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

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Firewrath
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Post by Firewrath »

paulwheeler wrote: So... Let me get this straight:

with just CMOD you get a trail on pirate ships?
not exactly,
its like this:
CMOD alone = No Trails
SRM alone = No Trails
SRM+CMOD = Pirate Trails
paulwheeler wrote: I'll look into it. Should be a fairly simple fix.
Thanks, ^-^
and i hope so, it seems an odd little bug,
nap_rz
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Post by nap_rz »

paulwheeler wrote:COMING IN THE NEXT UPDATE:


- As promised a new Terran non-ammo based medium weapon: The Fusion Pulse Disruptor.


- A CMOD4 stand alone verison of the SRM Weapons Dealers script.

- Lots of weapon tweaks, including adjustments to hit boxes and removal of impact effects on beams to improve fps.
sounds overpowered already :lol:

I would love to see the AI use these new weapons though, PALCs, EBCs, EMRs.... is it possible? 'coz what's the point of giving the universe weapons that only single group of ships (ours) use?[/b]
paulwheeler
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Post by paulwheeler »

Believe me if it was simple it would already be done.

The weapon spawning in X3TC is hard coded and can only be manipulated, not changed. Doing it properly would require a game restart - something I do not intend to force with the CMOD4.



However, there is something on the horizon that vkerinav is working on for SRM jobs which will override the weapon spawning for jobs and you should start seeing much more variety, including all the new weapons and beam weapons. This will be SRM only though.
Goncyn
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Post by Goncyn »

paulwheeler wrote:Lots of weapon tweaks, including adjustments to hit boxes and removal of impact effects on beams to improve fps.
Looking forward to that, Paul. Also, I'd like to thank you (or curse you; I can't decide) for making the last mission of Operation Final Fury properly difficult. I remember breezing through in a Shrike in my old, un-modded game. Trying to do it in a single M7 now, I get wrecked. The AI task force ships die fast, too. The game needs to spawn me a few friendly M2 so I can get through this :lol:
Osiris454
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Post by Osiris454 »

I had an idea about the weapons you can use on a ship...

Conversion Kits!

Mount a PSP or FBC on a Titan or a HEPT on a M5. The kits would add the ability for a ship to equip the specified weapon IF the cargo bay can handle it's size (you can't mount a PPC on a M3, Sorry). There is also the power requirements too. Just becuase you have a shiny new HEPT on your Discoverer doesn't mean you can go nuts with plasma spam. You may only get 1 or 2 shots before your laser energy runs out so decide wisely.

The kits would only be available from those species who hold the player in high regard and they are very expensive (PSP mounting on a Titan will cost about 5 million). Not to mention that you also need good standing with the species that you intend to buy the weapons from. Example: You can get the PSP kit from the Argon for your Titan, but you will still need a high Terran rank before you can buy the actual PSPs.

Granted this would most likely through balance out the window, but it does open up some interesting combinations, and it makes you think about weapon energy comsumption when choosing a kit as well. I would have loved to have a Mistral Super Frieghter with HEPT's. Getting assulted by Pirates with only IREs and PACs can be a pain.
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mr.WHO
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Post by mr.WHO »

Greate, now when I moved to XTC mod, the CMod4 is becoming better and better :roll:
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:I had an idea about the weapons you can use on a ship...

Conversion Kits!

Mount a PSP or FBC on a Titan or a HEPT on a M5. The kits would add the ability for a ship to equip the specified weapon IF the cargo bay can handle it's size (you can't mount a PPC on a M3, Sorry). There is also the power requirements too. Just becuase you have a shiny new HEPT on your Discoverer doesn't mean you can go nuts with plasma spam. You may only get 1 or 2 shots before your laser energy runs out so decide wisely.

The kits would only be available from those species who hold the player in high regard and they are very expensive (PSP mounting on a Titan will cost about 5 million). Not to mention that you also need good standing with the species that you intend to buy the weapons from. Example: You can get the PSP kit from the Argon for your Titan, but you will still need a high Terran rank before you can buy the actual PSPs.

Granted this would most likely through balance out the window, but it does open up some interesting combinations, and it makes you think about weapon energy comsumption when choosing a kit as well. I would have loved to have a Mistral Super Frieghter with HEPT's. Getting assulted by Pirates with only IREs and PACs can be a pain.
Nice idea - but not possible I'm afraid.

Ship weapon compatibility is set in TShips and cannot be changed once the game is running. If you change it, it affects all ships.
nap_rz
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Post by nap_rz »

just curious, why beam weapons speed are drastically different? some like FBC, PBC and IC are actually slower than FLAKs, ISR and PBC :? yet in real combat they all seem to be the same insta-hit :? why or what? why bother with making them have different speed?
vkerinav
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Post by vkerinav »

paulwheeler wrote:However, there is something on the horizon that vkerinav is working on for SRM jobs which will override the weapon spawning for jobs and you should start seeing much more variety, including all the new weapons and beam weapons. This will be SRM only though.
I've edited vanilla Jobs to call the Enhanced Equipment Spawner scripts, and included it in the EES package.

Get it here.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:just curious, why beam weapons speed are drastically different? some like FBC, PBC and IC are actually slower than FLAKs, ISR and PBC :? yet in real combat they all seem to be the same insta-hit :? why or what? why bother with making them have different speed?
The speed and duration settings control the range with beam weapons.
Osiris454
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Post by Osiris454 »

Actually, I think I may have figured out how to make conversion kits work. I think.

Make the conversion kit a weapon itself and have the weapon you intend to use it's 'ammo' and set the ammo consumption to 0 (zero).

The kit would have the same stats as the actual weapon except the cargo amount used would be 1 and the cargo size would match the weapon's. The 'kit' would only fire if the compatable weapon is available in the cargo bay. This way the kit could account for something and in fact it may be more realistic this way.

PSP Kit:
Cargo Size - XL (the same as the PSP's)
Cargo Used - 1
Ammo - 1 Point Singularity Projector.
HotSake
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Post by HotSake »

No time to test right now, but what happens if a script tries to mount an incompatible weapon in a slot? Will it mount and work? Mount and not work? Refuse to mount? Collapse the universe into a point mass?
paulwheeler
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Post by paulwheeler »

Re: scripts and weapons

I believe it will just refuse to mount.


Re: kits

The problem with your idea about the kits is simply that there are no spare weapon subtypes, which means they will have to share with the existing weapons, rendering your idea extremely difficult to impliment.

The way the game handles weapons is extremely limiting. There are only 32 subtypes available. Ideally tlasers needs completely restructuring (this is what xtm does) but it means a new start would be required.

Also I think if you set ammo consumption to zero it either wont fire or it will fire without requiring ammo at all.



Re: next update

Its just about ready. I need to do a simultaneous release with the srm to get the fusion pulse disruptor working correctly. I need to do a bit more testing so release will probably be Monday.
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Spectre01
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Post by Spectre01 »

I'm wondering whether you will include that Missile rebalance mod too in a future version. With SRM, even the "anti fighter" missiles are completely useless since all M5/M4 goes about 300m/s+, and M3 goes around 200m/s. I like to keep the spk mod minimum since I have some other fake patch mods that don't have a spk version. So my game folder is kinda a mix between spk fake patch mods that are installed through plugin manager, and other fake patch mods that are installed manually.
Osiris454
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Post by Osiris454 »

@Paul

Oh, well. I didn't realise the game could be so limiting, but I see your point. It's a good idea, but there are just too many limitations to overcome.

Thanks for listening though.

:)

P.S. Something seems odd with the Phased Repeater Gun. The stats show that it is about equal to the HEPT in some ways, but in practice it just seems about as useful as IRE's shooting at an M6. It's seems to be very weak. Oh, and the range of the Flak Artillery Array listed on the weapon stat sheet seems incorrect. The range in-game is about 1.75km. On the sheet it's listed at nearly 8Km. I think this would have to do with the lifetime of the projectile being only .5 seconds. Also, on the Ion Disruptor it say's that it's a 'Flash Beam' what does that mean? When I use it, it's just a blue projectile with a long trail.

Is there no way to purchase repair lasers? I know it's used on the space suit but I was hoping to be able to buy some. That mod for ship repairs has not been updated in a long time and it's pretty bugged ATM. With the lasers equipped I could not control my ship.
Goncyn
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Post by Goncyn »

Spectre01 wrote:I'm wondering whether you will include that Missile rebalance mod too in a future version
Check the first post:
first post wrote:Imperium3's excellent MRM is included in full here. I have also included a sped up version for use with turret scripts such as the Missile Defence Mk2 and MARS.
There are instructions there on how to use a version with faster missiles, too. Or did you mean some other missile rebalance mod?
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Spectre01
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Post by Spectre01 »

Goncyn wrote:
Spectre01 wrote:I'm wondering whether you will include that Missile rebalance mod too in a future version
Check the first post:
first post wrote:Imperium3's excellent MRM is included in full here. I have also included a sped up version for use with turret scripts such as the Missile Defence Mk2 and MARS.
There are instructions there on how to use a version with faster missiles, too. Or did you mean some other missile rebalance mod?
oops, no idea why I didn't see those. Yeah, now the missiles are more balanced for SRM. Thx for the info.
Firewrath
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Post by Firewrath »

paulwheeler wrote:Re: scripts and weapons

I believe it will just refuse to mount.


Re: kits

The problem with your idea about the kits is simply that there are no spare weapon subtypes, which means they will have to share with the existing weapons, rendering your idea extremely difficult to impliment.

The way the game handles weapons is extremely limiting. There are only 32 subtypes available. Ideally tlasers needs completely restructuring (this is what xtm does) but it means a new start would be required.

Also I think if you set ammo consumption to zero it either wont fire or it will fire without requiring ammo at all.
Just out of curiosity, Can a weapon be made that shoots multiple types of ammo?

Say you have a laser called 'Laser Fitting 1' that uses PAC and HEPT ammo, so if you have a box of PAC ammo, it shoots PAC rounds and if you had a box of HEPT ammo it shoots HEPT rounds,
a simple 'ammo regeneration' script could then be made to keep it more like a real PAC or HEPT,
As i said, just curious, this discussion just made me wonder if its possible at all,
paulwheeler
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Post by paulwheeler »

RE: Ammo - no you can only set one ammo type for each weapon.




RE: PRG - I have incresed the hitbox of the PRG in the next release so it should hit things a little easier making it more effective.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:RE: PRG - I have incresed the hitbox of the PRG in the next release so it should hit things a little easier making it more effective.
OK, cool, but what about my other questions?

Granted, I probably could have tried to seperate them rather than smashing several questions into one paragraph.

The repair one I'm really concerned about. All the available mods reguarding repairs don't seem to work well or at all with v3.0 or CMOD4 + SRM + MARS. All I really want to be able to do is buy repair lasers from equipment docks or trading stations in the least. At most there could be a few repair laser factories in the universe. A price of about 500k should be good.

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