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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Sirilius
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Post by Sirilius »

Not too sure where to post this. But the comms ambient doesn't seem to be working for me (im guessing its like in X2 with the random beeps and stuff if i remember correctly?) I'm running SRM and its packs aswell as IR. I've installed comms to a lower cat/dat then SRM.
paulwheeler
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Post by paulwheeler »

Sirilius wrote:Not too sure where to post this. But the comms ambient doesn't seem to be working for me (im guessing its like in X2 with the random beeps and stuff if i remember correctly?) I'm running SRM and its packs aswell as IR. I've installed comms to a lower cat/dat then SRM.
If I remember correctly the comms ambient works by replacing the engine noise with a different sample. This means you can usually only hear it clearly from external view from behind the ship.

Otherwise try moving the comms ambient cat/dat to the highest number. It shouldn't interfere with anything as its just a sound replacement I think.
paulwheeler
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Post by paulwheeler »

RE: A Terran M7 weapon.


I did consider doing is. However, during the discussion Gazz pointed out that the lack of decent weapons is a balancing factor with Terran ships. They beat commonwealth in almost every other department, except that they don't have a good selection of weapons.

However, if the consensus is to have one I may look into a non-ammo based M7 weapon.



RE: Gauss

It does have a long range already. I'll look into it. Pehaps it could be extended a little.



RE: Missiles

I was thinking about asking imperium3 about including his Missile Rebalance Mod in the new CMOD. It does a good job of addressing all the balancing issues with missiles. This is what I use with a bit of a speed boost to match the Missile Defence Mk2 turret script.
darkstar one
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Post by darkstar one »

hello guys darkstar one here :)
speaking of reballancing

ive been playing cmod 3 with xtra shippack and am loving it, but i fitted my terran ships with fusion beams and found they where so weak they cant even hurt an unshielded m6 which is bad, so could you make them atleast fit their description please :),

fusion beam is supposed to be strongest beam gun followed by tri beam cannon then plasma, going by thier descriptions :?
the tri beam is also rather weak and could use a boost

the reason why i ask is the xtra shippack makes use of beams :)
the plasma beam and phased array laser are great as they are :)
ive also noticed the fusion beam and try beam have the same beam colour :?

ive ben trying them all out with my truelight seeker

many thanks darkstar one :)
You've got the flying skills of a large asteroid
paulwheeler
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Post by paulwheeler »

Already done that one. All the beams have been rebalanced with new effects. They're all different (may even do new sound effects) and I'm working hard to make sure they are all useful.

The FBC is now more of a heavy beam. It fires only four times a minute, but that blast packs one hell of a punch. I'm still tweaking things a little, but its already much better than vanilla.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

paulwheeler wrote:RE: A Terran M7 weapon.


I did consider doing is. However, during the discussion Gazz pointed out that the lack of decent weapons is a balancing factor with Terran ships. They beat commonwealth in almost every other department, except that they don't have a good selection of weapons.

However, if the consensus is to have one I may look into a non-ammo based M7 weapon.
My AWRM mod goes some ways towards that end. Feel free to integrate my AWRM weapons into your mod and rebalance them accordingly, all I ask is you acknowledge what you use of it.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Leke
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Post by Leke »

The problem with Ion shard rail is that its basically antifighter weapon but flaks in ships that can carry them are easily a lot better and in smaller ships that can use isr can also use pbe that are about twice as powerful and they can usually catch their targets so the range isnt so great advantage.
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mr.WHO
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Post by mr.WHO »

would it be possible to include the missile safety script:
http://forum.egosoft.com/viewtopic.php?t=238860

for both player and AI fighters?
Happyblue
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Post by Happyblue »

Missle Safety is a personal choice imo. It is available on Gazz's site if you want it. I use it but my playstyle is m4/m3 dogfights and missles are an integral part of success.

If you added it to AI subroutines that would make Xenon alot deadlier. In Vanilla, an L or LX will fire a banshee missle at you and it being a rather slow missle it is easy to just shoot the missle and kill the Xenon. If Safety was running, that would no longer be the case. Again a personal playstyle choice.
Requiemfang
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Post by Requiemfang »

half the time I kill Xenon as they shoot missiles at me... lol blow up in their faces. And if you think about it in these terms if you use the missile safety then it's basically a cheat because the other ships in the game don't benefit from it. If it only AFFECTS YOU I guess you might consider it a cheat as the AI controled/NPC ships can't use it, it puts them at a disadvantage compared to you
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mr.WHO
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Post by mr.WHO »

Requiemfang wrote:half the time I kill Xenon as they shoot missiles at me... lol blow up in their faces. And if you think about it in these terms if you use the missile safety then it's basically a cheat because the other ships in the game don't benefit from it. If it only AFFECTS YOU I guess you might consider it a cheat as the AI controled/NPC ships can't use it, it puts them at a disadvantage compared to you
Yeah, that's why I ask for this. Right now I (and my NPC ships) don't use most of missiles due to this problem and using AI stupidity to kill them using their own missile is near cheat.
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TrixX
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Post by TrixX »

Agreed if it's possible to add safety to the AI then it makes missiles actually far more useful and not lose a bunch of M8's to a rogue M5...
Last edited by TrixX on Mon, 20. Sep 10, 16:45, edited 1 time in total.
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mr.WHO
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Post by mr.WHO »

Interesting thing is that CMod3 tomahawk missile is somehow very safe. I had a multiple situations when I intercepted them very close to launch bomber or me with no dammage at all, while it still has a very powerfull warhead.
paulwheeler
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Post by paulwheeler »

There's no need to add a script which is available elsewhere. Just download it if you want to use it. It doesn't need to be a part of the CMOD.

BTW - I hope to have this ready either later this week or early next week.
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mr.WHO
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Post by mr.WHO »

There's no need to add a script which is available elsewhere. Just download it if you want to use it. It doesn't need to be a part of the CMOD.
There is no need to add it, if I'd want to have it ONLY for player ship. From what I know, to make it working with AI ships, this script need to be integrated into missile entry to work.

Code: Select all

For scripters:
To use Missile Safety for any AI ship, insert one script call before the actual launch instruction. 
wildcard4542000
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Post by wildcard4542000 »

Is this compatible with the new 3.0 patch that just came out?
aka1nas
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Post by aka1nas »

TrixX wrote:Agreed if it's possible to add safety to the AI then it makes missiles actually far more useful and not lose a bunch of M8's to a rogue M5...
Missile Safety is also active on NPC ships if you use it in conjunction with Gazz's OOS Rebalance. He had to add a bunch of hooks in various stock scripts to pull it off, so waited until he released the OOS rebalance for it.
FlightJunkie
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Post by FlightJunkie »

there is no shame in askin a mate for help :pirat: . so i be askin. my tries to install CMOD are met with little success :headbang: . "why" you ask? i'll tell ye. there is a messege tellin me that i be needin to switch to "modified mode" in order to install the mod. ummm how i be switchin to modified mode??? :gruebel:
this is not a xenon-> :xenon: its a Borg
A5PECT
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Post by A5PECT »

1) To enable the script editor (modified mod), change your in-game name to "Thereshallbewings" (without the quotation marks, and make sure to capitalize the first letter). Then save the game, load it, and check the bottom of your pilot information page for a ***modified*** tag.

2) CMOD3 hasn't been updated in 3 years; I doubt it's compatible with the current version of TC. You'll want to use CMOD4 instead. But I suggest you take a look at XRM, as it incorporates CMOD4's gameplay changes with a slew of other modifications.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

If I am not mistaken, you are using the Plug-in Manager to install CMOD, in which case it is a selection from one of the menus there.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

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