[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

nap_rz wrote:bug...

when I put GPPC and PPC in my cargobay, MARS would only utilize GPPC, even if it only 4 compared to 30 PPCs... result : pawned by enemies :lol: :evil:

and PSPs too easily 'disappeared' by missiles (hit?) too ****** easy and ridiculous because it leaves terran capitals 'toothless' against missile barraging opponents.....
That is not a bug.

The GPPC should not be used by the player. Its purely there to make the ai spawn ppc rather than all the other capital weapons. In vanilla ppc is hardly ever spawned. Its identical to the PPC anyway.

As for the second bit, can you elaborate as I've no idea what you're talking about?
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:bug...

when I put GPPC and PPC in my cargobay, MARS would only utilize GPPC, even if it only 4 compared to 30 PPCs... result : pawned by enemies :lol: :evil:

and PSPs too easily 'disappeared' by missiles (hit?) too ****** easy and ridiculous because it leaves terran capitals 'toothless' against missile barraging opponents.....
That is not a bug.

The GPPC should not be used by the player. Its purely there to make the ai spawn ppc rather than all the other capital weapons. In vanilla ppc is hardly ever spawned. Its identical to the PPC anyway.

As for the second bit, can you elaborate as I've no idea what you're talking about?
for the GPPC, but the same result happens to AI using MARS if their ship has both GPPC and PPC in cargo... perhaps this is why AI commonwealth capitals seems a bit weak in engagement since they're locked on using GPPC only

why can't it be changed anyway?

for the PSP, haven't you ever deal with khaak destroyers that spams missiles? PSPs bullets vanished because it hit missiles that came to you, and because of the low ROF of PSPs, terran capitals are having trouble fighting back.
Last edited by nap_rz on Wed, 22. Dec 10, 05:42, edited 1 time in total.
User avatar
TrixX
Posts: 2035
Joined: Wed, 18. Aug 10, 14:28
x4

Post by TrixX »

Paul comment out the stock PPC and change the GPPC to being the PPC. That way you get the best of both worlds. May need a few ships to be cloned for some peeps but that's no biggie. Current setup just isn't working right ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

Post by Ragemaster9999 »

I have noticed this behavior with mars aswell. My mars on the brig m2 was selecting ALPHA PPC over the Full PPC. APPC are like mini ghetto versions of the real deal, but mars was not utilising the big boy weapons I had onboard...
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Ok - the gppc was put in the cmod3 by ulfus for very good reasons.

The ai wont spawn ppc - only gppc so it wont have any issues with Mars. Go and play vanilla again - youll hardly ever see ppc in ai ships.

I cannot comment out ppc as it will break factories, any existing weapons - basically it will mess up the game.

Ideally tlasers needs reordering, but that would mean forcing a game restart, something I'm not going to do.

The problem with the alpha ppc and Mars is that your using Mars data that doesn't include the appc. Ill sort this with the next update.

For a full account of the reason for adding the gppc please read the cmod3 thread on the xuniverse forums.

It is there for a reason - as long as the player doesn't try and use them there will be no problems. Just sell them if you find one.

As for PSP dissapearing - you mean they are hitting the khaak missiles. Change your turret orders to not attack missiles.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

paulwheeler wrote:Ok - the gppc was put in the cmod3 by ulfus for very good reasons.

The ai wont spawn ppc - only gppc so it wont have any issues with Mars. Go and play vanilla again - youll hardly ever see ppc in ai ships.

I cannot comment out ppc as it will break factories, any existing weapons - basically it will mess up the game.

Ideally tlasers needs reordering, but that would mean forcing a game restart, something I'm not going to do.

The problem with the alpha ppc and Mars is that your using Mars data that doesn't include the appc. Ill sort this with the next update.

For a full account of the reason for adding the gppc please read the cmod3 thread on the xuniverse forums.

It is there for a reason - as long as the player doesn't try and use them there will be no problems. Just sell them if you find one.

As for PSP dissapearing - you mean they are hitting the khaak missiles. Change your turret orders to not attack missiles.
oh, so you are sure that you can address the MARS issue for utilizing both GPPCs and PPCs a ship have in its cargo? good, please be quick on the update :D

as for PSP issue.... as above... I'm using MARS so I can't control my turret behavior..... so I can only think of 2 possible solution :

1. increase the ROF of PSP somewhat.

2. reduce the khaak destroyers missiles spams rate.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:Ok - the gppc was put in the cmod3 by ulfus for very good reasons.

The ai wont spawn ppc - only gppc so it wont have any issues with Mars. Go and play vanilla again - youll hardly ever see ppc in ai ships.

I cannot comment out ppc as it will break factories, any existing weapons - basically it will mess up the game.

Ideally tlasers needs reordering, but that would mean forcing a game restart, something I'm not going to do.

The problem with the alpha ppc and Mars is that your using Mars data that doesn't include the appc. Ill sort this with the next update.

For a full account of the reason for adding the gppc please read the cmod3 thread on the xuniverse forums.

It is there for a reason - as long as the player doesn't try and use them there will be no problems. Just sell them if you find one.

As for PSP dissapearing - you mean they are hitting the khaak missiles. Change your turret orders to not attack missiles.
oh, so you are sure that you can address the MARS issue for utilizing both GPPCs and PPCs a ship have in its cargo? good, please be quick on the update :D

as for PSP issue.... as above... I'm using MARS so I can't control my turret behavior..... so I can only think of 2 possible solution :

1. increase the ROF of PSP somewhat.

2. reduce the khaak destroyers missiles spams rate.
Please read what I write more thoroughly...



The solution to stopping GPPC being used by mars is DONT PUT GPPC IN YOUR SHIPS. It is not to be used by the player.



Its purely there for the AI to use - not the player. Please read the original CMOD3 thread for a detailed explaination on the need to add the GPPC.

You cant buy GPPC. The only GPPC you will ever get your hands on is when they are dropped by destroyed ships or when you board ships. Just sell them and go and buy proper PPC.

I don't have any issues with Kha'ak using missiles or PSP fire rates. Perhaps your concerns would be better off placed in the MARS thread as the behaviour you describe will happen with the vanilla stats as well.

The only thing I will sort out is the ALPHA PPC issue mentioned earlier which only affects people using the ALPHA PPC addon.



This mod is not an extension to MARS. It is a totally separate mod. MARS data has been added as an afterthought, but I will not start balancing this mod to work with MARS and MARS alone. I do not use MARS.
Last edited by paulwheeler on Wed, 22. Dec 10, 18:06, edited 1 time in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

From the original CMOD3 thread on XUniverse:
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.
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

paulwheeler wrote:
Shuulo wrote:Dude, i really love your work. Will you you release CMOD for X-tendet to make their weapons a bit more " serious " ?
Not sure. I'm probably not going to start playing xtm till they release version 2. Even then, I know ulfus was involved in xtm at the start, so i would have thought their weapons were already pretty well balanced.
Funnily enough i thought their weapon balance would be similar to yours and totally revolutionize that aspect of the game, but its no-where near as well developed as the CMOD, they have plenty of new weapons over there but the damage scaling is very Vanilla :cry: , and at the moment most of the new weapons new effects and sounds simply don't exist......

They could do with a man like you over there.....
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sn4kemaster wrote:
paulwheeler wrote:
Shuulo wrote:Dude, i really love your work. Will you you release CMOD for X-tendet to make their weapons a bit more " serious " ?
Not sure. I'm probably not going to start playing xtm till they release version 2. Even then, I know ulfus was involved in xtm at the start, so i would have thought their weapons were already pretty well balanced.
Funnily enough i thought their weapon balance would be similar to yours and totally revolutionize that aspect of the game, but its no-where near as well developed as the CMOD, they have plenty of new weapons over there but the damage scaling is very Vanilla :cry: , and at the moment most of the new weapons new effects and sounds simply don't exist......

They could do with a man like you over there.....
Well originally Ulfus was on their team and he is still responsible for maybe 80% of the CMOD4's balancing. Unfortunately, no one has heard from him for a while.

I'm sure they're on the case - they are a very talented group of modders. X3TC would not be the game it is without the original XTM.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sorry guys, next update won't be ready for christmas. Too much real life to deal with at the moment. I'll try and squeeze in some time before new year to finish it off.
Kravick
Posts: 81
Joined: Sun, 4. Mar 07, 08:42
x3tc

Post by Kravick »

This mod is great. I absolutely love the new weapon effects.

Just one question. Do I need to enable the script editor in the game for any of these mods (including the ones you recommended) to work? I know some mods require that it be enabled to fully work, but I don't have it enabled currently and I don't know if I need it on for anything here.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

You'll definitely need it enabled for the factory pack.
Kravick
Posts: 81
Joined: Sun, 4. Mar 07, 08:42
x3tc

Post by Kravick »

paulwheeler wrote:You'll definitely need it enabled for the factory pack.
Do I just need to enable it then? Do I need to do anything else with it?
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

paulwheeler wrote:Sorry guys, next update won't be ready for christmas. Too much real life to deal with at the moment. I'll try and squeeze in some time before new year to finish it off.
I wouldn't mind if it get delayed until 1st week of the new year, but can we get new terran medium weapon?
User avatar
TheRealBix
Posts: 400
Joined: Thu, 2. Jul 09, 14:34
x4

Post by TheRealBix »

Hi all !
Very good mod :)

But do you think that's possible to use only "optimizations" modding ?

I have a game start on another pc where I don't want to change stats of different wares, only want to add new effects and optimizations (Big battles are becoming a quite slow now). It will take a year to optimize mys ships with new wares, and I prefer to keep vanilla stats in this save.

So how can I do that ? Is this possible ?

Thanks for answers !

EDIT : That's okay, I've made some researches and found how to do that. Now I only have new sounds and effects.
Thanks to the creator for his great job ! (I heard some Battlefield 2142 samples :D )


ps : sorry for my poor english
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

Post by Ragemaster9999 »

Paul what is the role of fragmentation bomb launcher in CMOD? Out of all the weapons it seems to be one of the least useful ones.

Im using a blastclaw with abunch of FBL in turrets and its god awful. Have to use MD or the teladi ammo cannon, since mars fires mostly blanks. Am I using the blastclaw or FBL wrong? The speed of it, seems too slow to be used as a fighter weapon. Oh, and it drains my laser energy in about 10 seconds.

I do miss the AOE, it is a fragmentation after allll, but as a straight projectile with no aoe or side effects, im having a tough time finding a use for it.
User avatar
TheRealBix
Posts: 400
Joined: Thu, 2. Jul 09, 14:34
x4

Post by TheRealBix »

With Vanilla weapons stats, FBL are very good to OOS combats.
I use them in my Mambas for OOS patrols.

To know if they are good OOS you have to calculate DPS (per shot ! not second !) You will have an idea of their power.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

The problem with the FBL is the same as with the CFA. Basically fragmentation doesn't work and is a total waste of CPU cycles.

Frags don't actually get created unless the bullet misses and reaches its max distance, so the frags never hit either. They are useless. So the only way to make these weapons useful is just to make them more powerful. The FBL in cmod4 is far more powerful than in cmod3. It can be quite deadly in a rear turret if an enemy gets too close.

In the next release I am seriously considering removing the frag flags from both FBL and CFA as it is just a waste of CPU cycles. There really are very few flags that are useful, which makes creating unique weapons very difficult.
User avatar
TheRealBix
Posts: 400
Joined: Thu, 2. Jul 09, 14:34
x4

Post by TheRealBix »

You can add a sort of shock wave like missiles explosions no ?
It will keep the AOE without draining CPU performance

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”