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morikaane

Joined: 07 Dec 2009 Posts: 774 on topic Location: Saiien-3

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Posted: Fri, 11. May 12, 15:41 Post subject: |
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| paulwheeler wrote: |
| One thing I am looking at tweaking at the moment is the refire rates of the missile boat missiles. I may slow the rate down a bit in the next update. |
Just the bombers though right...?
M.
_________________ | XRM | XSSP | IE | IEX | UI-Gold |
"Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu. |
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paulwheeler
Joined: 19 Apr 2005 Posts: 7185 on topic Location: London

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Posted: Fri, 11. May 12, 15:47 Post subject: |
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| morikaane wrote: |
| paulwheeler wrote: |
| One thing I am looking at tweaking at the moment is the refire rates of the missile boat missiles. I may slow the rate down a bit in the next update. |
Just the bombers though right...?
M. |
Yes - just the Tomahawk, Hammer, etc.
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morikaane

Joined: 07 Dec 2009 Posts: 774 on topic Location: Saiien-3

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Posted: Fri, 11. May 12, 16:13 Post subject: |
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| paulwheeler wrote: |
| Yes - just the Tomahawk, Hammer, etc. |
Paul,
Just thinking... would you consider / reckon its worth making a lighter bomber missile for use by the M3B and M8; and use ware-sizes to make the M3B unable to shoot a Phantom or Tomahawk?
Wouldn't that make it easier to balance the M3Bs or are they balanced enough already?
Anyway, just a thought (reworded about a dozen times ).
Cheers,
M.
_________________ | XRM | XSSP | IE | IEX | UI-Gold |
"Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu.
Last edited by morikaane on Fri, 11. May 12, 16:37; edited 1 time in total |
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paulwheeler
Joined: 19 Apr 2005 Posts: 7185 on topic Location: London

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Posted: Fri, 11. May 12, 16:37 Post subject: |
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It is quite a bit of work. Its not just adding the missiles, but also the factory infrastructure to produce them.
The M3Bs are already significantly less powerful than bombers and M7Ms because they can only fire four missiles at once, as opposed to a bomber's eight and an M7M's sixteen to twenty, and also because they have much smaller cargo bays (and rely on a carrier).
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morikaane

Joined: 07 Dec 2009 Posts: 774 on topic Location: Saiien-3

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Posted: Fri, 11. May 12, 16:44 Post subject: |
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| paulwheeler wrote: |
| It is quite a bit of work. Its not just adding the missiles, but also the factory infrastructure to produce them. |
Understood (and very fair point). I figured it would be a pain.
| paulwheeler wrote: |
| The M3Bs are already significantly less powerful than bombers and M7Ms because they can only fire four missiles at once, as opposed to a bomber's eight and an M7M's sixteen to twenty, and also because they have much smaller cargo bays (and rely on a carrier). |
But if you launched eighty M3Bs from two carriers........
Cheers,
M.
_________________ | XRM | XSSP | IE | IEX | UI-Gold |
"Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu. |
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Nemesis_87
Joined: 19 Mar 2011 Posts: 466 on topic

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Posted: Fri, 11. May 12, 17:21 Post subject: |
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Just wondering, OWP dont seem to fire OOS (its been liek that for ages right?)
Anyways seeing they r a part of XRM because they wasnt availible in vanilla is there anyways to get them to fire OOS?
thanks
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paulwheeler
Joined: 19 Apr 2005 Posts: 7185 on topic Location: London

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Posted: Fri, 11. May 12, 17:27 Post subject: |
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| Nemesis_87 wrote: |
Just wondering, OWP dont seem to fire OOS (its been liek that for ages right?)
Anyways seeing they r a part of XRM because they wasnt availible in vanilla is there anyways to get them to fire OOS?
thanks |
I'm pretty sure this was fixed in AP.
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Moizo
Joined: 20 May 2010
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Posted: Fri, 11. May 12, 17:44 Post subject: |
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Hello all,
I've been loving this Mod since March, tried it before but really got a good game going now, a dozen large plexes, a combat fleet worth 900mil that im afraid to take into a fight . 40 haulers, 20 UTs and did the TC, goner, new home and almost done with the hub plot, but now...
Im getting stutters, tried thinking back to when i didnt get them, destroyed some things here and there, switched sectors,ships, reloaded an older save (which seemed fine so i was extatic and didnt care much for doing a few things again) but that didnt help much either, purposefully i didnt repeat things so i could avoid the cause for the stutters, but it hasnt helped.
I dont want to start over...
Had Mars, Military base, universe explorers, lucikes script collection (my fleet runs codea, but hasnt grown in size in a while).
uninstalled the military response as per instructions and still i get the stutter
I would like to ask, how can i identify the problem, where should i look. Im running 1.19c (i think, im afraid to update:p). Terran conflict.
Is mining Nividium in a sector im not in, with 20 miners a possible cause?
I remember from AP that there was a bug at some point if you built alot of stations, it would cause slowdown, it's not the same, its a real stutter, in and out of SETA, though its worse in seta, occasionally its 5 or so 1 second long stutters in a row, other times its 1 stutter when i switch from any random menu to a submenu, the stutter seems random, CPU useage is quite high, but it doesnt coincide with the stutters.
Outside of the stutters its all running very smooth.
Hope someone can point me in the right direction, i dont have internet at home so im hoping to gather as many useful things to look at before i get there:p
THanks!
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Slashman
Joined: 12 Oct 2010 Posts: 1281 on topic Location: Barbados

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Posted: Fri, 11. May 12, 17:54 Post subject: |
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Paul mentions using the script editor for the upgrade if you have started a 1.20 game already.
Ummm...where do I get the script editor?
_________________ If you want a different perspective, stand on your head. |
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Moizo
Joined: 20 May 2010
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Posted: Fri, 11. May 12, 17:56 Post subject: |
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Change your ingame name to Thereshallbewings (note the double l)
then i think you may need to save and reload, not sure.
in the command console there will be a script editor button.
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Nemesis_87
Joined: 19 Mar 2011 Posts: 466 on topic

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Posted: Fri, 11. May 12, 17:58 Post subject: |
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| paulwheeler wrote: |
| Nemesis_87 wrote: |
Just wondering, OWP dont seem to fire OOS (its been liek that for ages right?)
Anyways seeing they r a part of XRM because they wasnt availible in vanilla is there anyways to get them to fire OOS?
thanks |
I'm pretty sure this was fixed in AP. |
Yeah just did some further testing with the terran LOWP, it does attacl but the damage is minimul, it will do a tiny bit of dmg to an M7 but shields recharge faster than the amount of damage it can do, its loaded with PSP and also tried with fully loaded FBC
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Sorkvild

 
Joined: 08 Jun 2006 Posts: 2065 on topic Location: my crashed M6 somewhere in Skyrim

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Posted: Fri, 11. May 12, 18:49 Post subject: |
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uuh, can't you wait with the updates ...? I mean there's tiny patch almost every day.
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sergioel1
Joined: 09 Aug 2007
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Posted: Fri, 11. May 12, 18:53 Post subject: About Missiles |
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Has anyone tried to add aditional tourrets just for missiles on capital ships?
I mean just adding a few tourrets with two IRE each (or PAC if you think they are effective too). I like the idea of using IRE because it is universal for all races and is very weak against fighters.
In my oppinion it would work better than the script to change guns and it is very similar to actual bullet-based antimissile systems.
I don't know if it is very complicated to modify the ship models or how much it takes for ship to do the job. Is there any tutorial? How difficult is it to just allow all capital ships tourrets to mount IRE?
If it takes too much time i have other ideas to rebalance the countermessures:
For example, mosquito missiles should be proximity detonation so that they have time to hit target before reaching max range, and before hitting your own ship after the missile they pursuit.
This will make missiles less effective, i know, but now that thanks to this mod they have decent speeds it is necesary to improve the countermessures too.
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Nemesis_87
Joined: 19 Mar 2011 Posts: 466 on topic

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Posted: Fri, 11. May 12, 18:56 Post subject: |
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also i have found bombers.M7M in XRM AP to be even more deadly than b4 lol
they were always tough but with a good turret script and a group of ships close together with turrets hitting the missiles it was possible to try and hold out on the spot until they deplete there missiles (not every missile is hit but a good portion)
Now pretty much every missile gets though and just splatters everything, also even if my M2+ is shooting at an M7M point blank it is still able to just smash the M2+ to pieces
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dougeye
Joined: 07 Mar 2009 Posts: 1716 on topic

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Posted: Fri, 11. May 12, 19:31 Post subject: |
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| Sorkvild wrote: |
| uuh, can't you wait with the updates ...? I mean there's tiny patch almost every day. |
If they are not important to ya than dont install them
but i think a missing XRM map file may be something you will want lol
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