[MOD] Racial Laser Variants (Beta 0.93)

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Gazz
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Post by Gazz »

Blackstar1989 wrote:(too bad you closed the other one down, that COULD have been compatable with CmodII!)
No.
It's the exact same thing. The RLM operates on a far greater scale but all problems or incompatibilities are identical.

There is a 99.9% chance that is is indeed compatible with CMOD right now.
Of course you would get my version of all lasers.
Changing things is the basic principle behind mods. =P

RedEyedRaven wrote:I personally think the only really cool things in Cmod II are the Laser effects (I just love the new look of the terran EMP's), the sounds and the higher FPS ratio.
I bet that RLM helps a lot with FPS...

Fighters have never been a major issue because their lasers have a lifetime of 1-7 seconds and fighter attack runs are spaced out by a lot of maneuvering.
That results in "fighter bullets" contributing very little to the CPU load.
Cap ship turrets fire near 100% of the time and PPC have lifetimes of 15-30 sec. That endless stream of white death requires constant collision detection all the way, the whole time.

So... since cap ships now use heavy lasers (including heavy PPC!) the number of active bullets is reduced by about 1/3. That's pretty serious.


Laser graphics and sound effects I don't know about. That is something I could look at when everything else works but for now this is still a beta version.
It looks relatively stable and reliable so far and I havent found anything broken recently.
(The PHQ issue is trivial. Just 1-2 missing lines.)

I'm not quite sure what the design philosophy behind CMOD is but for the RLM it's quite clear.
- more diversity in how different races fight (finally!)
- believable integration of equipment docks into the economy - with regards to race relations
- ED dynamically react to market changes and opportunities caused by both GoD and player
- FPS reduction especially with cap ships
- the huge (and only them!) cap ships no longer have the disadvantage of their own size when using "small" anti-fighter lasers.
(That's more of a long overdue bugfix than a design change!)

Small cap ships like the Hyperion can use only very few and very small "heavy" lasers such as APAC or thereabouts.
It does help with missile defense or swatting that last super fast M5 without radically overpowering such ships with hypercharged AHEPT or the likes.
Besides, it's a pretty cool feature that even small cap ships like M6 can play with the big boy lasers because their woefully few turret lasers hardly ever abort a fighter's attack run early enough to matter.
The defensive value of their few turrets is substantially increased without altering the total firepower of the ship.
That's the way I think. =)
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Blackstar1989
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Post by Blackstar1989 »

Well, Thanks for the info guys, very helpful, truely! (no sarcasm intended)

By the way, the reason I like CmodII is because everything is rebalanced and salvos are made mure uneven. gives combat some diversity and then again, so would this mod. UGH! I cant choose! :roll:
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Gazz
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Post by Gazz »

Hmm, salvos.
I could tell MARS to fire in salvos as opposed to the typical "stream of white death".
It already does fire (2 second minimum) salvos so simply adding a "wait 1 sec" at the end of every "turn" would make the firing appear more salvoish. =)

Granted, artificial breaks for no good reason whatsoever do hurt the effectivity of the script but *shrug* - if someone thinks that's prettier...
It's really only one simple line. 2 if I make it optional because I definitely won't cripple the script by default. =)
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CraterFace
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Post by CraterFace »

Do you have any plans on making racial shields?
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
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Gazz
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Post by Gazz »

No.
Ships are already balanced through the number and type of shield they can install.

This is completely different from lasers where every M3 could use the standard 8 AHEPT, 8 APAC... you get the idea.
With the exception of very situational lasers like PSG there was no diversity whatsoever.
Oh, yeah. The laser generator. That's such an obvious distinction.
(Note the dripping sarcasm inherent in that sentence!)

Besides, I've had my share of technical issues and engine limitations for a while. =P
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Meros
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Post by Meros »

Those 2 simple lines that that would fix that trivial PHQ storage problem, would you be so helpfull to post those and what file to insert them and on what line in the script?

Losing half my storage space because the space maffia keeps on transporting Heavy Generators into my brand new Station (undetected I might well add), this seriously mucks up my future plans (to start building some heavy duty ships). :wink:
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Gazz
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Post by Gazz »

Just re-download the thing.


Version 8.7 released.

No important changes, just cleaning up.
Correct installation/upgrade messages etc.
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TiggerBandit
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Post by TiggerBandit »

still having problems with my EQDs for all races.
they start out with all the stuff, but over time it disappers, and none of them seem to have any upgrades.
It is hard to soar like an eagle, when you are surrounded by Turkeys.
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Gazz
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Post by Gazz »

Try just doing the initial installation (2 complete passes of the AL plugin), then turn the plugin off so ED are not touched again.
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TiggerBandit
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Post by TiggerBandit »

OK, that didnt work after all, thought it did initially, but now they have all gone nutty again.
Would not have anything to do with Stevio's weapons dealers by any chance ?
Also it seems to stop DDRS from working and giving you missions.
It is hard to soar like an eagle, when you are surrounded by Turkeys.
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Gazz
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Post by Gazz »

The ED are the exact same object type so every script looking for the "Split ED" will find it and they definitely have all BBS missions that apply to ED.
I don't know what a DDRS does but if it works with the "original" ED, it will work with the ones tuned by my script.

A Weapons Dealer script could obviously have trouble if it had it's lasers hardcoded instead of dynamically reading the list of actually existing lasers.
I really try to avoid doing that in my scripts because hardcoded lists make scripts a lot less flexible and compatible...

With the current version I have played for over 2 game days without any trouble.

Edit:
Version 0.89 released.

Fixed a library function - so far only used by MARS.

Edit:
Version 0.91 released.

Tractor Beam fixed.
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46852
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Post by 46852 »

Hi,

I'm planning to try to merge Racial Lasers Mod and CModII together. Basically what I'm gonna try to do is just rewrite Racial Lasers TLasers and TBullets to reflect the changes in CModII. I like the battle balance of CModII, and I like the variety and scope of RL... I want them both :)

I'll most likely do this in a very slow pace, and can't promise any results. I just figured to post this here if someone's already doing or planning to do the same I wouldn't waste my time. Anyone?
46852
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Post by 46852 »

Gazz wrote:Real capital ships with an actual size of over 1500m will be able to use the regular as well as the new heavy lasers.
(Custom ships are often mislabeled as M1 or the likes so ship class is not a good criteria any more)

Small "capital" ships like M6 have very limited access to these, only being able to use the smallest laser types.

All heavy lasers are XL cargo - even the [H] A-IRE.
Gazz, how exactly do you decide which ships are able to use Heavy Weapons? Is it just the XL cargo bay requirement? If it's so, some ships might become a bit unbalanced...
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Gazz
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Post by Gazz »

Like I ever do anything "simple"... =P

XL cargo is an obvious requirement and...

if $Volume.of.Laser.Ware < 3
$Laser.allowed.heavy.return = [TRUE]
else if $Ship.Size / 5 - 18 >= $Volume.of.Laser.Ware
$Laser.allowed.heavy.return = [TRUE]


I've also been looking into the "re-broken ED" issue and while the checked stations are properly identified as "broken", the fixing/saving sometimes fails.
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Gazz
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Post by Gazz »

Version 0.93 released.

All Equipment Docks should work now and are checked regularly in case the issue creeps up again.
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46852
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Post by 46852 »

Gazz wrote:Like I ever do anything "simple"... =P

XL cargo is an obvious requirement and...

if $Volume.of.Laser.Ware < 3
$Laser.allowed.heavy.return = [TRUE]
else if $Ship.Size / 5 - 18 >= $Volume.of.Laser.Ware
$Laser.allowed.heavy.return = [TRUE]


I've also been looking into the "re-broken ED" issue and while the checked stations are properly identified as "broken", the fixing/saving sometimes fails.
Heh, thanks for the reply :)

Didn't know there was a variable for ship size. Do you remember around what size value do M6 ships have?

EDIT: Oh what the heck I'll poke around TShips to find out. Don't want to waste your precious scripting time!
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Gazz
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Post by Gazz »

get size
is a script command (objects) and returns 1/2 the "length" of a ship in m.
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Novapete
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Post by Novapete »

I've just installed the mod and all the various weapons appear in the equipment docks like they should but, wherever I go, I can't find any Heavy Energy Generators. I've checked the AL plugins and it just says 'waiting' so I assume that's finished updating everything.
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Liath
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Post by Liath »

So, if this can be installed on top of CMOD II, I'm all for it, but I noticed an issue and went back to a previous save... maybe I'll just have to run the game for a *while* and come back?

I installed this mod, and loaded up a game. So far so good. There is a little lag for a few seconds, then the lag spiked like MAD, and it didn't seem to want to abate for 10 minutes... disabled and reverted to a new save till I'm sure this will work without a fresh install.

Oh, and it removed (as in they went *gone*) the HeavyMissileGun on my Poseidon ... is it supposed to do that? XTM compatible?

Mods (in order of install/fake patch):
XTM 0.7.5 (me <3 XTM)

Low Poly Roids
XTM NoCivs

Anarkis Carrier Commands
Apricot PHQ Mod
Jump Enabled A*Star
CMOD II
Military HUD
OCS Apollo

Ash's Factories (XTM ver)
MARS (damn right, it rocks)
Complex Cleaner (& requirements) [[btw, this took forever to install correctly, you still working on it? It worked, but did *warn* me]]
Attack All Enemies
TC-FP & Additional Commands

?Possibly Racial Lasers... if this lag goes away eventually?

[Edit] Ran this for an hour and a half and it just passed the Paranid ships, and started on the Split... talk about a painfully long installation process. If I start a new game would this already be done, or would I have to wait while it does its thing?
I know my CPU is a tad bit on the weak-as-hell side, but... OUCH. Taking forever :P Uninstalled it again till I know a little more about if this will work, and if it is going to run crappy on my system, and why my HMG's have "A" next to em, then no "A", then go to whatever place deleted items go to :P
X games - addictive as heck. Always something to come back to.
Joria
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Problems with Racial Laser Mod by Gazz

Post by Joria »

Just wondering if anyone else has had problems with this mod? so far it's been crashing game atleast i think it is.....

When i select this mod...well even if i dont..from the X plugin mgr. and run my game ill be able to jump to a few sectors but then ill jump and stay on the black screen forever, i say forever cuz i left my game alone thinking it needed time to load like it does when i enter the sector my Super Complex is in (like 20 different stations its nuts lol) but nothing happens...i tried disabling the mod via x-plugin...but when i did it wiped out my saves...luckily i backed them up but...i dont understand what i should be looking out for. Here is the list of scripts and mods i got installed via x plugin:

Scripts:
Advanced Mineral Scanner
Assasins Guild
Bail Signal Extention
BBS Blueprint Offers
BBS offers
Buyable Complexes
Community EMP
Complex Cleaner
Extra Missions pack
ICC Quests
Overtune BBS
Racial Laser Mod (listed under scripts for some reason)
Salvage Claim Software (the non cheat one by CyCrow)
Universal Wares Transfer

Mods
Vanilla
Racial Laser Mod
GU_Effects

If anyone has any input i would like to know thanks in advance

Sorry for posting in wrong forum lol


{you should also post in the topic for the mod/script concerned; merged - Carlo}

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