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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.29b (23.05.13)
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Scoob





Joined: 27 Feb 2003
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PostPosted: Fri, 23. Mar 12, 00:10    Post subject: Reply with quote Print

Hi,

THe M8 behaviour is odd. I'd been using them with their missile turret set to "Attack Capitals" to ensure they hit the dangerous enemies first. They only open fire when I'm within 16.5km of the target consistantly - might be a scanner range thing, I can see further but they cannot possibly.

If I ask them to attack the target (turret commands unchanged) they tend to fly towards the enemy, not fire, and die.

Setting their missile turret to "Attack enemies" - in this case a group of laser towers - see's two launching at the time time, though only a single missile, which makes sense. Very effective vs. laser towers. As an aside laser towers in small groups own big ships now!

However, I later asked them to attack a station, they closed in and again at least two of them were launching at the same time - this time a full 8 missile barrage.

I wish they were bright enough to stay away from their targets also. I mean they should sit well out of range of capital ships or stations (and their defenders) and spam missiles. But, like every other ship in the game, they try to get close. As we see this same characteristic basically everywhere I assume it's an engine limitation.

I think I'll keep M8's for taking out stations and laser towers as they seem good at that. They also manage well against lighter M7's and of course M6's but one stray missile aimed at them and they're toast.

Still having fun, just trying to play around with things I've not before.

Up next: M7M's Smile

Cheers,

Scoob.

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paulwheeler





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PostPosted: Fri, 23. Mar 12, 00:15    Post subject: Reply with quote Print

Don't give them a main order. Send them to an out of the way position, set the main ship command to none or standby, and set the turrets to attack all or attack target. They should then sit still and happily fire their missiles barrages at enemies.


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Scoob





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PostPosted: Fri, 23. Mar 12, 00:23    Post subject: Reply with quote Print

Yeah, I had some success with that. I'd been ording them to "Follow me" and letting their turrets do the work. However, with stations, you have to order them to attack or they ignore them.

When you do order them to attack a station they fly towards it. This is fine at first, the initial volleys land, however once they are close to the station and trying to avoid they tend to launch missiles which then circle the station and self-destruct at best, or blow themselves up at worst. Seem a little hit and miss.

I'm going to try fitting the M8's with better scanners to see if their behaviour improves.

Cheers,

Scoob.

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paulwheeler





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PostPosted: Fri, 23. Mar 12, 00:32    Post subject: Reply with quote Print

I'd have thought the "attack target" turret command would work on stations without actually setting the main ship order...


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A5PECT





Joined: 03 Sep 2006
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PostPosted: Fri, 23. Mar 12, 02:36    Post subject: Reply with quote Print

If an AI ship is sitting there with the "None" or "Standby" command then the ship won't have a target, so any turrets running the "Attack Target" command won't fire. They won't start firing until you issue them an attack command (which makes them acquire a target) or they get hit (which automatically makes makes the attacking enemy their target.)


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BGrey





Joined: 09 Jan 2011



PostPosted: Fri, 23. Mar 12, 05:37    Post subject: Reply with quote Print

I have been wondering a bit about the M/AML myself. In both its old form and the current form it rarely seems to hit fighters and while it can hit corvettes, so can the PSP. I guess I just don't see much of a role for its current form (or even its previous iteration).

On another note I recently started using an M7M and am kind of confused about the missile barrage command. I remember someone saying the refire rate had been reduced so you cant empty your cargo and jump out but reissuing the command seems to launch the next salvo immediately.

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nap_rz





Joined: 25 Dec 2005
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PostPosted: Fri, 23. Mar 12, 06:36    Post subject: Reply with quote Print

BGrey wrote:
I have been wondering a bit about the M/AML myself. In both its old form and the current form it rarely seems to hit fighters and while it can hit corvettes, so can the PSP. I guess I just don't see much of a role for its current form (or even its previous iteration).


you hit it! the gun is pointless, but I still want it Mr. Green, matter / anti matter launcher sounds cooler than fusion pulse disruptor or starburst shockwave cannon or even fusion beam cannon...

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paulwheeler





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PostPosted: Fri, 23. Mar 12, 10:47    Post subject: Reply with quote Print

And I have been trying to make it useful as a unique weapon.

But lets be honest here... you want me to make it the same as it was in CMOD4 i.e. in the same role as the Fusion Pulse Disruptor and make it better than all other medium weapons, despite the fact that it no longer needs ammo to fire.

Well I'm not going to do that.

Now it is a very good sniper weapon. It has a very long range and fast bullet speed similar to the Gauss cannon and with its slower fire rate, each bullet now packs a very large punch, although its damage over time is not as good as the FPD.

It needs to remain different to the FPD and I will not make it more powerful. It needs to be a specialist weapon.

Comparing it to the PSP is a moot point as it can be mounted on ships that cannot mount the PSP.

I say again - the M/AML is a frigate weapon not a heavy weapon - it is not meant to compete with the PSP or FBC.

Things I will consider:

making the bullet speed faster. Its still quite a way off of Gauss speeds.

A bit more range. Its the longest range medium weapon now, but could still maybe get a bit longer.

I will look at damage to an extent, but I will not make it the Uber weapon you want it to be just because it has a "cool" name - thats not what the XRM is about!


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Mad_CatMk2





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modified
PostPosted: Fri, 23. Mar 12, 11:21    Post subject: Reply with quote Print

Scoob wrote:
Hi,

THe M8 behaviour is odd. I'd been using them with their missile turret set to "Attack Capitals" to ensure they hit the dangerous enemies first. They only open fire when I'm within 16.5km of the target consistantly - might be a scanner range thing, I can see further but they cannot possibly.

If I ask them to attack the target (turret commands unchanged) they tend to fly towards the enemy, not fire, and die.

Setting their missile turret to "Attack enemies" - in this case a group of laser towers - see's two launching at the time time, though only a single missile, which makes sense. Very effective vs. laser towers. As an aside laser towers in small groups own big ships now!

However, I later asked them to attack a station, they closed in and again at least two of them were launching at the same time - this time a full 8 missile barrage.

I wish they were bright enough to stay away from their targets also. I mean they should sit well out of range of capital ships or stations (and their defenders) and spam missiles. But, like every other ship in the game, they try to get close. As we see this same characteristic basically everywhere I assume it's an engine limitation.

I think I'll keep M8's for taking out stations and laser towers as they seem good at that. They also manage well against lighter M7's and of course M6's but one stray missile aimed at them and they're toast.

Still having fun, just trying to play around with things I've not before.

Up next: M7M's Smile

Cheers,

Scoob.


If only we can adapt the CODEA bomber attack routines into XRM (i.e. stay at a certain range/formation and hammer away).

@Paul: is this even possible to be done by you? Or would it take too much effort to modify the attack scripts?

EDIT: Side note, anyone have a copy of the latest Bounce wall file avialable for download?


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Last edited by Mad_CatMk2 on Fri, 23. Mar 12, 11:25; edited 1 time in total
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paulwheeler





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PostPosted: Fri, 23. Mar 12, 11:24    Post subject: Reply with quote Print

I'm really not a scripting expert. Its really not something I want to get into in a big way and rewriting the vanilla attack scripts is a massive undertaking.


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Mad_CatMk2





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PostPosted: Fri, 23. Mar 12, 11:27    Post subject: Reply with quote Print

Right, I figured so, Wink no worries.


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Sorkvild



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PostPosted: Fri, 23. Mar 12, 12:44    Post subject: Reply with quote Print

I'm coming back with my unanswered question - is there a data sheet for missiles available? Range, types, dmg, tracking info etc..


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paulwheeler





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PostPosted: Fri, 23. Mar 12, 13:20    Post subject: Reply with quote Print

Sorkvild wrote:
I'm coming back with my unanswered question - is there a data sheet for missiles available? Range, types, dmg, tracking info etc..


I don't believe so. There is weapon data available in the community maintained data sheets linked in the main post, but no one has added missile data yet.


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Mizuchi





Joined: 10 Feb 2011

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PostPosted: Fri, 23. Mar 12, 13:45    Post subject: Reply with quote Print

paulwheeler wrote:
But lets be honest here... you want me to make it the same as it was in CMOD4 i.e. in the same role as the Fusion Pulse Disruptor and make it better than all other medium weapons, despite the fact that it no longer needs ammo to fire.


I remember how it was in CMOD IV: the first time I used MAML I was like, "why even bother using any other weapon because holy penguins!"

It was the same way in Vanilla, if I recall.
(Vanilla was a thing, right? Was there a time before SRM? I can't remember...)

Seeing as you're out of weapon slots these days, why not remove the MAML entirely and repurpose it as something else (one day, keeping it in reserve for now)?

The FPD is far superior anyhow (thematicly speaking), so MAML just seems superfluous now.

Also, please replace all the heavy weapon bullet models with fighter models instead, and then make it so that only M1s can use those weapons, so every time the M1 fires it looks like it's launching fighters!

It'll be so realistic! You could even remove all M3, M4, and M5s from the game and use their names for more ships!

Clearly, I am the savior of XRM.


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paulwheeler





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PostPosted: Fri, 23. Mar 12, 13:48    Post subject: Reply with quote Print

Mizuchi wrote:

Also, please replace all the heavy weapon bullet models with fighter models instead, and then make it so that only M1s can use those weapons, so every time the M1 fires it looks like it's launching fighters!


I love it! We could have the Xenon flinging captured enemy ships at you which detonate on impact!

Mizuchi wrote:


Clearly, I am the savior of XRM.


Jeez - how have I ever survived without you? - Genius! Laughing


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