Combat Mod 3 (Official Topic)

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SS_T
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Post by SS_T »

brekehan wrote:I removed them all again one at a time, and all my save games say they are corrupt.

I imagine I need to put the old versions back, but I don't have them anymore!

Anyone have links to the previous version of
cmod3
ships mod
hard mode?
you can find all the version of the combat mod 3 here: http://www.[blocked due to google malware warning]/x3tc/index2.php

I have improved ship mod v2.2 here: http://www.[blocked due to google malware warning]/x3tc/do ... r%20TC.spk

I don't have the hard mode, sorry

EDIT: missed the posts since the quoted post :oops:, ohwell the links might help someone
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brekehan
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Post by brekehan »

What is the blue laser that M6 seems to always have mounted to thier front?

It has a really fast porjectile that cannot be dodged and eats through my advanced Kea every time.
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Troubleshooter11
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Post by Troubleshooter11 »

brekehan wrote:What is the blue laser that M6 seems to always have mounted to thier front?

It has a really fast porjectile that cannot be dodged and eats through my advanced Kea every time.
Sounds like a Concussion Impact Generator, or CIG.
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ezra-r
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Post by ezra-r »

Troubleshooter11 wrote:
brekehan wrote:What is the blue laser that M6 seems to always have mounted to thier front?

It has a really fast porjectile that cannot be dodged and eats through my advanced Kea every time.
Sounds like a Concussion Impact Generator, or CIG.
not only that it produces ugly continuos flashes in front on the screen that will make me epileptic. :shock:
brekehan
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Post by brekehan »

ezra-r wrote:
Troubleshooter11 wrote:
brekehan wrote:What is the blue laser that M6 seems to always have mounted to thier front?

It has a really fast porjectile that cannot be dodged and eats through my advanced Kea every time.
Sounds like a Concussion Impact Generator, or CIG.
not only that it produces ugly continuos flashes in front on the screen that will make me epileptic. :shock:
Yep! that's the one.
I can't even see what I am firing at when on the receiving end of those.

I think the projectile grpahics is way too large.
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Vengence
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Post by Vengence »

CMod killed my saves... :evil:

well maybe not killed them but rendered the game unable to read them at all. I had the old CMOD for 1.4 then steam upgraded it to 2.0a. It seemed that CMOD had vanished when it patched but it still worked.... though the frame rates in PTNI Headquarters when a Xenon K appeared became like 1 frame every 4 seconds.

I'm too tired to reinstall and stuff right now so I'll just play something else now.
Eightbit
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Post by Eightbit »

Vengence, You might be ok if you can figure out which cat/dat files are cmod's and remove them. Then order the remaining cat/dat's accordingly.

By the sounds of it, steam managed to patch over top of cmod.
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X2-Eliah
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Post by X2-Eliah »

A word of warning for those who install the CMOD with plugin manager.

It seems the Beta and the Final versions are seen by the software as 2 different scripts, so i you do not uninstall the beta first, you will end up with both CMOD 3 Beta and CMOD 3 Final in your script list. So you have to uninstall the Beta regardless of what.
Jackrum
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Post by Jackrum »

Vengance could you try something for me:
Since you had Cmod3 installed before patching.
Remove the mods and re-verify the game cache in steam, it may be that the 07.cat has been overwritten.

This worked for brekehan who had problems after the update/
Removed all mods, told steam to verify game cache, steam did some dowlonading, installed all mods again one at a time, and save game works again.

I was updated to version 2.0 yesterday, so I dunno what happened.

Look like it works now though, so no worries.
It would help if you told me what mods you have installed. I

As eightbit and eliah say: the steam engine is probably not designed to handle mods during patches and may have patched over them, you should uninstall all mods before patching to 2.0.

Also as Eliah says, The latest CMod3 v1 is replacement not an upgrade, you should uninstall cmod BETA before installing the full version.
Vengence
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Post by Vengence »

I had uninstalled the mod before upgrading but yes Steam probably overwrote something.

I am verifying cache and uninstalled all mods. I don't want my toiling to earn that 80 million to get an Odin and fit it to be for naught.

Edit: Got it working. Thanks
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Post by Jackrum »

Cooolbeans. :D

Any steam users out there with similar problems after patching?
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Post by Jackrum »

Important note for Steam Users
There seems to be a recent problem with steam updating to v2.0 and false patch based mods, some steam users have reported problems with .07cat being overwritten and this breaks their savegames. This problem is not exclusive to Cmod3.

If this happens to you:
1. Uninstall all mods,
2. Tell steam to reverify the game cache and then
3. Reinstall all mods,
This should fix the problem and give you a good install of Cmod3 with Working save games.

Ion shard Railgun - Visual fx change
Ok, quite a few people don't like the size and blinding effect of Ion Shard Railgun projectiles, especially when they're piloting fighters - I figure if they've taken time to write about it then it must be bugging the hell out of them. I'll reduce the projectile size about two thirds/70%, which should make the effect a lot easier on the eyes. The reason I haven't done this up until now is that I didn't know how to, Thanks to DSE for helping me figure this one out.

This change will included in a small update For Cmod3 soon (V1.01)
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Locksley
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Post by Locksley »

Since I've basically used this mod since day one I don't know if this "bug" is part of Cmod or the original game.

Big ships when scaned carries the SPARELASER2. I don't remember if I've seen any other sparelasers showing up but this one was for certain. It had 40 of em.

Now it is itching in my fingers to rename theese lasers to something else but if I remember correctly this created even more problems?

Thanks for a great mod - I get killed all the time now :oops:
paulms1980
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Post by paulms1980 »

if i download the no civs 2.0 just on itself will it remove all the civs?
Jackrum
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Post by Jackrum »

Yes the optional plugins are designed to work by themselves, just installing the nocives will remove civilian ships from your game :)

The SPARELASER1 is the extra weapon (A-PPC) that the A.I. ships were equipping like crazy and causing problems. I disabled them by putting in the Spare laser category so A.i. can no longer equip. I also renamed them to sparelaser2 so there was no confusion to which weapon was now redundant. Completely removing it would have broken savegames - something I'm taking great pains to avoid, especially after such a smooth run in beta.

In save-games you may find a couple existing ships floating about with them if they've been around since before the update/fix, but they wont spawn on new ships. I could change the description as only the subtype is needed to stop then spawning/being equipped, I'll check the library to rename them something like passengers if the sparelaser2 id is breaking your immersion.
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Locksley
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Post by Locksley »

Jackrum wrote: In save-games you may find a couple existing ships floating about with them if they've been around since before the update/fix, but they wont spawn on new ships. I could change the description as only the subtype is needed to stop then spawning/being equipped, I'll check the library to rename them something like passengers if the sparelaser2 id is breaking your immersion.
Well, as long as it's not a bug. And I guess it really is Sparelaser's :p It shouldn't break immersion but.... maybe Auxiliary laser replacement would be nice; or Space Mascot... hmm.

Question: AI ships when attacking stations will be using appropriate (Factory killers and not Mosquitos) missiles? Is there a setting somewhere in the scripts or ship description (job files maybe) that affect missile fire behavior?

Cheers!
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Gazz
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Post by Gazz »

I propose: Fluffy Dice.

Not actually useful in game but pilots sometimes hang them from the rear mirror.
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Rudinho
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Post by Rudinho »

First off all i like the fact that battles are longer.
I knowit's the final version but still i see place for improvement.
Checked X universe forum for this mod.
No crappy AFA sound, i like it much but it's useless with new damage settings !

ISR new shield damage is twice the AFA, and they're equal in term of price.
[PROBLEM] ISR rails are to long, you get police angry when they fly accidentally in the laser rail.
AFA is useless unless you double it's firerate vs ISR (m5 killer)
ISR has a boosted speed making it very accurate, that was the purpose of the AFA, fast, accurate, deadly for fighter shields.
AFA is supposed to do lot of area damage, that why it's hurts more shields that hull - IMHO it needs a rebalance for this weapon. Otherwise the bang for the money is ridiculous.

[BUG] ISR on M7 Tiger, up turret fires when target is <2.00 km.

Gauss cannon,i've seen many contoverse about this weapon, now it's far better than PPC, prohjectile speed is insane. C'mon it's a " Teladi LOW TECH cap ship weapon to catch up witch other races"

my 2 cents
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Jackrum
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Post by Jackrum »

Hi Rudinho, thanks for the feedback. Mind if I add my thoughts on the matter?

1. Are you reading those damage stats from the in-game Encyclopedia? Those damage stats are reported wrong because of weird math functions (hardcoded afaik) so dont rely on them for reference.

Check the first post in this thread for a downloadable spreadsheet with the proper stats.

AFA does 3000 shield damage per hit
ESR does 1250 shield damage per hit
Over time the AFA does 180% x damage of ESR

A couple of AFA on the sides of a cerberus is enough to tackle khaak swarms and pirate patrols quickly. Mounted in 4x batteries on a Colossus, AFA is an impenetrable anti fighter screen. Is a measured choice, cig is good bug zapper for m5/m4, AFA is choice for more damage, both are very accurate as the AFA has a rapidbox of 25x25, which is as close to a flak area effect/proximity detonation you can get in X3.

Flak and Frag effects are purely cosmetic unfortunately. They have no collision mesh and are useless except as eye candy, flak weapons are little more than fast lasers with flashy effects. I'll look at the flak stats again, but keep in mind that players also have to go up against flak, so cannot be too powerful.

2. Nothing I can do about the M7 tiger turret problem, fingers crossed for a cockpits fix in XTC eh?

3. Gauss weapons are low tech :)
They shoot lumps of metal through magnets with an electric current, you can build one in your backyard from household goods that'll punch through car doors. Sounds pretty low tech compared to High Energy Plasma Throwers.

I modelled the Cmod3 gauss cannon on the American military prototype gauss weapon they'll be fitting onto naval cruisers after 2012, the projectiles go so fast they ignite the air they pass through. Just because it's low tech doesn't mean it can't be badass. :wink:

http://www.youtube.com/watch?v=i1q_rRicAwI

At the present moment Gauss does about 2/3 the damage of PPC and is limited by ammo, cargo and supply constraints (25 T. per 200 rounds, limited supply in current economy).

Now I've said all that, I'll take a close look at the stats with your suggestions and see if anything can be added.
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ezra-r
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Post by ezra-r »

Jackrum wrote:
Ion shard Railgun - Visual fx change
Ok, quite a few people don't like the size and blinding effect of Ion Shard Railgun projectiles, especially when they're piloting fighters - I figure if they've taken time to write about it then it must be bugging the hell out of them. I'll reduce the projectile size about two thirds/70%, which should make the effect a lot easier on the eyes. The reason I haven't done this up until now is that I didn't know how to, Thanks to DSE for helping me figure this one out.

This change will included in a small update For Cmod3 soon (V1.01)
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