[MOD][TC] Advanced Weapons Research Mod (AWRM) [v0.33/R13 - Sa-02-Jul-2011]

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tls2000
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Post by tls2000 » Sun, 1. Apr 12, 23:23

now i started another game and after a couple of hours i installed the awrm... it works now :o no crashes anymore.
but how to purchase the cpls and pmts?

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Mon, 2. Apr 12, 02:58

tls2000 wrote:now i started another game and after a couple of hours i installed the awrm... it works now :o no crashes anymore.
but how to purchase the cpls and pmts?
Via the comms system when you are docked at either Spirit Industries or JCRA HQ in a ship without the relevant system already fitted. Just look for the relevant engineer.
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

Sturmer
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Post by Sturmer » Mon, 2. Apr 12, 12:07

Hi!

Haven't tried this mod yet or read through 30 pages, so my apologies if I'm bringing up something that already exists or was already proposed, but came up with this idea during my own struggles with boarding live ships.

Anyway, what about creating a laser that does what Ion Disruptor was supposed to but failed? Meaning: not just taking down shield, but actually destroying equipment, starting with weapons, then destroying shields, then internal security measures, then disabling propulsion, etc.

ID was supposed to do that, but for some reason it doesn't... loaded an M3 with IDs only and buzzed around a Pirate for 3 minutes, frying him with constant 8-banks ID fire, but it did nothing but take down his shields and destroy a bit of hull.

On aside, as said haven't tried this script yet (does this script just add new weapons or does it also alter stats of existing ones?), but did the Terrans get better weapons in this mod?

Of all the Terran armament only their PSP is any good, while [in vanilla] they completely lack a fast-firing anti-fighter gun.

EDIT: installed the mod, but I've got a whole bunch of Readtexts instead of names for the new weapons (that ARE listed in the ships' descriptions). I have EMP installed because without it other mods wouldn't work for me.

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Mon, 2. Apr 12, 21:49

Sturmer wrote:Anyway, what about creating a laser that does what Ion Disruptor was supposed to but failed? Meaning: not just taking down shield, but actually destroying equipment, starting with weapons, then destroying shields, then internal security measures, then disabling propulsion, etc.

ID was supposed to do that, but for some reason it doesn't... loaded an M3 with IDs only and buzzed around a Pirate for 3 minutes, frying him with constant 8-banks ID fire, but it did nothing but take down his shields and destroy a bit of hull.
Destruction of equipment is a game engine feature, I do not believe it is feasible to alter how the engine destroys equipment when lasers hit. In any case, this mod is considered complete bar translations, any further balancing tweaks, and AP compatibility.
Sturmer wrote:On aside, as said haven't tried this script yet (does this script just add new weapons or does it also alter stats of existing ones?), but did the Terrans get better weapons in this mod?

Of all the Terran armament only their PSP is any good, while [in vanilla] they completely lack a fast-firing anti-fighter gun.
Try reading the post where the download links are, it gives a summary of what this mod adds/changes ;) ... but in brief new lasers are added - baseline balance is on the whole retained.
Sturmer wrote:EDIT: installed the mod, but I've got a whole bunch of Readtexts instead of names for the new weapons (that ARE listed in the ships' descriptions). I have EMP installed because without it other mods wouldn't work for me.
Sounds like a region issue, what language game have you installed?
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

Sturmer
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Post by Sturmer » Mon, 2. Apr 12, 22:18

Thanks for the reply!

my version is English.

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Tue, 3. Apr 12, 00:27

Sturmer wrote:Thanks for the reply!

my version is English.
Do you have any news/info entries under the in-game encyclopedia?
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

Sturmer
Posts: 251
Joined: Thu, 9. Jun 11, 19:17

Post by Sturmer » Tue, 3. Apr 12, 11:21

Roger L.S. Griffiths wrote:
Sturmer wrote:Thanks for the reply!

my version is English.
Do you have any news/info entries under the in-game encyclopedia?
Had only Readtexts there as well.

As it is I had to do a fresh install because of other problems I had with the game and I'm now only again reinstalling all the mods. I've already gotten one "save file corrupt" message, will see how it goes with this mod this time.

Thanks for help.

Sturmer
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Post by Sturmer » Tue, 3. Apr 12, 14:00

Okay, reinstalled the game and all the scripts,AWRM is now working! :)

My saved progress/game, however, is a completely different matter. :(

tls2000
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Post by tls2000 » Wed, 4. Apr 12, 00:37

Roger L.S. Griffiths wrote:Via the comms system when you are docked at either Spirit Industries or JCRA HQ in a ship without the relevant system already fitted. Just look for the relevant engineer.
so, i docked with a corvette at spirit industries and opened comm link...
i can see the relevant engineers, but they all givin just help for direction, like "where is the next shipyard or equipment dock" or "surender!"

cant purchase any system, do i need any pre-equipment or are the systems only available for specific ships?

p.s cant dock with my frigate, is that another bug i have?

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Wed, 4. Apr 12, 04:28

tls2000 wrote:
Roger L.S. Griffiths wrote:Via the comms system when you are docked at either Spirit Industries or JCRA HQ in a ship without the relevant system already fitted. Just look for the relevant engineer.
so, i docked with a corvette at spirit industries and opened comm link...
i can see the relevant engineers, but they all givin just help for direction, like "where is the next shipyard or equipment dock" or "surender!"

cant purchase any system, do i need any pre-equipment or are the systems only available for specific ships?

p.s cant dock with my frigate, is that another bug i have?
Sounds like your overall installation is weird. It should all work fine providing everything is installed correctly. There are additional requirements for CPLS/PMTS but these are covered in their respective legacy threads (along with the obvious follow on questions I anticipate).
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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Roger L.S. Griffiths
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Joined: Fri, 12. Mar 04, 20:47
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Post by Roger L.S. Griffiths » Sat, 7. Apr 12, 01:23

Status Update
Work on AWRM v0.34 is going a little slower than expected, but I am aiming for a Su-08-Apr-2012 release.

I am also planning an AP update for EES (part of the reason for the slower progress).

WRT the TBLC/FBC/PALC beam weapons, I am planning to update them for AP only to bring them in-line with the updated PBC in AP. This will mean the big honking beam weapons are expected to be ALOT more powerful than before.

I am also considering an optional mini-mod for TCockpits/TShips which will give all AP M1/M2 class vessels support for the relevant big-honking beam weapons (ala Xtra Ship Pack).

Also, due to the war in AP... Spirit Industries are likely to have their Headquarters moved away from the front-lines - currently favouring The Moon.
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Sat, 7. Apr 12, 18:25

Status Update
Changes for the forthcoming AWRM v0.34 have now been set and will be as follows:-
  1. Changes only apply for AP
  2. No update for EES - does not appear to be required in AP based on initial play testing.
  3. Tri-beam/Fusion Beam/PALC get their damage doubled to bring them in line with the AP PBC
  4. Rebalance of Vanguard Earth and Vanguard Aldrin (more powerful but less collatoral damage) - Vanguard Aldrin becomes a double yield Vanguard Earth (both swarm - 48GJ/24GJ total yield and 5.0km/2.5km safe distance respectivly)
  5. Spirit Industries moved to "The Moon"
  6. Increased equipment inventory of Spirit Industries to include most (if not all) vanilla ship upgrades
  7. Added Energy Cells, Laser Towers, Recon Drones, and Jump Beacons to the inventory for Spirit Industries HQ
  8. Optional TShips/TCockpits add-on to give beam weapons to M1/M2 (F/L/R Turrets) and some M7 (Cockpit only)
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Sun, 8. Apr 12, 01:36

For the Albion Prelude version see here.
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

Sturmer
Posts: 251
Joined: Thu, 9. Jun 11, 19:17

Post by Sturmer » Sun, 15. Apr 12, 21:36

is there some special way need to uninstall this mod or do I just disable it in plugin manager?

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Tue, 17. Apr 12, 08:26

Sturmer wrote:is there some special way need to uninstall this mod or do I just disable it in plugin manager?
If using the SPK depoyment format it should be just a case of disabling it. If using ZIP then the simple answer is a clean install (personally I always apply mods to a copy of the Vanilla game directory in order to avoid having to reinstall).

BTW do remember that disabling most mods that add stuff to (or change stuff in) the universe will require you to revert to a pre-mod installed game save.
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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