[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]

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spartanheyho
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Post by spartanheyho »

SWEET!! So I wasn't going crazy huh? LOL! Anyway, hopefully it gets fixed soon.
iforgotmysocks
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Post by iforgotmysocks »

spartanheyho wrote:SWEET!! So I wasn't going crazy huh? LOL! Anyway, hopefully it gets fixed soon.
Why should you go crazy? xD

Yah! That would be awesome. :3
spartanheyho
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Post by spartanheyho »

Not literally. Just a figure of speech.
iforgotmysocks
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Post by iforgotmysocks »

spartanheyho wrote:Not literally. Just a figure of speech.
Ya... i totaly didn't assume that. Didn't i? xD
iforgotmysocks
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Post by iforgotmysocks »

1.7 out, just preparing for a "new" project.
swatti
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Post by swatti »

iforgotmysocks wrote:1.7 out, just preparing for a "new" project.
And what would that be?

Small issue: sunstalkers try to lead their target waaaaay too much, often turning around after launching. Just point, follow, boom would suffice.

Missiles also often hit dead targets even tho live ones are nearby.
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:
iforgotmysocks wrote:1.7 out, just preparing for a "new" project.
And what would that be?

Small issue: sunstalkers try to lead their target waaaaay too much, often turning around after launching. Just point, follow, boom would suffice.

Missiles also often hit dead targets even tho live ones are nearby.
A more thoughtfully programmed, more usable and better balanced release of the previous "Missile Generator".

I didn't look into the missile guidance behavior yet, kinda bussy right now.
But its definitly on the list. I was hoping ego would take care of missilebugs,
there are alot, but other stuff is more important to fix for them right now.
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rhohltjr
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Retro missiles

Post by rhohltjr »

Any chance you could add a couple more old school missiles?

The old Yaki ship ion/paralyzer would be ideal for my horrible boarding inability.

Maybe the old Hurricane ? You could have some pirate factions sell these types or perhaps the black market sellers at stations.

I really need the Yaki ship ion/paralyzer that shuts all ship stuff down due to my complete and total inability to board ships
without dieing or blowing up my intended target. I really suck at boarding. :oops:
iforgotmysocks
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Re: Retro missiles

Post by iforgotmysocks »

rhohltjr wrote:Any chance you could add a couple more old school missiles?

The old Yaki ship ion/paralyzer would be ideal for my horrible boarding inability.

Maybe the old Hurricane ? You could have some pirate factions sell these types or perhaps the black market sellers at stations.

I really need the Yaki ship ion/paralyzer that shuts all ship stuff down due to my complete and total inability to board ships
without dieing or blowing up my intended target. I really suck at boarding. :oops:
I can tell. ^^
Sadly i didn't manage to add more types of missiles yet.
I assume its all about the lua files which we can't touch in their current state.
Those are compiled files and until Egosoft helps us out here we most likely won't be able to touch those files.
swatti
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Post by swatti »

Boarding made easy: install improved missiles, initiate boarding, shoot novadrones to every cluster of blinking red/blue lights, then pop jumpdrive and engines... Win!!1
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:Boarding made easy: install improved missiles, initiate boarding, shoot novadrones to every cluster of blinking red/blue lights, then pop jumpdrive and engines... Win!!1
Sadly i still didn't manage to get rid of the Nova bug of controlls getting stuck for several seconds while accelerating to 100% speed. :(
swatti
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Post by swatti »

Usually my novas pop before the pilot pulls down the gizmo to fly em.

Hmm. An idea!! :

Dumbfire with VERY large proximity fuse. Basicly, anything comes even near, boom! Maybe with minor delay so it can go a bit closer to surface targets before going bang.
A torpedo for silencing multible turrets in one pop.

Stock-version also needs slightly more aoe-range. Manual detonation would also be awasome but may be quite hard to do. Basicly the solution to those clustered targets.
May need seriously longer CD tho.
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:Usually my novas pop before the pilot pulls down the gizmo to fly em.

Hmm. An idea!! :

Dumbfire with VERY large proximity fuse. Basicly, anything comes even near, boom! Maybe with minor delay so it can go a bit closer to surface targets before going bang.
A torpedo for silencing multible turrets in one pop.

Stock-version also needs slightly more aoe-range. Manual detonation would also be awasome but may be quite hard to do. Basicly the solution to those clustered targets.
May need seriously longer CD tho.
Thats exactly the Novadrones job. It got increased explosionrange. Crushers are ment to harm bigger ships, not being rediculously overpowered. Their primary goal is to do damage, not finishing off every module of a enemy ship with one voley. ^^
swatti
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Post by swatti »

I do like the idea of crushers being the spammable turret-killers but they just dont work. If you can reduce em to shoot one at a time they would.
iforgotmysocks
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Post by iforgotmysocks »

News: I finally managed to add more working, buyable missiles to the game. :)
They aren't implemented in the mod yet, i just found my last little mistake.
This will keep me bussy the next months!
Huge swarm of missiles incoming! xD

I've got some time the next week, so i guess you can expect the alpha
of the real "Improved Missiles" mod in a couple of days. :)

If you guys may have suggestions or wishes about special missiletypes, now is the time to tell! ^^
Last edited by iforgotmysocks on Mon, 23. Dec 13, 00:43, edited 1 time in total.
iforgotmysocks
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Post by iforgotmysocks »

Little sneakpeak:

[ external image ]

cluster**** Missiles <3

[ external image ]

Well, no new bright ideas yet, it'll take time. ^^
And i've gotta take a look at the visuals.

Just some quick sample yet.


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversized images altered to linked thumbnails - Terre}
SupraRZ
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Post by SupraRZ »

EMP MISSILES would be cool lots of sheild dmg ... then could swap to another for hull dmg :D
iforgotmysocks
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Post by iforgotmysocks »

SupraRZ wrote:EMP MISSILES would be cool lots of sheild dmg ... then could swap to another for hull dmg :D
Jap, i'm definitly going to check out how to splitt up the damage types. ^^
It is not even concidered in vanilla. Hopefully its not too difficult to add it, otherwise it could take time. :/

EDIT: Figured it out. Mod needs a md script to do the job, but it works! :)
EMP Missiles have the green light. ^^
iforgotmysocks
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Post by iforgotmysocks »

Candy for the eyes:

http://imageshack.us/a/img24/5913/t3m2.jpg | http://imageshack.us/a/img812/9123/x75s.jpg
http://imageshack.us/a/img838/3959/kq6q.jpg
http://imageshack.us/a/img827/3690/p2q0.jpg | http://img7.imageshack.us/img7/4156/cwdz.jpg

Still needs alot improvement, was a quick way to get something different on the way. :s

Need to write the drop stats for all missiles and different explosioneffects, then the alpha should be ready! :)
iforgotmysocks
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Post by iforgotmysocks »

2.0 alpha is out! :)

9 Missiletypes ingame!

Have fun and merry Christmas!

I'm done for the next 2 days, cya guys. ;p

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