[MOD] More Missiles Mod

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w.evans
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Post by w.evans » Wed, 14. Jan 15, 18:05

But I just downloaded your last update, and didn't even get to play it yet!

Just kidding. Thanks for the update!


edit:
NovaCameron wrote:Light dumbfire reload rate decreased.
Heave dumbfire reload rate tweaked.
Just asking this question because it looks like you're working carefully on the balance: why? Only reason I could think to use a dumbfire over a guided missile is because it loads faster, and it's cheaper. And it works, sort of, immersion-wise because they don't have the delicate electronics the guided missiles do, and don't have to be initialized, and can be roughly shoved by the robotics into the launch pods. Did it simply reload too fast?

NovaCameron
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Post by NovaCameron » Wed, 14. Jan 15, 18:22

Ya, you simply get too much DPS. Dumbfires are used for their blast radii which are 3-2 times larger. Though the higher ones shrink to 1.5...

I will tweak them again. As well as tweaking the Medium guided reload rates a tad slower. (they are currently just below the lights...) I might just flat out halve the heavy dumbfire rates and squish the lights. But you can pop a balor in two volleys with nemeses and they are cheaper and easier to get now....

Edit: well easier to buy if you can find them. I am not happy with the drop rates yet.

w.evans
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Post by w.evans » Wed, 14. Jan 15, 18:27

Cool. I'll give it a try over the weekend.

ps. man, my sig is distracting. Sorry about that. Should probably think about cutting it.

Spieler195583
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Post by Spieler195583 » Wed, 14. Jan 15, 23:52

Hey, I tried this mod (it really sounds fun) but neither with a new gamestart nor a save got it to work.
I sold all missiles as told in the description and then installed the mod, but although the new missiles are dropped and in the new game the traders sold them, I was unable to equip or switch between missiles. I stayed struck with one missile type and no ammo. In the ship's info section I still found the vanilla missiles. Any ideas what is causing this?
In case it helps here's my current mod list:
  • cleanSidemenu
    assault urv fix
    AutoLooter
    BetterTurrets
    boarding options
    buttermissions
    CaptainAIOverhaul
    CombatRankBailout
    ego_dlc_teladi_outpost
    engineer 100
    galaxystationrange
    litauen_capital_ship_bridge
    litauen_showbalance
    litauen_stationannouncements
    litauen_yisha_in_hiringfiring
    lrs_update
    marinerebalance
    MoreCrew
    moremissilesmod
    nidaren_ledda_construction
    nidaren_shield_generators
    nidaren_stronger_ship_hulls
    no_collision_damage_fix
    outofmywayglitches
    Pimp_My_Skunk
    safe squad join
    shiprecycle
    Show Skills
    showmeyourfactionplease
    taf
    Taranis redesign - extreme firepower
    TastefulYishaArmourGrey
    terratechs_shippack
    terratechs_thehullpatch
    weldinglaser
    worldwarx
    yorrickautotrade

NovaCameron
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Post by NovaCameron » Thu, 15. Jan 15, 00:51

Sounds like something is conflicting with the skunk weapon layout. Not sure which causes it though cause I use most of those mods.

w.evans
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Post by w.evans » Thu, 15. Jan 15, 01:29

If it's any help, I know that the Boarding Options mod consistently overwrites Marine Rebalance. Since it happened even that one time when Boarding Options was updated ahead of Marine Rebalance, I don't think that the load order is defined by file date. Which leaves either version number, reverse alphabetical order, or something else entirely. (X3 mods were loaded in alphabetical order, weren't they? Was a while back.)

Assuming the folders of those mods on Spieler195583's list are named as they are on the list (I recognize a couple, and they look like folder names rather than mod names), then they should be above the moremissilesmod on that list.

Does anything there alter the player ship macros?

Spieler195583
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Post by Spieler195583 » Thu, 15. Jan 15, 15:03

Yeah, these are the folders, but most of them match the mods' names, so I guessed it would be sufficient.
I didn't find any unit_player_ship_macro* in the other mods. I checked the *.cat files and the loose files.

NovaCameron
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Post by NovaCameron » Thu, 15. Jan 15, 16:08

Well, only one way to find out! Uninstall all non-required extentions, See if it works, if it does then install them back one at a time or a group at a time till it breaks, you found the one that breaks it. It is doesn't then keep removing required ones in a new game till it breaks.

And that is how you find a conflict! :)

Spieler195583
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Post by Spieler195583 » Thu, 15. Jan 15, 19:11

What I've done and experienced:
I deactivated all mods and had steam check my local files.
Then I activated only your missile mod and started new games:
With free start it worked, but not the constrictor missiles.
With the empire builder start, I got no missiles except the constrictor.
With the argon mercenary start, I got no missiles except the constrictor.
After that I also deactivated the DLC, but the effect was the same.
All missiles were sold by weapons dealers but not every missile was equipable.
In the empire builder and the argon merchant I also found the vanilla missiles in the ships details tab.
Hope this helps, btw. I use the german version, any way it could conflict with that?
Might be useful if someone else could test this, too.

NovaCameron
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Post by NovaCameron » Fri, 16. Jan 15, 01:48

Huh... Didn't know about those two starts being different...
I will see what is causing the game to load old ships and not new ones.

The constrictor is in a kind limbo. I will remove it next patch.

Which EXACT missiles aren't equitable? If it isn't in the ship weapons list. You can't equip it. Period.

Also due to my failure to test it in a save (stupid) It is NOT save compatible. I am complicating a save edit list to those who want to remove it or add it to a save.

Edit: On second thought.... The wares are impossible to edit in the save... ._.
Edit2: I will continue to work on it.

JESS 246
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Post by JESS 246 » Fri, 16. Jan 15, 02:55

Hi NovaCameron

I fire any guided missiles at fighters even the multi ones and even they don't always hit or kill and you think half a dozen missiles would kill any fighter.

I'm having other game issues that effecting the game like i can't trade with Mechanics and some some text problems in trade menus, think theres a mod conflict or one mod to many i am trying to sort out.

Oops! i am playing in hard mode if wondering but don't think that the kill fighters issue.

Its still a good mod as said in last post about guns maybe change them like you missiles.

NovaCameron
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Post by NovaCameron » Fri, 16. Jan 15, 04:21

Multi ones are not designed for fighters, but drones. Light guided, even though they fire by two now, are more dogfight support. Use Medium Guided ones (Novas) as proper anti-fighter missiles, but never in a dogfight as they have large blast zones.

If a fighter gets in dogfighting range. You dogfight. Not fire anti-fighter missiles unless you can stay away from the blast zone or you have a low chance to miss.

Missiles are to kill fighters BEFORE they get to you. Or thin them out as they pass to a station or another target. Remember they have REALLY long ranges. If you can select them and have a red box, you can hit it with a missile. Once you get a targeting rectile? It is dogfighting range.

The mod doesn't touch mechanics or trade except arms dealers.

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Freeman_79
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Post by Freeman_79 » Fri, 16. Jan 15, 07:20

Would it be possible to add a nuclear-like missile to XRebirth aswell for large capital ship engagement or to use against stations, similair to the Firestorm Torpedo or Hammerhead Missile in X3TC/X3AP ?
With a large explosion, very high damage and a shockwave effect.

Spieler195583
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Post by Spieler195583 » Fri, 16. Jan 15, 11:35

It seems like the constrictor is the only one in the free start. One possible difference between the starts might be, that you have some vanilla missiles aboard.
In my savegame I was able to find the new missiles via drop, but not able to use them, hope this helps a bit.

w.evans
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Post by w.evans » Fri, 16. Jan 15, 12:16

Sorry, Spieler195583. You're right, and the mod doesn't appear to be altering the Skunk's macro properly.

With a new Aspiring Merchant game start, my Skunk appears to retain the old weapon connections:
save_006.xml wrote: <slot ref="weaponconnection3">
<cycle index="1" ref="missile_player_guided_light_macro"/>
<cycle index="2" ref="missile_player_guided_macro"/>
<cycle index="3" ref="missile_player_guided_heavy_macro"/>
<cycle index="4" ref="missile_player_swarm_macro"/>
<cycle index="5" ref="missile_player_swarm_heavy_macro"/>
<cycle index="8" ref="missile_player_dumbfire_macro"/>
<cycle index="9" ref="missile_player_dumbfire_heavy_macro"/>
</slot>
<slot ref="weaponconnection4">
<cycle index="6" ref="missile_player_torpedo_macro"/>
<cycle index="7" ref="missile_player_emp_macro"/>
<cycle index="8" ref="missile_player_dumbfire_macro"/>
<cycle index="9" ref="missile_player_dumbfire_heavy_macro"/>
</slot>
If you don't mind save editing, changing those lines to:

Code: Select all

<slot ref="weaponconnection3">
		<cycle index="1" ref="missile_player_dumbfire_v_crusher_macro" />
		<cycle index="2" ref="missile_player_dumbfire_meteorite_macro" />
		<cycle index="3" ref="missile_player_dumbfire_asteroid_macro" />
		<cycle index="4" ref="missile_player_dumbfire_comet_macro" />
		<cycle index="5" ref="missile_player_dumbfire_vulcanoid_macro" />
		<cycle index="6" ref="missile_player_dumbfire_plutoid_macro" />
		<cycle index="7" ref="missile_player_dumbfire_planetoid_macro" />
		<cycle index="8" ref="missile_player_dumbfire_nemesis_macro" />
		<cycle index="9" ref="missile_player_guided_solarflare_macro" />
		<cycle index="10" ref="missile_player_guided_starflash_macro" />
		<cycle index="11" ref="missile_player_guided_coronarider_macro" />
		<cycle index="12" ref="missile_player_guided_sunstalker_macro" />
		<cycle index="13" ref="missile_player_guided_novastar_macro" />
		<cycle index="14" ref="missile_player_guided_novapulse_macro" />
		<cycle index="15" ref="missile_player_guided_supernova_macro" />
		<cycle index="16" ref="missile_player_guided_pulsarbeamer_macro" />
		<cycle index="17" ref="missile_player_guided_quasarseeker_macro" />
		<cycle index="18" ref="missile_player_guided_gammaburster_macro" />
		<cycle index="19" ref="missile_player_swarm_spacegnat_macro" />
		<cycle index="20" ref="missile_player_swarm_cosmosquito_macro" />
		<cycle index="21" ref="missile_player_swarm_astrobee_macro" />
		<cycle index="22" ref="missile_player_swarm_etherwasp_macro" />
		<cycle index="23" ref="missile_player_swarm_celestialhornet_macro" />
		<cycle index="24" ref="missile_player_swarm_tristar_macro" />
		<cycle index="25" ref="missile_player_swarm_pentastar_macro" />
		<cycle index="26" ref="missile_player_swarm_heptstar_macro" />
		<cycle index="27" ref="missile_player_swarm_enneastar_macro" />
    </slot>
    <slot ref="weaponconnection4">
		<cycle index="1" ref="missile_player_dumbfire_v_crusher_macro" />
		<cycle index="2" ref="missile_player_dumbfire_meteorite_macro" />
		<cycle index="3" ref="missile_player_dumbfire_asteroid_macro" />
		<cycle index="4" ref="missile_player_dumbfire_comet_macro" />
		<cycle index="5" ref="missile_player_dumbfire_vulcanoid_macro" />
		<cycle index="6" ref="missile_player_dumbfire_plutoid_macro" />
		<cycle index="7" ref="missile_player_dumbfire_planetoid_macro" />
		<cycle index="8" ref="missile_player_dumbfire_nemesis_macro" />
    </slot>
should enable you to use the new missiles. You might want to look into this though, NovaCameron.

w.evans
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Post by w.evans » Fri, 16. Jan 15, 12:29

I think that the problem might be that

name='unit_player_ship_macro'

should be set to:

name='unit_player_ship_a_macro'
name='unit_player_ship_b_macro'
name='unit_player_ship_c_macro'

in their respective files.

or just using sel="//weapons" might work too since there don't appear to be any other <weapons> nodes. Simplifies it since you could use that xpath for all four ship macros.

ps. Yup, getting this in my debuglog:
debuglog wrote:[=ERROR=] Cannot match path '/macros/macro[@name='unit_player_ship_macro']/properties/weapons' in patch file 'extensions\MoreMissilesMod\assets\units\player\macros\unit_player_ship_a_macro'. Skipping node.
edit: Tested with sel="//weapons"
Bought a load of different kinds of missiles in the Aspiring Merchant start, and started firing them at a Targon Tracer. Missiles all fired. Was having a blast, until the station started firing back and the Skunk blew up.

I would suggest that the vanilla missiles be sort of translated into counterparts in More Missiles rather than completely removed. That way, the game starts and md-generated drops, such as in the plot, if any, would still produce missiles which would make sense in the context of the MoreMissiles mod rather than producing nothing. Just a suggestion though. Your mod, so your call.

Spieler195583
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Post by Spieler195583 » Fri, 16. Jan 15, 18:40

Thanks w.evans, you're right, I managed to get the missiles into the savegame. Then there is only one thing left I'd like to know, will the weapons dealers sell the new missiles? (currently they don't sell anything) Or is there anything I can do to make them selling? In short: Will weapons dealers reinit their warelists or will they not?

w.evans
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Post by w.evans » Fri, 16. Jan 15, 19:05

They did when I tried it, but that was a fresh game start. I don't know if they'll sell anything if the mod is installed into an existing game, and the Skunk's macro altered.

NovaCameron
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Post by NovaCameron » Fri, 16. Jan 15, 19:19

No they will not. I will attempt to post a save edit list on steam and nexus, and here like I did for getting the ship to work. But wares require lots of edits. Probably this weekend.

Start fixes and missile edits soon.

I have decided not to include missiles in the starts.

NovaCameron
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Post by NovaCameron » Fri, 16. Jan 15, 20:06

0.93.5

Fixed All Game Starts. (Missiles are excluded by design.)
Removed EMP missle from wares file. (If you have a save you will still have it. It will still be unusable.)
Decrease Dumbfire missile reload times slightly for higher ones.
Increased Medium Guided reload times slightly.
Decreased Heavy Guided reload times slightly.
Rebalanced Light Swarm missile blast 40-80m, increase of 10m per level.
Decreased Heave Swarm missile blast to 160m.
Rebalanced All Guided missile blasts to 15m per level starting at 45m.
Guided missiles have about 40% the blast of dumbfire to differentiate. (45 vs 100, ect.)

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