
Combat Mod 3 (Official Topic)
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- Posts: 219
- Joined: Sat, 13. Aug 11, 22:00
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- Posts: 31
- Joined: Sat, 7. Feb 04, 21:50
I guess Cmod-4 isn't ready yet right? So I have 3 v1.03 and there is a problem with EMP. If I install this mod then other wares that use EMP instead of displaying their name the Zx_EMP... entry label is displayed. If I uninstall this mod everything displays normal. Also EMP wares disappear from the wares list in the script editor.
I've tried various ways of installing it, first, last, before emp, after emp, without emp (it's default with plugin manager anyway), and uninstalled. The mod I'm testing it with is the Advanced Jumpdrive.
To be more specific, for the test I wrote a simple cheat that installs advanced jumpdrive, jumpdrive, transporter device, navcom mk1, and triplex scanner. This I wrote with only Advanced Jumpdrive installed and Cmod3 NOT installed. If I run it it works fine. In the cargo bay the Adv. Jumpdrive displays like normal, as well the other items. Then after installing this mod, in the cargo menu the adv. Jumpdrive changes to it's EMP location, and it disappears from the script list. Also, if I open and look at the script, then ALL of the items (listed above) that I put into that list have changed to the EMP location of Adv. Jumpdrive. If I then uninstall this mod, the Adv. Jumpdrive reappears in the cargo bay list, and in the wares list in the script editor, but if I look at the script all of the items that are supposed to be in that list do not revert, they all say Advanced Jumpdrive.
Tested with no other mods except this one and Adv. Jumpdrive, from vanilla install, new game, using plugin manager, with and without stand alone EMP.
I wanted XTM but it's not compatible with cockpit mods (unless a miracle happened that I didn't know about), so that's out of the question for me. Of all the rebalance mods I've seen out there this one it fits my desires the best.
I know it's kinda late and work is being done on Cmod4, so I'd like to ask if this could be researched and addressed for Cmod4. Or if someone smarter than I can tell me is there a specific way I need to install? I just used plugin manager.
Thanks!!!!!!!!
I've tried various ways of installing it, first, last, before emp, after emp, without emp (it's default with plugin manager anyway), and uninstalled. The mod I'm testing it with is the Advanced Jumpdrive.
To be more specific, for the test I wrote a simple cheat that installs advanced jumpdrive, jumpdrive, transporter device, navcom mk1, and triplex scanner. This I wrote with only Advanced Jumpdrive installed and Cmod3 NOT installed. If I run it it works fine. In the cargo bay the Adv. Jumpdrive displays like normal, as well the other items. Then after installing this mod, in the cargo menu the adv. Jumpdrive changes to it's EMP location, and it disappears from the script list. Also, if I open and look at the script, then ALL of the items (listed above) that I put into that list have changed to the EMP location of Adv. Jumpdrive. If I then uninstall this mod, the Adv. Jumpdrive reappears in the cargo bay list, and in the wares list in the script editor, but if I look at the script all of the items that are supposed to be in that list do not revert, they all say Advanced Jumpdrive.
Tested with no other mods except this one and Adv. Jumpdrive, from vanilla install, new game, using plugin manager, with and without stand alone EMP.
I wanted XTM but it's not compatible with cockpit mods (unless a miracle happened that I didn't know about), so that's out of the question for me. Of all the rebalance mods I've seen out there this one it fits my desires the best.
I know it's kinda late and work is being done on Cmod4, so I'd like to ask if this could be researched and addressed for Cmod4. Or if someone smarter than I can tell me is there a specific way I need to install? I just used plugin manager.
Thanks!!!!!!!!
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
spikened wrote:I guess Cmod-4 isn't ready yet right?
Have you been hiding under a rock all this time?
http://forum.egosoft.com/viewtopic.php?t=288835

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- Joined: Sat, 7. Feb 04, 21:50
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- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15
Also, since paulwheeler took over development of both Combat Mod and Ship Rebalance Mod, he eventually merged them both into a new X-Rebalance Mod featuring an expanded universe, completely revamped jobs, and the best features of both previous mods. I highly recommend you take a look at that, since development has stopped on both SRM and CMOD.
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- Posts: 732
- Joined: Sat, 19. Mar 11, 16:26
aye dont make the same mistake i made, i was originaly a CMOD guy, Spent ages on a game then saw SRM (had to restarrt due to having some XSP ships) Then after a while playing SRM and getting a large fleet again i saw XRM, So had to restart again hehe. So now im bk to having nxt to nothing. But still well worth it seeing XRM is AWSOME!!!!
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- Posts: 692
- Joined: Thu, 24. Jan 08, 14:45
is tehre any chance to ge my hands on 2 od the optional sub-mods?
1st: hardemode. double enemys. more (red) dots. i want something to grill
2st: the military hud
thanks!
1st: hardemode. double enemys. more (red) dots. i want something to grill
2st: the military hud
thanks!
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.
please excuse my bad english. no native speaker, but german forum is dying ;P
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.
please excuse my bad english. no native speaker, but german forum is dying ;P