[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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paulwheeler
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Post by paulwheeler »

Spectre01 wrote:So the new FPD's side effect only works when the target shield is down?
No, they will disrupt the target even if the shield is still up. They just have to hit.
Goncyn
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Post by Goncyn »

paulwheeler wrote:I increased the PBE's hitbox to keep it inline with the prg. The PBE only does marginally more damage than the PRG. Perhaps ill reduce the hitbox again - that could be the PBE's thing - powerful but not very accurate.
The PRG's bullet speed is 800m/s while the PBE's is 2000m/s. The higher bullet speed makes a huge difference in real damage output, especially with the higher ship speeds in the SRM. Currently, the PBE is the most accurate fighter weapon.
Sarvoth
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Post by Sarvoth »

paulwheeler wrote:
Sarvoth wrote:Does anyone know if the in game encyclopedia damage information for the weapons is accurate?
I believe it is. The encyclopedia retrieves its information from the in-game files so it should always be accurate.
Good to know, thanks!
paulwheeler
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Post by paulwheeler »

I have a question for you all:


Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?

You'll still see the energy levels going down anyway from the HUD, plus I don't believe this alarm sounds for turrets anyway.

I need to remove it for a new thing I'm working on for the SRM.
nap_rz
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Post by nap_rz »

paul, FPS is not working with MARS in ships like a Tyr, MARS still prefer PSPs to punch even Xenon P & Q than FPDs :cry:

can you do something?

and why couldn't you put FPD in the same flag (category? or whatever it called) as PSP or MAML?
Sn4kemaster
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Post by Sn4kemaster »

nap_rz wrote:paul, FPS is not working with MARS in ships like a Tyr, MARS still prefer PSPs to punch even Xenon P & Q than FPDs :cry:

can you do something?

and why couldn't you put FPD in the same flag (category? or whatever it called) as PSP or MAML?
Surley you would want your Tyr to fire PSP's at a Q? .....its a anti-cap weapon, FPD is more of a secondary weapon.

I have found PSP front, left, right set to "attack capitols" and FPD top, bottom, rear set to "attack enemies" is effective against caps and fighters.

I don't use MARS as it seems a bit daft to swap weapons in mid space!
Last edited by Sn4kemaster on Thu, 13. Jan 11, 13:39, edited 1 time in total.
nap_rz
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Post by nap_rz »

Sn4kemaster wrote:
nap_rz wrote:paul, FPS is not working with MARS in ships like a Tyr, MARS still prefer PSPs to punch even Xenon P & Q than FPDs :cry:

can you do something?

and why couldn't you put FPD in the same flag (category? or whatever it called) as PSP or MAML?
Surley you would want your Tyr to fire PSP's at a Q? .....its a anti-ca weapon, FPD is more of a secondary weapon.

I have found PSP front, left, right set to "attack capitols" and FPD top, bottom, rear set to "attack enemies" is effective against caps and fighters.

Don't use MARS as it seems a bit daft to swap weapons in mid space!
sirry, I mean P, and L :lol: MARS'ed MAML love P and L, but MARS'ed FPD don't :(
Emerentius
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Post by Emerentius »

[Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?]

Hi paulwheeler, well I'm one of those who listen to that voice and react to it.
During a battle I don't have time to look at the bars. I know I should...
paulwheeler
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Post by paulwheeler »

As far as I'm aware, MARS uses damage ratings and ship sizes to determine which weapon to use. The FPD has the same ship size rating as CIG and almost the same as M/AM. Since the M/AM does more damage than the FPD, thats why MARS prefers it.

Solution: Get rid of your M/AM Launchers.
Last edited by paulwheeler on Thu, 13. Jan 11, 15:46, edited 2 times in total.
paulwheeler
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Post by paulwheeler »

Emerentius wrote:[Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?]

Hi paulwheeler, well I'm one of those who listen to that voice and react to it.
During a battle I don't have time to look at the bars. I know I should...
But would it be the end of the world if you lost it? The feature I'm working on is really cool and it relys on the ship in question constantly running out of energy - several times a second. However, the constant alarm makes this impossible. (I started developing the feature with my speakers muted... I forgot about the alarm till I was already nearly finished!)

Otherwise I'll have to rethink the new feature.
nap_rz
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Post by nap_rz »

paulwheeler wrote:As far as I'm aware, MARS uses damage ratings and ship sizes to determine which weapon to use. The FPD has the same ship size rating as CIG and almost the same as M/AM. Since the M/AM does more damage than the FPD, thats why MARS prefers it.

Solution: Get rid of your M/AM Launchers.
that's the problem, I already get rid the MAML as they sucked more cargo (+ the ammo) than FPD.

so FPD supposed to be the bridge between PSP and SSC/EMR, but failed, MARS will try to shoot P & L with PSP and then there's some sort of 'gap' until MARS switched to SSC and EMR.

with MAML it's quite the contrary, MARS prefer MAML than EMPC & SSC, it's quite good for hitting M3 & M6, however the ammo is an issue and does not suit my taste.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
Emerentius wrote:[Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?]

Hi paulwheeler, well I'm one of those who listen to that voice and react to it.
During a battle I don't have time to look at the bars. I know I should...
But would it be the end of the world if you lost it? The feature I'm working on is really cool and it relys on the ship in question constantly running out of energy - several times a second. However, the constant alarm makes this impossible. (I started developing the feature with my speakers muted... I forgot about the alarm till I was already nearly finished!)

Otherwise I'll have to rethink the new feature.
no, now tell us this cool feature you're working! :twisted: :lol:
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Spectre01
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Post by Spectre01 »

nap_rz wrote:
paulwheeler wrote:As far as I'm aware, MARS uses damage ratings and ship sizes to determine which weapon to use. The FPD has the same ship size rating as CIG and almost the same as M/AM. Since the M/AM does more damage than the FPD, thats why MARS prefers it.

Solution: Get rid of your M/AM Launchers.
that's the problem, I already get rid the MAML as they sucked more cargo (+ the ammo) than FPD.

so FPD supposed to be the bridge between PSP and SSC/EMR, but failed, MARS will try to shoot P & L with PSP and then there's some sort of 'gap' until MARS switched to SSC and EMR.

with MAML it's quite the contrary, MARS prefer MAML than EMPC & SSC, it's quite good for hitting M3 & M6, however the ammo is an issue and does not suit my taste.
I'm thinking about give FPD a bit more range, like 4~5.5km due to it suppose to be the Terran M7 main weapons, but lower the bullet speed and up the energy comsume so it won't be an anti fighter weapon. This way, from the weapon range perspective, it fills the gap between MAML and PSP.
paulwheeler
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Post by paulwheeler »

I guess I was never going to get the FPD perfect on the first attempt!

I'll have another look at it. I've never really used the M/AM so its difficult for me to balance against it - thats why I took CIG as my cue. Perhaps slowing it down a bit and making it more powerful will be better as the Terran's do have plenty of ant-fighter options.

As for MARS - maybe I did something wrong in the data file. I'll look at it again.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
no, now tell us this cool feature you're working! :twisted: :lol:
Patience... Part of the idea actually came from someone else and I still need to get their permission to use it.

I'll give you a clue though - it involves a new ship and a new "weapon" that can only be mounted on this ship - in fact it comes built in. Its something a few people have asked for in recent months and its built by OTAS.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

paulwheeler wrote:
nap_rz wrote:
no, now tell us this cool feature you're working! :twisted: :lol:
Patience... Part of the idea actually came from someone else and I still need to get their permission to use it.

I'll give you a clue though - it involves a new ship and a new "weapon" that can only be mounted on this ship - in fact it comes built in. Its something a few people have asked for in recent months and its built by OTAS.
OTAS Repair Ship per chance which uses ammo? If so feel free to create an OTAS version of my Terran Repair Laser :D Of course, I could be way off the mark here ;)
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
paulwheeler
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Post by paulwheeler »

OTAS Maintenance Pod. With four built in Quantum Pulse Repair Lasers synchronized so that each fires in sequence. Uses quantum tubes as ammo.

Thanks for the permission.

It'll only work as it does if I give the ship hardly any energy with a quick recharge. This forces the beam to pulse and use ammo with each pulse.

That means I have to remove the alarm.

Otherwise ill have to make it a standard bullet. The beams look cool though!
Osiris454
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Post by Osiris454 »

Will the spacesuit repair laser be affected by these changes?
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:Will the spacesuit repair laser be affected by these changes?
No - its a totally separate thing.
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:I guess I was never going to get the FPD perfect on the first attempt!

I'll have another look at it. I've never really used the M/AM so its difficult for me to balance against it - thats why I took CIG as my cue. Perhaps slowing it down a bit and making it more powerful will be better as the Terran's do have plenty of ant-fighter options.

As for MARS - maybe I did something wrong in the data file. I'll look at it again.
As mentioned before, i think you have done a good job on FPD, its a good multi-purpose secondary weapon for M2's given its range, but is a little too energy hungry for use on most M7 in the same role vs M/AM, it just needs a little more punch/speed to justify that XL size, price and energy consumption.

But please keep the red laser look.....

PS...i like the disruption element, but always think the effects should be more far more drastic in these types of weapons, maybe keep the current set up but really make the weapon energy loss/speed disruption very severe.....im sure this is beyond the scope of the game, but would love to see ships hit with a weapon like that this, to have some kind of lightning/flicker/energy ripple effect them on a successful hit, to show the systems being effected.

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