Combat Mod 3 (Official Topic)

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Argonaught.
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Post by Argonaught. »

I had a look into both DDTC and Cmod 3's cat/dats and all I could find that clashes are the TShields files.

I know very little about modding but I have a fair understanding of mods and how to combine them when files don't clash and over write each other.
A modder who knows stuff would need to look at these Tshield code from both mods:

DDTC TShields

Code: Select all

// Created with X3 Editor TC 0.0.24
47;6;
27;154;0;0;0;0;2713;33;1000;1;0.990000;1;80;20;1;1;130;-100;1120;0;SS_SHIELD_A;
27;155;0;0;0;1;2723;83;5000;1;0.950000;3;320;17;1;1;500;-100;1120;0;SS_SHIELD_B;
27;156;0;0;0;2;2733;250;25000;1;0.900000;10;1320;13;1;2;1920;333;1120;0;SS_SHIELD_C;
27;157;0;0;0;3;2743;1500;200000;1;0.900000;25;2400;10;1;3;3240;333;1120;0;SS_SHIELD_D;
27;157;0;0;0;4;7853;2000;1000000;1;0.900000;77;4608;8;1;4;5760;3333;1120;0;SS_SHIELD_E;
27;157;0;0;0;5;7863;2000;2000000;1;0.850000;222;11520;6;1;4;15360;3333;1120;0;SS_SHIELD_F; 
Combat Mod 3 TShields:

Code: Select all

// Created with X3 Editor TC 0.0.24
47;6;
27;154;0;0;0;0;2713;33;1000;1;4;1;80;20;1;1;130;-100;1120;0;SS_SHIELD_A;
27;155;0;0;0;1;2723;83;5000;1;3;3;320;17;1;1;500;-100;1120;0;SS_SHIELD_B;
27;156;0;0;0;2;2733;250;25000;1;2.250000;10;1320;13;1;2;1920;333;1120;0;SS_SHIELD_C;
27;157;0;0;0;3;2743;1500;200000;1;1.500000;25;2400;10;1;3;3240;333;1120;0;SS_SHIELD_D;
27;157;0;0;0;4;7853;2000;1000000;1;1.500000;70;4608;8;1;4;5760;3333;1120;0;SS_SHIELD_E;
27;157;0;0;0;5;7863;2000;2000000;1;1.500000;150;11520;6;1;4;15360;3333;1120;0;SS_SHIELD_F;
there made it easy for folks.
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pepperg
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Post by pepperg »

confused about which plugin manager i need for cmod3 b/c the link here is to the older one:

version 5:
http://forum.egosoft.com/viewtopic.php?t=218121


while the current version of the plugin manager seems to be lite v1:

http://forum.egosoft.com/viewtopic.php?t=265915
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Argonaught.
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Post by Argonaught. »

Plugin manager Lite is the latest. Cycrow is the guy who created the old one and is rebuilding a newer one starting with the lite versions....he had a catastrophy and lost all info pertaining to the older version so has to rebuild the manager again from memory.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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pepperg
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Post by pepperg »

thanks

does this mod remove the music from the game? have volume set to 85% in both game and menu options but hear no music. i hear very faint and sporadic radio comms chatter, but very rarely. is it context or ship specific?
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Rudinho
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Post by Rudinho »

Havnt been here a long time.

Could some1 tell me how capping/boarding has evolved with CMOD3 ???

Personally, i'm rarely able to drop a m7 shields, but gettin close to launch marines almost impossible, and since now i need 10-15 of them the time i telepoert them form a ts (if it survices), my m6 is a easy prey....

Any help, strategy? Dont have cash to pay myself a M7m, besides i dont like the I win buton idea - PODS.
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cattafett
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Post by cattafett »

as i understand it CMod 3s main change to boarding[1] is the speed the shields recharge.
So if your using Cycrows marine teleporter you need at least 3 marines with high mech skils to reduce the teleport time plus maybe m4/drones to help with the shields
if your not why not ?

[1] CMod3 don't change boarding just what effects boarding
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Rudinho
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Post by Rudinho »

Khaak m2 kyon are Waaaayyyyy to powerful.

First range 8.8 km vs IBL 6km, then my Panther shields goes down like a lightning.

When i disabled cmod my IBL were more effective, but most imortant my shields lasted longer.

That might need some tweaks.
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Zaitsev
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Post by Zaitsev »

What if the idea was that you aren't supposed to take on a Kha'ak M2 in a Panther? That they are so dangerous you need an M2 of your own to kill one, or that you at least need to change tactics from "fly in nose first with all guns blazing and hope it dies before my shields are down" :p

But, I guess it's a matter of personal taste, and if you really want to nerf it it's just a matter of editing the Cmod TBullets file via doubleshadow's X3 editor. Use the "Open from VFS" option as it will pull out the latest version of the file, open TBullets and change the numbers to something more suitable. Save, close the editor and you're done.
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Rudinho
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Post by Rudinho »

Zaitsev wrote:What if the idea was that you aren't supposed to take on a Kha'ak M2 in a Panther? That they are so dangerous you need an M2 of your own to kill one, or that you at least need to change tactics from "fly in nose first with all guns blazing and hope it dies before my shields are down" :p

But, I guess it's a matter of personal taste, and if you really want to nerf it it's just a matter of editing the Cmod TBullets file via doubleshadow's X3 editor. Use the "Open from VFS" option as it will pull out the latest version of the file, open TBullets and change the numbers to something more suitable. Save, close the editor and you're done.
Big thx for editor info, but what i'm saying is that i tried to kill it with my Pather + tiger + deimos full shields, full capital weapons.... all 3 destroyed and the khaak M2 shields were down to ... 67% o.O
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MadMan983
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Post by MadMan983 »

the moral of that story is never let the AI fly your expensive ships
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Hartzaden
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Post by Hartzaden »

i have found that KM2s die easy when it comes to. .

a. P2P jumps. KM2s are useualy dead when jumped at close range

b. Drones. dump a few hundred into space and its turrers will go WTFOMGHAX leaving you free to pound it with missiles/ppc.

c. M7m/m8. no way there going to shoot down 400+ missiles unless thay have Missile defence MK2 or mars(darn you Gazz for being to good)

d. overwhelming force. from personal experance. 3 tyrs with left and right psp, top and bottem SSC and forward and back M/AMLs kill KM2s reliably enough.

e. shadow missiles oos = i win
Crathes
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Post by Crathes »

Does MARS work with the newest version?
If so, i cant get it to work...
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alt3rn1ty
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Post by alt3rn1ty »

From what I can gather (and this works for me),

install CMOD3 (if already done skip this bit)
then save game,

install Mars, but dont use the 2 mods\mars_repair drones files,
if you have already copied these to where they should
ordinarily go - delete them

and the second to last piece of the jigsaw is this T file ...
http://forum.egosoft.com/viewtopic.php? ... 00#3109600
Which overwrites the mars installed one.

Last piece of the jigsaw.....
Load game, then save game, then load game again....

(Mars has a startup sequence you need to follow, included above, it runs after the second reload - Save game, install mars, load game, save game, load game).
Crathes
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Post by Crathes »

Thanks :) its working now, I didn't need the T file though...
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strude
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Post by strude »

Crathes wrote:Thanks :) its working now, I didn't need the T file though...
Yes you do. Otherwise the MARS scripts will treat the CMOD weapons as the vanilla weapons, and won't choose the best CMOD weapon when firing
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Post by Crathes »

oh ^^ Thanks
File front says the file is unavalible though
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alt3rn1ty
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Post by alt3rn1ty »

Well I hope Vampirecosmonaut does not mind but just re-uploaded it, all credit to Vampirecosmonaut for making it available in the first place.
http://www.filefront.com/15678673/MARS% ... taible.zip
Luisedgm
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Post by Luisedgm »

Hello, i got recently interested in Mods and heard about this one, after some reading im unsure if i really want it, some features of this mod like increasing performance during big battles are highly desirable, but i also noticed it modifies almost all weapons, some look overpowered, others seem useless now, apparently the most annoying part is that this mod transforms the Gamma Kyon Emitter into a weapon of instant vaporization at freaking 9 km range, making Kha'ak Destroyers impossible to kill using one ship alone, you need to sacrifice something or throw 3 M2 on it, this looks game-breaking to me, is there a way to take the good part of this mod (the performance increase) without messing with the weapons?

Also there aren't many details about what the mod does exatly in the post, this mod changes anything else or just performance and weapons?
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Post by FireEverything »

Im a little with Luisedgm here. Im unsure if i should get this mod, as i heard they take away the CIG and replace it with something (making ships spin around sounds so fun!) If i were to download this, id do it for the lag and FPS improvements and the new sounds/weapon firing effects. Is there maybe a separate mod that focuses on performance? I guess the only thing keeping me from this mod is the big changes on some of the weapons. (I might like them. Contemplating downloading an old version of CMOD so i can uninstall if i want)
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Post by Catra »

@ luisedgm, so basically your mad that the kha'ak arent "lolezkillbugsinspacewithweakbeamweapons" and are actually a threat now? they got their weapons into line with everyone else capitalship weaponry, i dont see anything gamebreaking with that.

also look at the link in the OP, it has a huge detailed post about whats what.

@ FE

APPC --> CIG converter is optional(or by the looks of it, has been scrapped alltogether).

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