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

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vkerinav
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Post by vkerinav »

Out of curiosity, have you ever considered redesigning the Aldrin weapons? If I understand the lore, the most recent Terran technology they had access to was a thousand years old--around the time that the Sol gate was destroyed and Argon Prime settled.

In this case, I would suggest light and heavy fighter weapons, and a corvette weapon. They should be weak, which would further reduce the usefulness of their ships, and it would give an excuse to get rid of the EM/AM, which they don't produce ammunition for anyway.
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darkalor
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Post by darkalor »

I'm not quite sure why, but after i updated to the last patch almost all terran stations blew up O_o

Edit: After juggling the plugins a bit it seems that the base cmod itself works fine, but there's some weird incompatibility issue between X-Tra and the new factories. Guess ill live without the fusion factories for now.
Last edited by darkalor on Tue, 11. Jan 11, 00:22, edited 1 time in total.
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Sam L.R. Griffiths
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Re: Taking advantage of beam weapons

Post by Sam L.R. Griffiths »

paulwheeler wrote:
Roger L.S. Griffiths wrote:
paulwheeler wrote:
Olazabal wrote:...
Continuous firing of the beams (as happens when you fire manually) is a bug in the game and I consider it a bit of a cheat.
My understanding is that the so called "continuous firing of beams" is just the view of the carrier beam and not the bullets which do the actual damage. It is also my understanding that the AI does not necessarily fire turretted weapons at maximum refire rate, which in turn would mean that the rate of damage would be reduced (I believe there are some scripts that attempt to resolve this in one way or another).

The apparent tripling of time would be because the rate of damage after deducting the target shield recharge rate has been reduced to about one third. For example:
  • Shield damage rate of 100k/s
    and a target shield recharge rate of 70k/s
    with a drop in effective refire rate to say 80%
    would result in an effective damage rate of 80k/s or only 10k/s over the recharge
    compared with 30k/s when fired manually/continously.
These values are a simple illustration and not related to any values taken from the game, but the concept is still valid.
I my tests (which admittedly was a while ago), the continuous firing seemed to also mean continuous damage. Also the beam keeps firing even when the laser energy has run out. This is why I took all beams out of main guns in the SRM.

The only thing that slows down firing rate from turrets is if the turrets turn rate cant keep up with the target. Otherwise, they certainly seem to me to be firing at the correct rate.
Ok, this might explain some of your observations... The beam that you see is the carrier beam (not the bullets) and will persist until the last bullet has reached the end of it's flight (e.g. in the case of the CMOD FBC... 5.5s later) the CMOD FBC also has a refire rate of 4 rpm meaning there will be 15s between shots and you should see the shields of the target basically blip "big time" every 15s assuming continuous fire... that is unless when the beam property is given to a weapon that the game switches to the calculated damage per second rather than applying damage per shot (not tested it myself).
Lenna (aka [SRK] The_Rabbit)

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"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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Sam L.R. Griffiths
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Re: Taking advantage of beam weapons

Post by Sam L.R. Griffiths »

:evil: DOUBLE POST :evil:
Last edited by Sam L.R. Griffiths on Tue, 11. Jan 11, 01:28, edited 1 time in total.
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
Sn4kemaster
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Post by Sn4kemaster »

Hi,

Really intrigued by the new Terran medium weapon, on paper it seems underpowered compared to M/AM, although the extra range is very nice, what is the distruption element (or what does it actually do? reduce speed or weapons energy eg) and what was your idea behind it?
Last edited by Sn4kemaster on Tue, 11. Jan 11, 01:51, edited 1 time in total.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Sn4kemaster wrote:Hi,

Really intrigued by the new Terran medium weapon, on paper it seems underpowered compared to M/AM, although the extra range is very nice, what is the distrution element (or what does it actually do? reduce speed or weapons energy eg) and what was your idea behind it?
I can not speak for the rational... but it does both reduce speed and weapon energy (I can confirm that from my work on a CMOD compatability patch for AWRM).
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
Sn4kemaster
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Post by Sn4kemaster »

darkalor wrote:I'm not quite sure why, but after i updated to the last patch almost all terran stations blew up O_o

Edit: After juggling the plugins a bit it seems that the base cmod itself works fine, but there's some weird incompatibility issue between X-Tra and the new factories. Guess ill live without the fusion factories for now.
Same thing here.......
paulwheeler
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Post by paulwheeler »

RE: Factories issues with Xtra pack.

The Xtra mod alters TFactories. It will need the new TFactories entry for the FPD forge merged in before the FPD forges MD script will work correctly. It will also need the warestemplate entry added too.

Cadius is aware of this and I'm sure he'll add it in as soon as he can.

If you feel up to it you can always add these yourself. It should be quite straight forward.

The FPD itself will be fine. Its just the forge that has the problem. Just don't put the FPD MD script into your Director folder until Cadius gives the OK.




RE: FPD vs M/AM

Of course the FPD is not as good as the M/AM. Ammo based weapons need some advantages to compensate for the hassle of getting the ammo.

The FPD is very comparable to the CIG. It has similar damage levels, has a faster bullet and bigger range but slower fire rate.




RE: FPD Disruption effects

The FPD also drains weapons energy from the target and reduces the speed by 20%. This was done to give it something a little different and to give the name some meaning.
Last edited by paulwheeler on Tue, 11. Jan 11, 09:58, edited 4 times in total.
paulwheeler
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Post by paulwheeler »

vkerinav wrote:Out of curiosity, have you ever considered redesigning the Aldrin weapons? If I understand the lore, the most recent Terran technology they had access to was a thousand years old--around the time that the Sol gate was destroyed and Argon Prime settled.

In this case, I would suggest light and heavy fighter weapons, and a corvette weapon. They should be weak, which would further reduce the usefulness of their ships, and it would give an excuse to get rid of the EM/AM, which they don't produce ammunition for anyway.
This would certainly be possible as they are all on the same subtype and are not called by any other ships. I could just replace the existing ones. I guess they should not only be weak, but have a fast bullet speed as their ships are so fast.

I'll have a think about it. We'd need some new names that Betty could say though...
paulwheeler
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Post by paulwheeler »

BTW - I forgot to mention:

Two scripts from the previous version are now obsolete. Please remove these from your scripts directory:

setup.emr2.cmod.xml

setup.emr3.cmod.xml
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:
RE: FPD vs M/AM

Of course the FPD is not as good as the M/AM. Ammo based weapons need some advantages to compensate for the hassle of getting the ammo.

The FPD is very comparable to the CIG. It has similar damage levels, has a faster bullet and bigger range but slower fire rate.


RE: FPD Disruption effects

The FPD also drains weapons energy from the target and reduces the speed by 20%. This was done to give it something a little different and to give the name some meaning.
Have to say well done for putting such a well thought odd mod together!

Really like the FPD weapon effect (red laser's always look cool).....and the new sound effect is nice too

Does the FBD disruption effect start on contact of the shield? or does it take effect once the shields have dropped and your striking the hul?l.....as i know some standard X3TC weapon had that caveat.

In regards to the balance vs M/AM...i always think the big pay off for having too buy/produce your own ammo is the ZERO energy drain which is a really massive advantage to these weapons, just think the FPD needs a fraction more damage to balance it against M/AM....but either way its a nice addition to the mod

Again well done for your hard work!
paulwheeler
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Post by paulwheeler »

I believe the disruption effects happen whether the shield is gone or not - the bullet just has to hit.

I see your point about ammo. I wanted to keep the FPD at around the same level as the other medium weapons, such as CIG and IPG. Lets see if anyone else thinks it needs a little boost. I can give it a bit more power.

Or is the M/AM overpowered???
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:I believe the disruption effects happen whether the shield is gone or not - the bullet just has to hit.

I see your point about ammo. I wanted to keep the FPD at around the same level as the other medium weapons, such as CIG and IPG. Lets see if anyone else thinks it needs a little boost. I can give it a bit more power.

Or is the M/AM overpowered???
Seems ok, sits nicely between PSP and EMPC in power and performance....but then again Terran weapons types are rare so they have to fill more than 1 role compared to commonwealth weapons


In regards to FPD, the cost, the XL size and fact it designed for frigates just makes it feel like it should be a little more heavy weight....think 5.5 shield damage feels about right....but its no big thing either way
Last edited by Sn4kemaster on Tue, 11. Jan 11, 22:33, edited 1 time in total.
vkerinav
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Post by vkerinav »

Enhanced Equipment Spawner v1b is now fully compatible with CMOD 4.4.
Sarvoth
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Post by Sarvoth »

Does anyone know if the in game encyclopedia damage information for the weapons is accurate?
paulwheeler
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Post by paulwheeler »

Sarvoth wrote:Does anyone know if the in game encyclopedia damage information for the weapons is accurate?
I believe it is. The encyclopedia retrieves its information from the in-game files so it should always be accurate.
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Spectre01
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Post by Spectre01 »

So the new FPD's side effect only works when the target shield is down?
Goncyn
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Post by Goncyn »

After playing for a few hours last night, I think I'm happy with the state of the Ion Shard Railgun. It's still good, but it will miss a maneuvering fighter. On the other hand, I'm surprised you made the Pulsed Beam Emitter even better. Its bullet speed makes it a guaranteed hit on an M3, and it does excellent damage. The PBE is now the #1 leading cause of death among my fighter squadrons. It makes the other fighter main weapons seem pointless, honestly. Why flail around uselessly with a bunch of slow-moving HEPTs that never connect when you can hit your target every time with a PBE?

:wink:
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Spectre01
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Post by Spectre01 »

I noticed that the new updated HEPT is more accurate than before. 3 of that on the back of my hyperion can still hits khaak scout from time to time.

But yeah, PBE is kinda OP for anti fighter. Should either decrease its range, or increase its energy consuming. Or just decrease it's damage all together.
paulwheeler
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Post by paulwheeler »

I increased the hit box of the HEPT, that's why it hits a bit more often.

Glad you think the ISR is getting there. It was a real headache to get right.

I increased the PBE's hitbox to keep it inline with the prg. The PBE only does marginally more damage than the PRG. Perhaps ill reduce the hitbox again - that could be the PBE's thing - powerful but not very accurate.

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