Combat Mod 3 (Official Topic)

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

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Jackrum
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Joined: Fri, 20. Feb 04, 22:14
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Post by Jackrum »

Thanks Ap0kalyps, that's a very good idea for the Gauss cannon, I'll see about using it in the next version. :idea:

I'd personally choose CFA wherever possible - FAA is the poor mans CFA :D. Having said that, however, I've found The FAA are generally good at nailing m4 and m5 quickly, better than CFA.

I don't want to make anti fighter weapons too powerful, as some pilots prefer to fly fighters rather than corvettes and capital ships. Getting zapped by a couple of flak hits can be particularly annoying when your flying an m3 or m3+, which should be able to withstand a little punishment for their price range (3,000,000+ each). If you have ideas how to improve flak weapons while still giving fighter pilots a chance to escape an unexpected flak barrage I'm always open to suggestions.

______________________________
And now the news/:)

I've also got some news on the new updates as promised;
Downloads Available @ http://www.thexuniverse.com/forum/showt ... hp?t=13553

Cmod v1.02 changes
Some cosmetic changes, and a big change to the weapons capital ships choose to spawn with and equip. PPC will now be the weapon of choice for a.i. capital ships - you have been warned

* Improved PSP trails
* Added IPG Hit effect
* New weapon, intended for a.i. use only: 'Gamma PPC', (Weapon ID: SS_LASER_CIG1, Index: 39) this weapon has *Identical* stats to normal 'PPC'
* Spawned Capital ships will use Gamma PPC where possible.
* Ion cannon weapon energy drain effect reduced,

Weapon Stat changes:
None for this version, so Mars 1.01 will still be compatible.

Mars and the duplicate PPC
This version adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.

Mars wont use the Gamma PPC if you have any in your cargobay, but as they're not really intended for for use by the player (you have your own normal PPC already, remember?) it's not a major issue in my opinion.

Uninstalling after 1.02
After these new additions in 1.02, you probably wont be able to keep your save-games if you uninstall and revert back to a vanilla game. So if you think there's a possibility you might want to remove cmod3 in future it would be a good move to keep a previous save or two handy (or to stay with the 1.01 - version if you just want to try the mod out) at least until I

Improved ships v3.02

* Symmetrical turrets, all lopsided ships fixed.
* Truelight seeker fixed.
* Truelight seeker reskinned, Tiger War paint.
* Pirate captal ships, new turret loadouts to use FBL
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Ap0kalyps
Posts: 14
Joined: Sat, 28. Mar 09, 12:41

Post by Ap0kalyps »

I think the main issue was the accuracy - With an m3 following me (not doing any evasive moves, just straight more or less...) and 12 guns firing, a hit (or if I'm lucky two) would land every 10 to 20 seconds, more than enough time for shields to recharge by then... I'm not sure if this is a function of the speed (as ISR has no problems hitting) or some form of accuracy function? As I said, I turn around and bring 6 IBL to bear, and the anti-cap ship does a better job of hitting the m3.
Dopp
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Joined: Sun, 8. Feb 09, 01:21
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Post by Dopp »

It might be the dreaded flak bug, but wasn't that fixed some time ago?

Thanks for the new PSP trails, it really adds visual punch to my destroyer's broadsides.
DJSfinx
Posts: 69
Joined: Sun, 25. Jan 09, 23:18
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Post by DJSfinx »

Jackrum wrote: * Improved PSP trails
* Added IPG Hit effect
* New weapon, intended for a.i. use only: 'Gamma PPC', (Weapon ID: SS_LASER_CIG1, Index: 39) this weapon has *Identical* stats to normal 'PPC'
* Spawned Capital ships will use Gamma PPC where possible.
* Ion cannon weapon energy drain effect reduced

Improved ships v3.02

* Symmetrical turrets, all lopsided ships fixed.
* Truelight seeker fixed.
* Truelight seeker reskinned, Tiger War paint.
* Pirate captal ships, new turret loadouts to use FBL
Wewt, can't wait to check it out when I'm home from work. Hope the Tiger war paint isn't too flashy tho :D
Ap0kalyps
Posts: 14
Joined: Sat, 28. Mar 09, 12:41

Post by Ap0kalyps »

Dopp wrote:It might be the dreaded flak bug, but wasn't that fixed some time ago?
Thought it might be that, but I was guessing that the current FAA is far different to to the vanilla FAA. It currently seems to look like a low fire rate fighter weapon. I was under the impression that the flak bug referred to more "flaky" weapons, and didn't occur if you mounted fighter weapons in turrets (like PBE or PRG) for fighter defence. Then again, that's the idea I've gotten in my limited time playing & on the forums, so I'm probably well off the mark :roll:

I didn't see any replies regarding this so I'll just mention it again, has anyone had a bug occuring where captured ships have freight taken up by some invisible cargo? Like I said I'd rather troubleshoot here before I ask in the tech support and get flamed :wink:
Meros
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Joined: Thu, 4. Nov 04, 20:44
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Post by Meros »

Jackrum wrote:
Mars and the duplicate PPC
This version adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.

Mars wont use the Gamma PPC if you have any in your cargobay, but as they're not really intended for for use by the player (you have your own normal PPC already, remember?) it's not a major issue in my opinion.
Since MARS has the option to have AI/enemy ships also use MARS, will the AI ships have problems with the GammaPPC's with this option turned on?
Dopp
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Post by Dopp »

MARS won't be able to use it as the configuration file doesn't have the necessary DPS data.
Meros
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Post by Meros »

Dopp wrote:MARS won't be able to use it as the configuration file doesn't have the necessary DPS data.
So to make sure I understand: MARS and Combat Mod will work together, aslong as AI ships use MARS option is turned off, because AI ships will now use the GammmaPPC (CMOD) and MARS Can't see it?
Dopp
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Post by Dopp »

Yeah. But you could also edit the 7047-L044.xml file and add the Gamma PPC to the list of lasers, along with the shield/hull DPS values and the min/max target size values. The MARS configuration menu has an option right at the bottom to get it to re-read the edited file to pick up your changes.
DJSfinx
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Joined: Sun, 25. Jan 09, 23:18
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Post by DJSfinx »

I think Ulfius isn't aware MARS can also be activated for non-player ships :wink: Shouldn't take long though before someone adds the new type to the t file.
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ezra-r
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Post by ezra-r »

Sorry to be a bugger but... Can the OP modify the title incling to latest version and date released like most of scripters/modders do? It helps keep track of latest updates without always coming to look inside.

Thank you very much!
Meros
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Post by Meros »

Dopp wrote:Yeah. But you could also edit the 7047-L044.xml file and add the Gamma PPC to the list of lasers, along with the shield/hull DPS values and the min/max target size values. The MARS configuration menu has an option right at the bottom to get it to re-read the edited file to pick up your changes.
Thanks, that was the missing info I needed to continue :)
Jackrum
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Joined: Fri, 20. Feb 04, 22:14
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Post by Jackrum »

Sorry Ap0kalyps, forgot to anwer that one, I havent seen any invisible cargo personally but I'll keep my eye out, can anyone else confirm? I haven't added any wares and the disabled CIG should show up as either scrap (pre 1.02) or GammaPPC (after v1.02). Meantime I'm also going to do some research into the flak weapons and see if theres anything up.

ezra-r: The main post hasn't been updated yet as I think SS_T is currently taking a break from x3 and I don't have access to the first post - I'll see about procedures for adding this mod to the Community script and download library soon, so this situation/thready is only temporary until then. :)

About mars, Yes - I was wondering if adding a new weapon to the Xml would work. Try A re-read first as per Dopp's suggestion, however. I'll have a go myself tonight and with any luck, I'll be posting a link to an updated mars xml for 1v.02.
strikor
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Post by strikor »

Adding it to the bottom worked just fine for me. I did a quick Ray vs. Akuma battle and they both opened up with their GPPCs. I didn't even need to force a re-read.
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

one small question. if capital ships prefer to spawn with GPPC now, does that not mean that fighters have a real easy time?
strikor
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Post by strikor »

What do you mean? All it did was make them spawn with GPPCs in place of IBLs.
Jackrum
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Post by Jackrum »

strikor wrote:Adding it to the bottom worked just fine for me. I did a quick Ray vs. Akuma battle and they both opened up with their GPPCs. I didn't even need to force a re-read.
Strikor
Thanks for the info, I've taken some time out to learn the Mars .xml format, so I'll be able to support Gazz's work from here on. :D

I'll upload a 1.02 .xml package for Mars in the next few minutes.

Support: Mars update for 1.02


Here we go, download link is ready:
Download Mars data for Cmod3 v1.02.rar - (X3:TC v2.0)

Drop these .xml files into your X3:TC 't' folder and you're ready to go.


semiliterate
No worries, the Capships wont equip PPC all round, there's always at least two turrets on capships given configured for lighter and anti fighter weapons, so fighters wont get an easy time - if you consider dodging PPC easy :)
Last edited by Jackrum on Wed, 6. May 09, 00:40, edited 1 time in total.
StarCrack
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Post by StarCrack »

just get a page not found from the link
Jackrum
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Post by Jackrum »

StarCrack:
Typo in the html sorry, try it now. :)
Dopp
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Post by Dopp »

I think fighters have always had a (relatively) easy time against capital ships because flak weapons seem to be completely ignored by AI, thus most ships spawn in with CIGs/aPPCs in their secondary batteries. While fairly powerful, these weapons are light anti capital ship weapons rather than anti fighter. The exceptions are those capital ships that can't mount flak batteries in their secondary batteries (Xenon, Split). Those usually mount the next best thing, ISRs, which in Cmod are actually pretty decent AA weapons, so they get the better deal. Some of the ships created by the Jobs file do appear to have at least a battery of Flak Artillery.

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