[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
I'm running though some Creative GigaWorks S750, 7.1 speakers. I'm also running an Auzentech X-Fi PCIe card with upgraded BurrBrown DAC's.paulwheeler wrote:The old sounds (Gauss included) were put in by Ulfius not me. I haven't change the PBE sound at all. Not sure if Ulfius did...
I didn't like the old vanilla PPC sound that much. It is very distorted and over-compressed. I have tried to use sounds that are a little bit cleaner. I may go back to the vanilla PPC sound as I need to find several new sounds for the new weapons being added in XRM. It depends on what I can make. Creating decent sounding weapon noises is surprisingly tricky.
An important point to remember is that X3TC doesn't handle multiple sound streams that well. You only need about fifteen or so simultaneous sounds for things to start to drop out which can also cause fps issues. If you make the sounds too long this compounds the problem, so I have to keep them relatively short. The game handles this by giving each sound a priority. In vanilla, all weapon sounds have the same priority, but I may go through and alter this so the bigger sounds have greater priortiy. So next time you think that you can't hear a certain sound, check out how many other sounds are sounding. It could just be that there are just too many sounds going on at once and they are dropping out.
Not sure if EAX would make a difference. Do you have a decent set of speakers? These new sounds have quite a large bass component. You won't hear anything through a couple of small, cheap PC speakers.
Myself, I listen through a pair of £1000+ studio monitors (I bought them for actual studio work not to play games - but there's always a bonus!).
I'll try fiddling with some of the sound settings. Maybe EAX is funneling most of the noises to the center channel.
However, please don't think that all I do is critisize your hard work. I really appreciate what you're doing. I'm just vocal about my opinions. That being said, the new beam cannon sounds and increased damage is amazing. The new CIG sound takes some getting used too though. I miss the 'whoof' when it fires.

-
- Posts: 806
- Joined: Thu, 10. Feb 11, 05:48
-
- Posts: 536
- Joined: Fri, 27. Aug 10, 08:39
Did you change the intensity of the effect on CIG? Also has it always affected TS class ships? It was kinda odd to see a Teladi TS getting shot by CIGs and being spun around like a top. Was this always like this and I just never noticed?
Check out my mod Crystal Rarities
-
- Posts: 536
- Joined: Fri, 27. Aug 10, 08:39
I see...it's quite strange to see a TS get spun around like that lol. If I remember from earlier in the thread, you can't stop this from affecting TS class ships because it's hard coded, correct?
Check out my mod Crystal Rarities
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
Small question. The beam forges are added to the universe using the factory pack but can they be bought and who sells them if so? I'm trying to setup a large weapons complex and I wanted to make PBCs, FBCs, Tri-Beams, and PALCs.
The PBCs would be Argon, FBCs are Terran, Tri-Beams are Paranid, and PALCs are Split, yes?
The PBCs would be Argon, FBCs are Terran, Tri-Beams are Paranid, and PALCs are Split, yes?
-
- Posts: 9141
- Joined: Thu, 12. Oct 06, 17:19
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
Hmm. With the reduction in damage in fighter weapons this seems to have produced a gap with the M6 ships. Before, it was okay to have a mix of fighter weapons on an M6's along with CIG's as they were close in damage to each other. Now, if an M6 does not have CIG's in all places it puts it at an even greater disadvantage when fighting larger ships essentially re-nerfing them to their previous state before the weapons upgrade of all the Heavy variants. Also, with the added power drain of the CIG all M6's cannot fire for as long as they used to because the only way to make an M6 viable again is to use only CIG's.
I'm interested on everyone's thought on this or maybe I'm just seeing something that's not there.
Note: With the new ship ware size the FPD cannot be mounted on M6's anymore. Was this intentional?
I'm interested on everyone's thought on this or maybe I'm just seeing something that's not there.
Note: With the new ship ware size the FPD cannot be mounted on M6's anymore. Was this intentional?
-
- Posts: 6191
- Joined: Sun, 3. Sep 06, 02:31
I've noticed recently that your changes to projectile size have had some unattractive results. They've successfully protracted fighter vs. fighter battles... but to the point of them becoming inconclusive.
Fighters can't hit each other with their weapons so now large-scale dogfights revolve around opposing fighters dancing around each other without anyone taking damage. I've had combat between 10 of my fighters and 30 pirate fighters take over 40 minutes to come to an end.
I think light fighter weapons like PRG's and PBE's should have their projectile models restored to their original size, while heavy weapon rounds like HEPT's and EBC's should stay the same size.
Fighter groups vs. corvettes/capital ship combat is well balanced; I don't think it requires any fixing.
On a related note:
Can you increase the the size of the collision model on the Wasp missile, even if only for testing purposes?
In their current state they're remarkably inefficient when it comes to number of hits landed per missile launch. I've been toying around with missile properties with the editor to see if I can make Wasps more accurate through stat changes alone, but even after dramatically ramping up turn rates and acceleration (I'm talking several thousand RPM's and m/s^2) they still have trouble hitting anything smaller than a frigate.
And honestly I think swarm missiles could stand to be a little easier to shoot down.
Fighters can't hit each other with their weapons so now large-scale dogfights revolve around opposing fighters dancing around each other without anyone taking damage. I've had combat between 10 of my fighters and 30 pirate fighters take over 40 minutes to come to an end.
I think light fighter weapons like PRG's and PBE's should have their projectile models restored to their original size, while heavy weapon rounds like HEPT's and EBC's should stay the same size.
Fighter groups vs. corvettes/capital ship combat is well balanced; I don't think it requires any fixing.
On a related note:
Can you increase the the size of the collision model on the Wasp missile, even if only for testing purposes?
In their current state they're remarkably inefficient when it comes to number of hits landed per missile launch. I've been toying around with missile properties with the editor to see if I can make Wasps more accurate through stat changes alone, but even after dramatically ramping up turn rates and acceleration (I'm talking several thousand RPM's and m/s^2) they still have trouble hitting anything smaller than a frigate.
And honestly I think swarm missiles could stand to be a little easier to shoot down.
Admitting you have a problem is the first step in figuring out how to make it worse.
-
- Posts: 21
- Joined: Sat, 25. Jun 11, 21:04
very very confused
Hi..
I have downloaded CMOD4 hoping for it to be the Mod I was looking for.. and by reading features, I think it is xD But I have problems lol..
I have downloaded and tried too many MODs and none of them gives me a good gameplay...
Here pls answer my questions...
1. What change can I expect from this MOD if I start game as Merchant character ?
2. In previous Versions, there were 3 files to set difficulty.. But in version 4.13, there is no such file.. What should I do ?
I have problems with other mods too and can't really find the best Mod for myself =/
I really really like to play this MOD but so far it is not doing anything..
Edit: Game detects the Mod inside the game.. so installation is fine.. but there is no gameplay change..
[/list]
I have downloaded CMOD4 hoping for it to be the Mod I was looking for.. and by reading features, I think it is xD But I have problems lol..
I have downloaded and tried too many MODs and none of them gives me a good gameplay...
Here pls answer my questions...
1. What change can I expect from this MOD if I start game as Merchant character ?
2. In previous Versions, there were 3 files to set difficulty.. But in version 4.13, there is no such file.. What should I do ?
I have problems with other mods too and can't really find the best Mod for myself =/
I really really like to play this MOD but so far it is not doing anything..
Edit: Game detects the Mod inside the game.. so installation is fine.. but there is no gameplay change..
[/list]
Stuck inside a freezing asteroid
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
The combat mod alters weapons characteristics. It does not alter gameplay per say, except to make battles last longer.
The best way to check if the cmod4 is installed is to use the cheat scripts. Use the add weapons option and see if the electromagnetic repeater or fusion pulse disruptor appears in the list.
There were no difficulty setting in the old cmod3. That was for one of its addon packs.
If you're after a deeper change to gameplay then have a look at the Ship Rebalance Mod. It goes hand in hand with the cmod.
The best way to check if the cmod4 is installed is to use the cheat scripts. Use the add weapons option and see if the electromagnetic repeater or fusion pulse disruptor appears in the list.
There were no difficulty setting in the old cmod3. That was for one of its addon packs.
If you're after a deeper change to gameplay then have a look at the Ship Rebalance Mod. It goes hand in hand with the cmod.
-
- Posts: 21
- Joined: Sat, 25. Jun 11, 21:04
-
- Posts: 39
- Joined: Sun, 24. Oct 10, 20:02
Plasma Beam cannon ??
I installed -> CMOD v4.13
from http://forum.egosoft.com/viewtopic.php? ... highlight=
and seems to have installed but when I installed ->
FACTORY PACK
nothing seems to have changed or added anywere I can see, no Plasma beam cannons factorys I can buy. or anywere that sells them??
Any help?
I installed -> CMOD v4.13
from http://forum.egosoft.com/viewtopic.php? ... highlight=
and seems to have installed but when I installed ->
FACTORY PACK
nothing seems to have changed or added anywere I can see, no Plasma beam cannons factorys I can buy. or anywere that sells them??
Any help?
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Yes you can. You can also use pirate guild, race responce fleets, military base responce revamp and lots of other scripts.jussipe wrote:Well, Mod is installed and it comes in settings..
I have also installed the SRM continued mod
I am really lost.. I don;t even know what to ask for lol..
Can I use Improved races chaos edition Mod with Combat Mod 4 ?
I guess the question is what kind of game changes are you after?
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
You need to go into the artificial life settings, in the options menu. Switch the factory pack AL plugin on. Then you need to get Cycrows community plugin configurator. Open this and you can switch off and on cmod features, including adding PBC forges to the universe.wellmaddy wrote:Plasma Beam cannon ??
I installed -> CMOD v4.13
from http://forum.egosoft.com/viewtopic.php? ... highlight=
and seems to have installed but when I installed ->
FACTORY PACK
nothing seems to have changed or added anywere I can see, no Plasma beam cannons factorys I can buy. or anywere that sells them??
Any help?
-
- Posts: 39
- Joined: Sun, 24. Oct 10, 20:02