[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
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The push effect is in the effects file. It seems to be calling a bit of code which actually performs the push, so I think the effect is hard coded. Tweaking the values on the effects entry may change the strength of the effect, but I think the classes it works on is hard coded.
BTW - update is coming Monday (probably) after a bit of weekend testing.
BTW - update is coming Monday (probably) after a bit of weekend testing.
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UPDATE RELEASED v4.12
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- New ISR bullet, impact and launch effects.
- New sounds for PPC, CIG, ISR, FBC, PBC, IC, PSG, TBC, GC, capital ship explosion, missile launch.
- All sound volumes reworked.
- Missile model size halved (missile pack).
- All flak ranges increased. SSC shield damage increased.
- All hit boxes greatly reduced except flak so missiles are harder to shoot down.
- All fighter weapons lose 20% of their damage to compensate for the reduction in hit boxes making fighters harder to hit.
- Increased shield damage of FBC, PBC and IC.
- Reduced energy requirements for FBC and IC. Shortened beam duration for FBC.
- Reduced all Kyon damage values a little.
- Many laser energy usages rebalanced.
- PSG converted into a standard, non-AOE bullet type with new effects.
- Hit effects added back to beam weapons.
COMPONENTS THAT REQUIRE UPDATING:
Main CMOD
APPC Pack
Missile Pack
MARS Data
SRM USERS MUST UPDATE THEIR TRAIL PACKS TO SEE THE NEW PSG EFFECTS
Users who use any other mod that uses a CMOD compatible Effects or Particles3 file will need to update with the new effects and particle entries.
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- New ISR bullet, impact and launch effects.
- New sounds for PPC, CIG, ISR, FBC, PBC, IC, PSG, TBC, GC, capital ship explosion, missile launch.
- All sound volumes reworked.
- Missile model size halved (missile pack).
- All flak ranges increased. SSC shield damage increased.
- All hit boxes greatly reduced except flak so missiles are harder to shoot down.
- All fighter weapons lose 20% of their damage to compensate for the reduction in hit boxes making fighters harder to hit.
- Increased shield damage of FBC, PBC and IC.
- Reduced energy requirements for FBC and IC. Shortened beam duration for FBC.
- Reduced all Kyon damage values a little.
- Many laser energy usages rebalanced.
- PSG converted into a standard, non-AOE bullet type with new effects.
- Hit effects added back to beam weapons.
COMPONENTS THAT REQUIRE UPDATING:
Main CMOD
APPC Pack
Missile Pack
MARS Data
SRM USERS MUST UPDATE THEIR TRAIL PACKS TO SEE THE NEW PSG EFFECTS
Users who use any other mod that uses a CMOD compatible Effects or Particles3 file will need to update with the new effects and particle entries.
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Think of the new PSG as more of a medium, CIG-level weapon, rather than an anti-fighter weapon. Its bang per hit is huge - almost PPC in damage per bullet. Its also quite a fast bullet with a large model so hits quite frequently. Its just its fire rate that lets it down (which incidentally is the same as it was before the change) and its range (which is a lot further than its previous range and is on a par with the ISR).navetta wrote:im not a fan of the new PSG, its now useless agains hordes of fighters and the range is still somewhat low. i prefer the vanilla version.
also would it be possible to reduce significantly collision damage? im sick of losing fighters because they go ram xenon K's.
Its ideal against M6s and M7s, and can even do significant damage to M1s and M2s. If you're surrounded by PXs then I would say its the most effective weapon in the game to take them out.
Also, bare in mind that this is a first attempt at a PSG replacement. It will undoubtedly develop as I get more feedback.
At least you don't get the humongous fps hit each time it fires any more, not to mention less friendly fire issues.
For anti-hordes-of-fighters, I suggest the weapons that were put in place for this purpose - flaks.
Collision damage is hard coded, I believe. To be honest, its not the collision damage that is wrong, its the AI. You'd expect a fighter to be destroyed if it were to collide with a capital ship.
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I've tested the new release and here is my feedback:
-New ISR- big improvement sound and graphic wise, bullet could be a bit wider to be more visible from afar.
-New PSG- for now it's one of the best weapon graphic effect in X modding scene
, it somehow similar to separatist superweapon from The Clone Wars series. I hope that the "rign of death" could be a bit bigger, this would help it against fighters.
-CIS sound - OK, nothing spectacular but still better than previous one.
-New FBC, TBC and IC sound - same as CIS
-GC sounds - horrible, even worse it sounds kinda stupid. Previous one was much much better. If you really want to replace Quake sound then something like Colonial railguns from Battlestar Galactica would be good.
-PPC sound - bad replacement, not so horrible as GC, but still previous PPC was much better.
-New ISR- big improvement sound and graphic wise, bullet could be a bit wider to be more visible from afar.
-New PSG- for now it's one of the best weapon graphic effect in X modding scene

-CIS sound - OK, nothing spectacular but still better than previous one.
-New FBC, TBC and IC sound - same as CIS
-GC sounds - horrible, even worse it sounds kinda stupid. Previous one was much much better. If you really want to replace Quake sound then something like Colonial railguns from Battlestar Galactica would be good.
-PPC sound - bad replacement, not so horrible as GC, but still previous PPC was much better.
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Glad you like the new PSG. It can be made bigger. Scaling it is difficult though as it has to not look stupid being fired from an M7...
Can you give me more info on what you didn't like about the new PPC and GC sounds? That way I can tweak them some more. To be honest, I'm not 100% satisfied with them either, but the old sounds were very "lo-fi" and distorted. They really needed replacing. Obviously sounds are very subjective, but I'm sure I can get something that everyone is happy with. Basically, try and describe your ideal sound effect for each.
Can you give me more info on what you didn't like about the new PPC and GC sounds? That way I can tweak them some more. To be honest, I'm not 100% satisfied with them either, but the old sounds were very "lo-fi" and distorted. They really needed replacing. Obviously sounds are very subjective, but I'm sure I can get something that everyone is happy with. Basically, try and describe your ideal sound effect for each.
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Well GC sound like someone scratch the table.
PPC sound would be OK for normal weapon, but for capship weapon it doesn't sound powerful at all.
Anyway for GC or PPC something like that would be nice (big cannonade sound between 1:15 and 1:25):
http://www.youtube.com/watch?v=I1GyCKBq ... re=related
PPC sound would be OK for normal weapon, but for capship weapon it doesn't sound powerful at all.
Anyway for GC or PPC something like that would be nice (big cannonade sound between 1:15 and 1:25):
http://www.youtube.com/watch?v=I1GyCKBq ... re=related
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Here's my feedback on visual effects.
I don't like the sounds of GC, PPC. Previous ones were better.
New ISR. Nice sound. Ray could be a little thicker (only a little).
PSG. Really well done effect. I don't how this weapon changed. From dangerous (even to friendlies) to much safer projectile weapon, the only difference from other projectile weapons is the visual effect.
PSG is an extraordinary weapon of last resort and should be handled with caution when using in the friendly space. One shot - less problems!
Only few ships can use this and I don't mind getting a bit of lag with that.
Beam weapons. Nice sounds and effects. Tri beam is very powerful, drains the shields as hell.
I'm satisfied with other changes and tweaks you did. I previously expressed my disappointment with IC, because I'm not really satisfied with transforming the IC into projectile based weapon. Have you ever considered transforming the IC into lighter beam weapon with enhanced hitbox ?
I don't like the sounds of GC, PPC. Previous ones were better.
New ISR. Nice sound. Ray could be a little thicker (only a little).
PSG. Really well done effect. I don't how this weapon changed. From dangerous (even to friendlies) to much safer projectile weapon, the only difference from other projectile weapons is the visual effect.
PSG is an extraordinary weapon of last resort and should be handled with caution when using in the friendly space. One shot - less problems!
Only few ships can use this and I don't mind getting a bit of lag with that.
Beam weapons. Nice sounds and effects. Tri beam is very powerful, drains the shields as hell.
I'm satisfied with other changes and tweaks you did. I previously expressed my disappointment with IC, because I'm not really satisfied with transforming the IC into projectile based weapon. Have you ever considered transforming the IC into lighter beam weapon with enhanced hitbox ?
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We want the Boron back!
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Huh? Last time I cheked IC was beam weapon...and it was today afternoon.I'm satisfied with other changes and tweaks you did. I previously expressed my disappointment with IC, because I'm not really satisfied with transforming the IC into projectile based weapon. Have you ever considered transforming the IC into lighter beam weapon with enhanced hitbox ?
Edit: or do you mean Ion Distruptor?
BTW Does ID effect was changed? Coz right now it looks better than in first release.
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Kind of of agree with some of the above statements really.....
New ISR effect is way better, but just needs to be a little more visual.
Overall fighter weapons are balanced better too, separates the mid range corvette stuff better at the end of the day a M3 should not have laser a deadly as a corvette....so yeah good stuff on that one!
Agreed that the GC needs a better sound effect though (it doesn't match the terrific visuals) its too quite and strangely muffled....should sound more kinetic, metallic and sharp....sorry if that sounds really vague but if i think of a better example I will post it.....i think Mr Who nailed it when he said a Railgun sound effect!
Also I do think the GC needs a little more something about it though, as its supposed to be a capitol class weapon like a PPC.....maybe even more range if not more damage, as its small range advantage doesn't last long when two capitols ship are heading towards each other, maybe it should be around 15k?
Anyway the PSG......have to say what a great effect, but have to agree with some of the others as it needs to be developed a little more, I think the problem is that its now a great Paranid version of the the CIG and would make a excellent corvette weapon now, but in the game its actually gets fitted only on Paranid M7 and above which usually have either PPC or Flak....the old PSG was short ranged but it was extremely powerful so could be a valid 2nd choice on Paranid cap ships.
I think its short range is really killing it now, as it mainly gets mounted say a lot on Paranid (and Yaki) frigates main guns in say EES, but its lack of range and their lack of agility means it really gets used under AI conditions.....i tried fitting it to the main guns on a Agamemnon and it rarely got the chance to fire them..... admittedly the old PSG was the same but its fire spread and power made the difference in the short time it was fired.
So can we have its range increased a least? then it will have more of a chance to fire? actaully id increas the power too.....but i dont think you would go for that
New ISR effect is way better, but just needs to be a little more visual.
Overall fighter weapons are balanced better too, separates the mid range corvette stuff better at the end of the day a M3 should not have laser a deadly as a corvette....so yeah good stuff on that one!
Agreed that the GC needs a better sound effect though (it doesn't match the terrific visuals) its too quite and strangely muffled....should sound more kinetic, metallic and sharp....sorry if that sounds really vague but if i think of a better example I will post it.....i think Mr Who nailed it when he said a Railgun sound effect!
Also I do think the GC needs a little more something about it though, as its supposed to be a capitol class weapon like a PPC.....maybe even more range if not more damage, as its small range advantage doesn't last long when two capitols ship are heading towards each other, maybe it should be around 15k?
Anyway the PSG......have to say what a great effect, but have to agree with some of the others as it needs to be developed a little more, I think the problem is that its now a great Paranid version of the the CIG and would make a excellent corvette weapon now, but in the game its actually gets fitted only on Paranid M7 and above which usually have either PPC or Flak....the old PSG was short ranged but it was extremely powerful so could be a valid 2nd choice on Paranid cap ships.
I think its short range is really killing it now, as it mainly gets mounted say a lot on Paranid (and Yaki) frigates main guns in say EES, but its lack of range and their lack of agility means it really gets used under AI conditions.....i tried fitting it to the main guns on a Agamemnon and it rarely got the chance to fire them..... admittedly the old PSG was the same but its fire spread and power made the difference in the short time it was fired.
So can we have its range increased a least? then it will have more of a chance to fire? actaully id increas the power too.....but i dont think you would go for that

Last edited by Sn4kemaster on Mon, 13. Jun 11, 23:59, edited 1 time in total.
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I second a range increase, though not as drastic as 15km. The low damage makes sense, since it's a ballistic weapon, and knowing the Teladi it's probably manufactured with more economy in mind than efficacy. But the range aspect really works well with their capital ship philosophy. Their destroyers are too slow to chase anything down themselves, so they need a weapon that can reach out and engage enemies from afar.Sn4kemaster wrote:Also I do think the GC needs a little more something about it though, as its supposed to be a capitol class weapon like a PPC.....maybe even more range if not more damage, as its small range advantage doesn't last long when two capitols ship are heading towards each other, maybe it should be around 15k?
More Pirate ships should only mount GC's as opposed to PPC's. Their range combined with pirate ship's speed makes them incredibly dangerous and lets their frigates and destroyers terrorize smaller ships, but puts them at a disadvantage in heavy combat against Commonwealth capital ships. In the hands of the player, Pirate capital ships would be forced to rely on long-range, hit-and-run tactics against big targets. Plus, they're pirates; the "cheap, makeshift" factor fits so perfectly.
Admitting you have a problem is the first step in figuring out how to make it worse.
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The main problem for bigger range is not ballance, but engine limitation. For AI, turret tracking max range is 10km - so this means that even if weapon has 20km AI won't use it till 10km. In other words, (unless player will personally board and manually fire the turret) any change to range beyond 10km usseles.Also I do think the GC needs a little more something about it though, as its supposed to be a capitol class weapon like a PPC.....maybe even more range if not more damage, as its small range advantage doesn't last long when two capitols ship are heading towards each other, maybe it should be around 15k?
IMO to ballance this GC could be a bit more powerfull.
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What about knocking down PPC range by 0.75-1.00km?
The GC would get a damage bump while staying at 10km, and the PPC would have its damage increased to make it even more powerful than the GC, but also get a range cut by a bit to help the GC maintain its distance advantage.
The GC would get a damage bump while staying at 10km, and the PPC would have its damage increased to make it even more powerful than the GC, but also get a range cut by a bit to help the GC maintain its distance advantage.
Admitting you have a problem is the first step in figuring out how to make it worse.
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No sort out the CG.....you don't balance out one weapon by doing another....nerf the PPC then you would have to do the PSP then the IBL etc etc etc ........KloHunt3r wrote:What about knocking down PPC range by 0.75-1.00km?
The GC would get a damage bump while staying at 10km, and the PPC would have its damage increased to make it even more powerful than the GC, but also get a range cut by a bit to help the GC maintain its distance advantage.