[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]
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[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]
[Updated v2.8]
Link: http://www.nexusmods.com/xrebirth/mods/99/?
Compatible with almost any other missile changing mod.
Improved Missiles doesn't touch vanilla missiles anymore, except the drops.xml.
Mod needs a fresh gamestart!
Actually every update which adds new missiletypes needs a new one, but i'll try to change that if possible.
New in v2.8:
- Added new vanilla missiles to drops.xml (they will spawn now upon shooting fighters/capitals or collecting crates)
- Sigificantly increased the playerships missilestorage
New in v2.7:
- Fixed missiles which get launched by both launchers (some cockpittypes didn't launch both)
New missiletypes are completely integraded. (for the player)
They are tradable, will drop upon shooting down the right ships and can be found in crates.
(Ingame documentation following soon)
Nasty Fly
Fast, agile and spamable missile. Created for shooting drones and fighters.
Damage : 1500
Warheads: 1
Reload : 5/s
Hull : 100hp
Lifetime: 5s
Speed : 2500m/s
Lightning
Created to disrupt shield generators. No hull damage at all.
Needs targetlockdown to disrupt efficient.
Damage : 40.000 (only shields)
Warheads: 1
Reload : 0.5/s
Hull : 1250hp
Lifetime: 10s
Speed : 500m/s
Termite:
Created to disable fighters and harm shielded objects.
No shielddamage at all.
Ticks will stack up if you shoot multiple missiles on a target.
Needs targetlockdown to apply damage.
Damage : 7.500 x 5 (only hull)
Ticks : 5
Ticktime: 0.7s
Warheads: 1
Reload : 0.5/s
Hull : 1250hp
Lifetime: 5s
Speed : 650m/s
cluster****
Dangerous Missile for fighters and modules. Many warheads.
Damage : 1500 (per warhead)
Warheads: 60
Reload : 0.2/s
Hull : 2500hp
Lifetime: 30s
Speed : 750m/s
Nutcracker
Powerful and slow missiles designed after the Crusher.
This version aims to do heavy damage in trade of a short flightway and slow speed.
Damage : 80.000
Warheads: 1 (dual missile, so 2 missiles get launched, counting for 2 missiles)
Reload : 0.2/s
Hull : 20.000hp
Lifetime: 8s
Speed : 75m/s
Spacechiller
Longrange missile.
Damage : 30.000 x 8
Warheads: 8 (dual missile, so 8 missiles get launched, counting for 2 missiles, ammo-wise)
Reload : 0.1/s
Hull : 15.000
Lifetime: 180s
Speed : 400m/s
Terror
Rediculously rare and extremly powerful missile.
Scientists assume that the Terror was not developed by any known race,
not even the Xenon.
Damage : 3.250.000
Warheads: 1
Reload : 0.1/s
Hull : 100.000hp
Lifetime: 120s
Speed : 222m/s
Missiles generally:
1. Killing millitary capital ships did not reward the player at all in the past.
(Except those extremly poor lootdrops)
You won't get rich by shooting down a cap now, but at least you can collect a few additional missiles.
Slight - high increase in dropchance of all missiles:
- small military ships [slight]
- small pirate ships [slight]
- small xenon ships [slight]
- large military ships [high] (capital ships)
--> also increased amount of missiles to be dropped
- large xenon ships [high] (capital ships)
--> also increased amount of missiles to be dropped
------------------------------------------------------------------------------
Those stats are experimental, post your suggestions!
Installation:
Extract the data of the downloaded file and copy the Improved Missiles
folder to you extensions directory in the X-Rebirth installdirectory.
Updating:
Simply delete the old modfolder and add the new one.
Sadly you need to start a new game, if new missilestypes were added.
Deinstallation:
Due to the same reason it requires a new gamestart for the mod to work,
you also cannot remove the mod again yet.
It changes/adds major weaponlayout configurations which can't be set back by simply removing the mod.
I'll try to find a solution for this!
Link: http://www.nexusmods.com/xrebirth/mods/99/?
Compatible with almost any other missile changing mod.
Improved Missiles doesn't touch vanilla missiles anymore, except the drops.xml.
Mod needs a fresh gamestart!
Actually every update which adds new missiletypes needs a new one, but i'll try to change that if possible.
New in v2.8:
- Added new vanilla missiles to drops.xml (they will spawn now upon shooting fighters/capitals or collecting crates)
- Sigificantly increased the playerships missilestorage
New in v2.7:
- Fixed missiles which get launched by both launchers (some cockpittypes didn't launch both)
New missiletypes are completely integraded. (for the player)
They are tradable, will drop upon shooting down the right ships and can be found in crates.
(Ingame documentation following soon)
Nasty Fly
Fast, agile and spamable missile. Created for shooting drones and fighters.
Damage : 1500
Warheads: 1
Reload : 5/s
Hull : 100hp
Lifetime: 5s
Speed : 2500m/s
Lightning
Created to disrupt shield generators. No hull damage at all.
Needs targetlockdown to disrupt efficient.
Damage : 40.000 (only shields)
Warheads: 1
Reload : 0.5/s
Hull : 1250hp
Lifetime: 10s
Speed : 500m/s
Termite:
Created to disable fighters and harm shielded objects.
No shielddamage at all.
Ticks will stack up if you shoot multiple missiles on a target.
Needs targetlockdown to apply damage.
Damage : 7.500 x 5 (only hull)
Ticks : 5
Ticktime: 0.7s
Warheads: 1
Reload : 0.5/s
Hull : 1250hp
Lifetime: 5s
Speed : 650m/s
cluster****
Dangerous Missile for fighters and modules. Many warheads.
Damage : 1500 (per warhead)
Warheads: 60
Reload : 0.2/s
Hull : 2500hp
Lifetime: 30s
Speed : 750m/s
Nutcracker
Powerful and slow missiles designed after the Crusher.
This version aims to do heavy damage in trade of a short flightway and slow speed.
Damage : 80.000
Warheads: 1 (dual missile, so 2 missiles get launched, counting for 2 missiles)
Reload : 0.2/s
Hull : 20.000hp
Lifetime: 8s
Speed : 75m/s
Spacechiller
Longrange missile.
Damage : 30.000 x 8
Warheads: 8 (dual missile, so 8 missiles get launched, counting for 2 missiles, ammo-wise)
Reload : 0.1/s
Hull : 15.000
Lifetime: 180s
Speed : 400m/s
Terror
Rediculously rare and extremly powerful missile.
Scientists assume that the Terror was not developed by any known race,
not even the Xenon.
Damage : 3.250.000
Warheads: 1
Reload : 0.1/s
Hull : 100.000hp
Lifetime: 120s
Speed : 222m/s
Missiles generally:
1. Killing millitary capital ships did not reward the player at all in the past.
(Except those extremly poor lootdrops)
You won't get rich by shooting down a cap now, but at least you can collect a few additional missiles.
Slight - high increase in dropchance of all missiles:
- small military ships [slight]
- small pirate ships [slight]
- small xenon ships [slight]
- large military ships [high] (capital ships)
--> also increased amount of missiles to be dropped
- large xenon ships [high] (capital ships)
--> also increased amount of missiles to be dropped
------------------------------------------------------------------------------
Those stats are experimental, post your suggestions!
Installation:
Extract the data of the downloaded file and copy the Improved Missiles
folder to you extensions directory in the X-Rebirth installdirectory.
Updating:
Simply delete the old modfolder and add the new one.
Sadly you need to start a new game, if new missilestypes were added.
Deinstallation:
Due to the same reason it requires a new gamestart for the mod to work,
you also cannot remove the mod again yet.
It changes/adds major weaponlayout configurations which can't be set back by simply removing the mod.
I'll try to find a solution for this!
Last edited by iforgotmysocks on Thu, 9. Oct 14, 21:59, edited 100 times in total.
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V Crushers are not intended to damage capital ships, they are intended to destroy surface elements, which they do very well. You've just made them into cheap and spammable Novadrones
Sunstalkers were fine IMO, since you need 2 to kill any fighter (1 for drones) they are not OP or UP. Also, by doubling the flight time you can just stay at 10km from a fighter swarm and spam them to kill everything before they get into weapon range, which is kind of boring.
Nova buff is acceptable, although it's kind of too much damage against frigates and freighters.
Swarm missiles need a buff though, they are pretty lame.
Sunstalkers were fine IMO, since you need 2 to kill any fighter (1 for drones) they are not OP or UP. Also, by doubling the flight time you can just stay at 10km from a fighter swarm and spam them to kill everything before they get into weapon range, which is kind of boring.
Nova buff is acceptable, although it's kind of too much damage against frigates and freighters.
Swarm missiles need a buff though, they are pretty lame.
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U've got a point, thanks!Hopscotch wrote:V Crushers are not intended to damage capital ships, they are intended to destroy surface elements, which they do very well. You've just made them into cheap and spammable Novadrones
Sunstalkers were fine IMO, since you need 2 to kill any fighter (1 for drones) they are not OP or UP. Also, by doubling the flight time you can just stay at 10km from a fighter swarm and spam them to kill everything before they get into weapon range, which is kind of boring.
Nova buff is acceptable, although it's kind of too much damage against frigates and freighters.
Swarm missiles need a buff though, they are pretty lame.
I'll take care of it when i'm home.
But i still want to buff crushers.
At least until i managed to add other missiles.
Its kinda pointless to use missiles with 5k damage, while your guns can pull of 19600 damage per second.
They still are unguided.
I could decrease the firerate.
What do you think?
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No promises yet.Swallen wrote:Thank you! I will love you forever if you can increase the armament options in the game. With seemingly unlimited missile capacity I'm looking forward to some missile-focused combat. There are insultingly few weapons in there right now...

I'm completly new to modding x-games, so it may take time.
Reaching for the stars before being able to walk is mostly not a good idea,
but lets give it a shot. ^^
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Novas are, in the current state of the game, the best to take out modules and turrets because of the huge splash damage they have. I think it would be nice to push further this specialization. Modules are already quite fragile, so you could reduce Novas damage a little; but you could increase its maneuverability for a better aim (if that's even possible).
Crushers are kind of useless right now, they were meant to take out modules but as I said Novas are better. So, why not making them the best against hull? It would requires a nice damage boost, maybe a slight reduction in splash damage. Flight speed could be reduced a little too since a good aim wouldn't be necessary. I think they could be a little more resilient however, I don't know if you can change that.
I don't have much of an opinion on Sunstalkers. The other ones however are far too slow to be of any use.
Crushers are kind of useless right now, they were meant to take out modules but as I said Novas are better. So, why not making them the best against hull? It would requires a nice damage boost, maybe a slight reduction in splash damage. Flight speed could be reduced a little too since a good aim wouldn't be necessary. I think they could be a little more resilient however, I don't know if you can change that.
I don't have much of an opinion on Sunstalkers. The other ones however are far too slow to be of any use.
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I love the idea about novas! I'm already on to it.bm01 wrote:Novas are, in the current state of the game, the best to take out modules and turrets because of the huge splash damage they have. I think it would be nice to push further this specialization. Modules are already quite fragile, so you could reduce Novas damage a little; but you could increase its maneuverability for a better aim (if that's even possible).
Crushers are kind of useless right now, they were meant to take out modules but as I said Novas are better. So, why not making them the best against hull? It would requires a nice damage boost, maybe a slight reduction in splash damage. Flight speed could be reduced a little too since a good aim wouldn't be necessary. I think they could be a little more resilient however, I don't know if you can change that.
I don't have much of an opinion on Sunstalkers. The other ones however are far too slow to be of any use.
And regarding crushers, thats what i inteded to do. ^^
Damage got boosted already by a huge amount.
I still could increase it more and decrease firerate.
They got some more hp already, so they don't explode getting hit by the first laser/bullet/whatever.
Decreasing flightspeed would make sense if we put it that way.
Awesome ideas! I completly agree.

I'll play around with it after work tomorrow.

But i can't help it, gotta test if the novachanges worked. xD
EDIT:
Yeah, works. But i've improved agility so much, the engines are stopping if the nova turns to hard. Need to adjust it tomorrow. ^^
Anyway, i'm off now, need my beautysleep. ;x
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Right now it should only effect missiles fired by the player.Thurmonator wrote:Will this mod also affect capship turrets that fire missiles? DO enemy fighters ever fire missiles?
I want to have the missiles for the player at a working state before i move to the next step.
Its acutally quite a mess... damage is almost never the same, depending on who fired the missile (same goes for guns). A drone crusher is doing 25k damage, the players crusher is doing 5k (regulary) and the crushers fired by a cap turret do 8k. This is going to be hard to balance, but i'll try once i get there.

Edit: Oh, and i'm not quite sure if i've ever seen a fighter firing a missile.
Could try to find out when i'm home.
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Hm... thats weird. Even if they would have fired 2 sunstalkers which would somehow be based on the players missilefiles, they only would have done 50k damage. I am going to reduce the sunstalkerbuff anyway, but the ship should have been able to tank it.HappyGhecko wrote:i have seen fighters launching missiles as i attacked a station and as i did the quest to eliminate some bandit boss.
2 missiles killed my ship from 100% to stardust in about 10 seconds. Cant reproduce this when i did the quest again or attacked a station again nothing happend.
I noticed an increase of some npcs gunpower yesturday.
I'm not sure how, maybe duo to a egosoft patch, probably enemys i didn't face before but i don't think it could be triggered by my mod. Nothing there even touches gunfiles.

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I agree that the damage on missiles is kind of low compared to the guns, however when you shoot a Sunstalker you are guaranteed to hit your target while with your guns you need to actually aim properly and hit your target (since some of the ships are pretty small and thin, this can be hard at ranges over 1-1.5 km).iforgotmysocks wrote:U've got a point, thanks!Hopscotch wrote:V Crushers are not intended to damage capital ships, they are intended to destroy surface elements, which they do very well. You've just made them into cheap and spammable Novadrones
Sunstalkers were fine IMO, since you need 2 to kill any fighter (1 for drones) they are not OP or UP. Also, by doubling the flight time you can just stay at 10km from a fighter swarm and spam them to kill everything before they get into weapon range, which is kind of boring.
Nova buff is acceptable, although it's kind of too much damage against frigates and freighters.
Swarm missiles need a buff though, they are pretty lame.
I'll take care of it when i'm home.
But i still want to buff crushers.
At least until i managed to add other missiles.
Its kinda pointless to use missiles with 5k damage, while your guns can pull of 19600 damage per second.
They still are unguided.
I could decrease the firerate.
What do you think?
Also, I think you should reconsider boosting the damage of Crushers so much. While Novas are definitely better at taking out surface elements, they also do massive damage to the ship hull, and this is fine if you want to blow up the ship, but if you want to board it then default Crushers are a better choice at blowing up surface elements since they do very small damage to the hull while still able to take out clusters of surface elements.
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Well, sunstalkers don't have their damage buff anymore.Hopscotch wrote:I agree that the damage on missiles is kind of low compared to the guns, however when you shoot a Sunstalker you are guaranteed to hit your target while with your guns you need to actually aim properly and hit your target (since some of the ships are pretty small and thin, this can be hard at ranges over 1-1.5 km).iforgotmysocks wrote:U've got a point, thanks!Hopscotch wrote:V Crushers are not intended to damage capital ships, they are intended to destroy surface elements, which they do very well. You've just made them into cheap and spammable Novadrones
Sunstalkers were fine IMO, since you need 2 to kill any fighter (1 for drones) they are not OP or UP. Also, by doubling the flight time you can just stay at 10km from a fighter swarm and spam them to kill everything before they get into weapon range, which is kind of boring.
Nova buff is acceptable, although it's kind of too much damage against frigates and freighters.
Swarm missiles need a buff though, they are pretty lame.
I'll take care of it when i'm home.
But i still want to buff crushers.
At least until i managed to add other missiles.
Its kinda pointless to use missiles with 5k damage, while your guns can pull of 19600 damage per second.
They still are unguided.
I could decrease the firerate.
What do you think?
Also, I think you should reconsider boosting the damage of Crushers so much. While Novas are definitely better at taking out surface elements, they also do massive damage to the ship hull, and this is fine if you want to blow up the ship, but if you want to board it then default Crushers are a better choice at blowing up surface elements since they do very small damage to the hull while still able to take out clusters of surface elements.
Would it help to decrease the damage of novadrones for this matter?
What you should keep in mind, you do need to to the damage to destroy the surface element. Crushers also do damage the hull even by hitting a surface element. So it kinda doesnt matter if you use 8 voleys vanilla crushers with 5k damage (= 80k dmg) or a novadrone (= 80k dmg)
Hull suffers about the same, just with one little difference. Novas explosionrange is twice as far. So you actually would end up doing less damage to the ship using novas. (Sure alot surface elements don't need 80k to be taken out, i'll experiment how much novadamage can be lowered, but i hope you get the point.) ^^
This is not the final setup i want missiles to be.
Thats just a solution to make them more fun and give them a better purpose until i managed to add more missiles to the game.
Then crushers are going back to be the "spam me, but i'm still doin less then one third of your guns damage" missile. xD
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@iforgotmysocks
If you want to use Novas to kill surface elements then yeah, lowering the damage would help a lot.
Can you also change the cost of the missiles, because from what I know Novas are pretty expensive and this makes them a poor choice for spamming (also I think they take a lot more space than the other missiles; I know the number of missiles you can have is limited but I can't find out how much space each type takes).
If it were up to me, I would increase the cost of Novas (3-4x), boost the damage (50-100%) and agility a bit to really make them capital killers.
PS: could you post the default stats for all missiles? I have no idea where to look in the game files and it would give everyone a better idea of how they should be balanced. Thank you.
If you want to use Novas to kill surface elements then yeah, lowering the damage would help a lot.
Can you also change the cost of the missiles, because from what I know Novas are pretty expensive and this makes them a poor choice for spamming (also I think they take a lot more space than the other missiles; I know the number of missiles you can have is limited but I can't find out how much space each type takes).
If it were up to me, I would increase the cost of Novas (3-4x), boost the damage (50-100%) and agility a bit to really make them capital killers.
PS: could you post the default stats for all missiles? I have no idea where to look in the game files and it would give everyone a better idea of how they should be balanced. Thank you.
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First of all, thanks for the feedback.Hopscotch wrote:@iforgotmysocks
If you want to use Novas to kill surface elements then yeah, lowering the damage would help a lot.
Can you also change the cost of the missiles, because from what I know Novas are pretty expensive and this makes them a poor choice for spamming (also I think they take a lot more space than the other missiles; I know the number of missiles you can have is limited but I can't find out how much space each type takes).
If it were up to me, I would increase the cost of Novas (3-4x), boost the damage (50-100%) and agility a bit to really make them capital killers.
PS: could you post the default stats for all missiles? I have no idea where to look in the game files and it would give everyone a better idea of how they should be balanced. Thank you.

Already working on the damage and on the thrusters... novas movement still gets stuck at 100% speed for a while. :/
Lowering the price is a really good idea. I should also increase the spawns in space for it. Still busy reducing crusher spawns. xD
Having novas as capital killers would destroy the whole fun... don't you think?
You just could sit 40km away and just burn novas into the cap until its dead. I ended up doing it with crushers, but you need to be within firerange of the enemy ship. (Max range 2.2km)
And defaults, well most are noted in the moddescription. x -> y
x is the vanilla value, y the modded one.
Whats missing didn't get changed.
Hum...
sunstalkers do have 15k damage
What else do you wanna know? xD
If you want to get every detail, take a look at the moddertutorial.
Pretty good explanation there how to get started.

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Thank you for the info. As for Novas, they're designed to be anti capital/station missiles. When I tried out my 1st Nova, I hit a light or heavy Sul (can't remember which one) for 5% of the hull with 1 Nova.
With the changes I proposed their huge damage would be offset by the equally huge cost of firing one. Staying 10km away and blasting a Arawn to pieces might seem easy, but when it costs you 30-40 mill in Novas to do so, you stop to think if it's worth it.
With the changes I proposed their huge damage would be offset by the equally huge cost of firing one. Staying 10km away and blasting a Arawn to pieces might seem easy, but when it costs you 30-40 mill in Novas to do so, you stop to think if it's worth it.