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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brekehan
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Post by brekehan »

Still no update to reflect 2.1 patch :(
Is CMOD dead?
To understand recursion you must first understand recursion.
Lancefighter
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Post by Lancefighter »

wait what? Im running cmod with 2.1 ... ... Should i not be?
Raumkraut93
Posts: 1368
Joined: Wed, 18. Mar 09, 22:20
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Post by Raumkraut93 »

The Plasma Burst Generator is underpowered now in CMod i just wanted to say it :roll:
"Dies ist alles, was ich über den Krieg weiss: Einer gewinnt, einer verliert
und nichts ist nachher so
wie es vorher war."

"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."
brekehan
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Post by brekehan »

Lancefighter wrote:wait what? Im running cmod with 2.1 ... ... Should i not be?
Well, it "runs"
But I don't have faith in the ship and weapon modifications, especially when you get the ships mod along with it, not overwriting eachother, since 2.1 had many changes to ship and weapon stats. I'd be more at ease if there was an official CMOD version for 2.1 where everything was checked.

I know I've come across a few ships already that didn't seem to make much sense in thier stats and weapon choices.
To understand recursion you must first understand recursion.
Lancefighter
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Post by Lancefighter »

brekehan wrote:
Lancefighter wrote:wait what? Im running cmod with 2.1 ... ... Should i not be?
Well, it "runs"
But I don't have faith in the ship and weapon modifications, especially when you get the ships mod along with it, not overwriting eachother, since 2.1 had many changes to ship and weapon stats. I'd be more at ease if there was an official CMOD version for 2.1 where everything was checked.

I know I've come across a few ships already that didn't seem to make much sense in thier stats and weapon choices.
And this is why I LOVE how CCP (eve online) does their patchnotes.

EVERY SINGLE CHANGE is noted, and shown for the player to see - NOTHING is kept hidden (save exploit fixes, but those are also usually shown after the patch)
Egosoft is just like 'oh btw, we added 5 more ships and changed some of them, and did some stuff with missiles'
:cry:
someone else
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Post by someone else »

brekehan wrote:Still no update to reflect 2.1 patch :(
Is CMOD dead?
nope. there is no need to update it... the Cmod3 files are perfect as they are.

and ulfius is into another big project right now... imho.

The ship mod is another thing. and you must remove it immediately, it will break your game... Egosoft added the ship for the "treasure hunt plot" and if you use this mod the game cannot create it and will probabably go crazy.
anyways that mod is too crude imho... PPC on a Cerberus? WTF! try my ship rebalance mod instead... :D

the Cmod3 itself is completely compatible with the patch: the only conflicting file is the Tmissiles... you lose the "egosoft official terran missile fix"... wow. :D (the mod already fixed that)

Cmod3 itself does nothing to ships... changes weapons, shields, missiles so it will probably be compatible even in 2.2 or 2.6 or 3.9.... and is compatible with all kind of ship mods (that have been updated for the 2.1 of course).

p.s. agreed on stating the exact changes you do... just saying "various bug-fixes" does not help anyone.

EDIT: JrK Ninjed! :P anyways thanks for spreading the word on my mod :D
Last edited by someone else on Sat, 4. Jul 09, 11:14, edited 6 times in total.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
JrK
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Joined: Wed, 20. May 09, 17:01
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Post by JrK »

brekehan wrote: since 2.1 had many changes to ship and weapon stats.
No. 2.1 changed no weapons. Only two missiles. Since those missile files can be overwritten, it seems to me using CMod3 without the improved ships (I for instance use rebalanced ships by someone else) works fine.

LAWL: guess who posted at the same time... :lol:
God is in the rain.
strude
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Post by strude »

someone else wrote:The ship mod is another thing. and you must remove it immediately, it will break your game... Egosoft added the ship for the "treasure hunt plot" and if you use this mod the game cannot create it and will probabably go crazy.
anyways that mod is too crude imho... PPC on a Cerberus? WTF! try my ship rebalance mod instead... :D
Ah crap. I just started a newish game using the improved ships under 2.1. I haven't got very far. Will my game be borked or will it be OK since I haven't progressed very far?

Furthermore, can I change to your mod from improved ships without restarting?
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
someone else
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Joined: Sun, 18. Jun 06, 13:37
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Post by someone else »

go on a ship that wasn't modified by that mod, (a M5 is a very good candidate)
go with it in a empty sector (a unknown sector)
save.
then uninstall the "improved ships mod"
then install my mod/any other ships mod
load the saved game and be happy.

in this way you are sure to uninstall it without problems.

the game will surely have problems if you do the treasure hunt plot, because the new ship that the plot adds is not in the improved ship mod files. dunno for other issues.

you can continue your game but don't do that plot until they update the mod.
(or ask a modder with some spare time <there is one somewhere> to update that mod)
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
strude
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Joined: Wed, 3. Aug 05, 08:15
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Post by strude »

How about a Rapier
Spoiler
Show
or the Advanced Disco from the main plot
is the sector north of M148? Will that do?
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
someone else
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Joined: Sun, 18. Jun 06, 13:37
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Post by someone else »

yep. both are Ok and the sector may be Ok, but is better in the terran unknown sectors (the ones after Kuiper belt) or another random unknown sector.

why a unknown sector? because it must not contain ships, find a sector without any ship (or with only some TS) and you'll be fine.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
strude
Posts: 1471
Joined: Wed, 3. Aug 05, 08:15
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Post by strude »

someone else wrote:yep. both are Ok and the sector may be Ok, but is better in the terran unknown sectors (the ones after Kuiper belt) or another random unknown sector.

why a unknown sector? because it must not contain ships, find a sector without any ship (or with only some TS) and you'll be fine.
OK I'll use one of those then. Thanks for your help
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
Laroche81
Posts: 49
Joined: Fri, 31. Jul 09, 23:32

Post by Laroche81 »

Hello people.
I very like this mod though i made minor changes just 4 myself.

I have a question that still nobody answered me whenever i asked:

Is it possible to increase maximum distance of a laser targer when you lock a target (this is a military cross i am talking about)???
I think it has a constant maximum range = 4,43 km and nothing can change it :evil: whatever the weapons actual maximum range is.

Where can i configure it , is there any mod or script fixing it ?
I wanna shoot 5+ km manually , but i cant as there is no targeting cross at this distance :evil:

Thx forward
Lancefighter
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Joined: Sun, 19. Dec 04, 02:41
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Post by Lancefighter »

you should be able to 'pretend' the targeting reticule is there, and shoot in the right direction - the auto-aim still works, it just doesnt show up
Laroche81
Posts: 49
Joined: Fri, 31. Jul 09, 23:32

Post by Laroche81 »

Lancefighter wrote:you should be able to 'pretend' the targeting reticule is there, and shoot in the right direction - the auto-aim still works, it just doesnt show up
yes i know auto aim works well, turrets fire at any maximum distance which there weapon allow , but pretend the targeting reticule is not cool )
I wanna see the targeting cross .
I suppose there is no solution here :(
Skite
Posts: 268
Joined: Thu, 21. Dec 06, 20:19
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Post by Skite »

Laroche81 wrote:Hello people.
I very like this mod though i made minor changes just 4 myself.

I have a question that still nobody answered me whenever i asked:

Is it possible to increase maximum distance of a laser targer when you lock a target (this is a military cross i am talking about)???
I think it has a constant maximum range = 4,43 km and nothing can change it :evil: whatever the weapons actual maximum range is.

Where can i configure it , is there any mod or script fixing it ?
I wanna shoot 5+ km manually , but i cant as there is no targeting cross at this distance :evil:

Thx forward
I don't want to be rude, but your question has been answered in the thread you made regarding this topic.

Second, I don't know what your question has to do with Cmod3, specifically.

On-Topic:
I haven't heard of any news around this mod recently, are there any updates/tweaks? Or is the product finished?
AjaxDude
Posts: 398
Joined: Sun, 30. Mar 08, 21:07
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Post by AjaxDude »

Hey, I really like this mod, but in the next update, can you change the main menu button color back to blue?
How can one player flying one ship defeat a big gang of pirates?

Good flying, or reinforcements. Lots of reinforcements.
drugfreeboy
Posts: 44
Joined: Wed, 19. Aug 09, 05:25
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Post by drugfreeboy »

I'm using MARS Fire Control v4.72 - 28.07.09
I just installed Combat Mod 3 - Full v1.03 (08/5/09)
I copied and pasted all the files from Mars update for Cmod3 v1.03.rar - (X3:TC v2.0) into the appropriate folders. They asked me if I wanted to overwrite the old files with the same name and I said yes.

Now, when I open my game, I get a message from MARS v 472 saying "INSTALLATION ABORTED. Text file 7046 found, text file 7047 _NOT_FOUND_."

Mars seems to be functioning properly after my first couple of tests, but I can't tell if maybe something is missing.
Lancefighter
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Post by Lancefighter »

gazz changed the format of 7047, so i recommend manually merging the data in the cmod version with the new format. Shouldnt be too hard, just copy/paste most of it, and keep the heading of the new format.
Oh, and change it to say cmod3 :p
Snowtiger2.0
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Joined: Fri, 24. Jun 05, 23:00
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Post by Snowtiger2.0 »

Is this still being updated?

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