everything in the next 40 km! (one M1 in front of me, 10km later a cahoona fab an about 40 km later an ore mine). OOps!

Currently it´s still my favorite weapon, because nobody uses a drilling for a weapon, so it´s unique for me. I took the looking from the gamma photon pulse cannon, tenfolded the speed and something more.

... and my orbital lasers are really useful because of the 20km destroying distance. That really looks good, if you fight in the middle of 30 such beams.

So it´s only a matter how patient you are and how much try and error you want to do.
If you take the tbullets and tlasers and the orbital laser, i´m sure, that you can make a wonderful beam weapon with 50? km destroying distance. The problem is the optical looking and that means several thousends of possibilities.

The good thing is, that you dont have to start a new game. After loading a save game the new weapons specifications immediately take effect.

happy modding ....
mktauric
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Post by mktauric »

hi Jimbo128,

maybe my new Gamma Pulsed Beam Emitter is something your looking for. Quite destructive, I singel handed wiped out a complete Xenon sector in 10 minutes Tech specifications: Hull Damage____10.000
Shield Damage__50.000
Range_________15 km
Speed_________30.000 m/s
Firerate_______2000 rnd/min
Energie________50
Size___________300XL

Can be used as anti fighter or anti capital!!! Only thing to keep in mind energie consumption, you will probably run out of energie very quickly :D .
Means fast in and out. Due to size only installable on TL or bigger, could be installed a frighter TS class, but due to fire rate and energie consumption would make no sense. Even with only one gun installed the energie consumption equels 1667/sec. :shock:

For really taking advantage out of it you have to use a big ship.

What do you think?
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-XTM-
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Post by -XTM- »

When I get bored I jump in my modded Xenon N which has 40 turrets equiped with Tetra PPC and HolyMother missiles that blow up the entire X3 universe with just 1 shot.
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Skillers
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Post by Skillers »

What is thhis? Who has the most riduculously powerful weapons and ships thread?

(BTW, I have considered modifying the Mass Driver so it deals insta death to any ship in it's fire range [entire sectors] nearly instantly, but I decided against it when I found that some of the scripts I used have MD enemies in them)
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Jimbo128
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Post by Jimbo128 »

u guys are insane people

LETS BE FRIENDS :lol: :P :D

i am going to have a go with modding some weapons that use no energy
and i'll post my results soon
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Fachtna
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Post by Fachtna »

i have a Khaak M3 with beta kyon emitters

just bog standard damage.

but 20x 1Gj shields and practically no energy drain on the weapons.

put it together for a laugh, but when i cleaned up a colossus with just the beams, i thought it a bit overpowered :)

I still have in the back of the hanger somewhere....
poster55
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Post by poster55 »

kamikazepenguin wrote:Err... I forgot... what's the fix to keep the X3 Editor from nuking any guns that you modify in TLasers?
Well what I do is I open the file in X3 Editor, and look at the value I want to change, then I open it in notepad, and copy/paste the name of the weapon (provided in X3 Editor) into find, then look for the value I want to change. Then I change it in X3 Editor, and look at the actual value that X3 uses for the mod. Example sometimes if you want to change something from 30, to 3000, the actual number you need to use is 128. Then I change it in notepad and save. I'm sure there's an easier way, but since X3 ed doesn't work properly with Tlaser and Tbullet yet, this is the way I go about it. :)

Ontop of that I'm flying a modded starfury, from deadly's mod. I have 20 10GJ shields. Which totals out to more shielding than a station has. I can take 15 of my modded thorn missiles direct hit, only be down 1/8th on my shields... which recharge quite fast :) Oh and I have 500,000 Cargo space. Course, this is all on my profile for when I'm bored and I just wanna go postal on everything :)
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Post by ©ArtBlade »

regarding X3 Editor
doubleshadow wrote:New version, check the first post.

Fixed bug with life time in TBullets. I wonder how many bugs is left :?
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fud
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Post by fud »

I was mucking around with the Hornet missle, to see how changes in the Tmissles took in game. Well, I found that putting the shield/hull damage at 500000000 is apparently too much. Launched one at a trading station, got a CTD on impact. So powerful it killed my game. :oops:

I've since reverted it back to OEM settings. :)


I think this is why I love PC games. They're so much fun to fiddle with.
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Post by ©ArtBlade »

lol :)

I have a problem myself, I edited TMissiles (those Terran Missiles) yet I don't notice any effect. They should be WAY faster and more destructive, but apparently the game uses the original values. And yes, I did edit+save them in my MOD that otherwise works ;)

How do I get missile changes to work then?
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Post by ©ArtBlade »

at least I succeeded in modding the mining laser, very good idea :)

regarding missiles, I only copied the TMissiles to my mod, do i need more files that relate to TMissiles?
edit: my problem is solved - (something else must have gone wrong last time)
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