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

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paulwheeler
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Post by paulwheeler »

bounty_hunter66 wrote:Well then why not edit Tcockpits and tships so that they only mount those certain lasers. If you add just one compatible weapon for each ship then the ships will spawn with that weapon automaticly.

I dont see whats the problem.

And by the way, im not saying you create alot of new weapons, im saying you could use the existent ones and sort them to 3 MAXIMUM weapons per race. No universal ones. There are alot of weapons to make this job possible. No need for creating new ones
As I said, thats pretty much what I have done with the SRM. Both TShips and TCockpits have been completely overhauled, not just to make the weapon mounts more racial, but also to emphasise the difference between defensive and offensive turrets.

However, I don't want to completely change the weapons. I could for example turn HEPT into a heavy weapon, but then its not really in keeping with established game lore, and then you start to limit variety on the ships. I don't want to get to the stage where players only really have one option for weapons to mount on ships.

Also, I'm trying to keep the CMOD compatible with the vanilla game. What you're talking about means not only changing TLasers, TBullets, but also TShips, TCockpits. Basically it becomes a total conversion mod. If I was going to do that then I probably would design a load of new weapons, but then you start getting into the realms of XTM and they have an entire team working on the mod. I'm just one person.

I guess what I'm saying is that I'm trying to keep a versatile mod that can be used on its own or in conjunction with other mods and also ensure that it doesn't take over my whole life!

I really would recommend that you try out the SRM. It might be more along the lines of what you are after.
paulwheeler
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Post by paulwheeler »

darkalor wrote:
paulwheeler wrote:
darkalor wrote:For some reason, MARS in my game dislikes the new FPD weapon and keeps telling me "laser not available". I have the latest CMOD and MARS versions. :o
Anyone has a clue what could be wrong?
CMOD is installed as an SPK in case that matters.
Did you download the latest MARS release (released yesterday I believe)?

If it doesn't work with that try installing the MARS datafile in the main CMOD4 post. That definitely has FPD in it.
Latest latest, and tried your file as well. So honestly, no goddamn clue whats wrong.
Just in case this is what i got installed http://img24.imageshack.us/img24/936/clipboard01rii.jpg, though i cant really imagine any of that conflicting with cmod or mars.
So have you actually got FPDs on board your ship? Do they load into the turrets manually OK?

This might be better off posting in the MARS thread as it works fine with the previous release of MARS.
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darkalor
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Post by darkalor »

I suppose you do have a point, probably a good idea to ask it in the MARS topic :D
And yes, i do have them loaded but mars completely ignores them, even though it detects the CMOD datafile (config says file 7049). No clue about working with previous mars though, updated both mods at the same time.
Osiris454
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Post by Osiris454 »

Paul,

Have you thought about coming up with medium range weapons?

Most guns have a range of 1.0-3.0Km, with the capital ship guns coming in at 8+. How about a 4-6Km range guns?
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:Paul,

Have you thought about coming up with medium range weapons?

Most guns have a range of 1.0-3.0Km, with the capital ship guns coming in at 8+. How about a 4-6Km range guns?
You mean like the CIG, IPG, ISR, M/AM and FPD...?
Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Osiris454 wrote:Paul,

Have you thought about coming up with medium range weapons?

Most guns have a range of 1.0-3.0Km, with the capital ship guns coming in at 8+. How about a 4-6Km range guns?
You mean like the CIG, IPG, ISR, M/AM and FPD...?
I thought the ISR was reduced to less than 3Km? The weapon database online mentions only 3.3Km.

M/AM and FPD are Terrran weapons, so the majority of ships cannot use them. M/AM has a range of 3.6Km according to the database, and the FPD I have not used yet.

The CIG from my understanding was only really able to nock ships around and disorient them. I may be wrong about that one though. It seems to be 3.4Km. The APPC conversion was an excellent mid range weapon but with AWRM installed, it's back to the CIG.

IPG is listed at 3.8Km.

All the values I pulled from X3tc.ru, but some or all of them may have been increased or decreased. I am not home however to look at the actual weapon stats in-game.

If I organize the list by weapon size, there are only 8 weapons listed in the medium category and none of them break 4Km and all of them can only fit on larger ships like some M6s and above. Large and Extra Large weapons can only really be used on some M7's as they are usually reserved for capital ships.

The AI and MARS do not handle beam weapons well, so that leaves the PPC and PSP as viable alternatives for capships, but that is all that is available. It becomes a moot point when every capship in game uses PPCs. It basically comes down to who can last the longest.

Basically the game really needs more XL choices with a few more weapons listed in the M categories that have a range greater than 4K.
paulwheeler
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Post by paulwheeler »

All those values are vanilla values. They are different in the cmod.

While you're right about ISR, CIG range is 4.5 km and does a lot of damage. IPG is 3.5km. IBL in 6km, IC is 5.4km.

As for adding new weapons, again we are faced with the problem that X3TC is just not that friendly as far as adding new weapons is concerned and it would involve forcing players to restart their games.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:All those values are vanilla values. They are different in the cmod.

While you're right about ISR, CIG range is 4.5 km and does a lot of damage. IPG is 3.5km. IBL in 6km, IC is 5.4km.

As for adding new weapons, again we are faced with the problem that X3TC is just not that friendly as far as adding new weapons is concerned and it would involve forcing players to restart their games.
But is the issue with restarting their games holding the mod back?

Yeah, I understand that restarting can suck, but it really opens up a lot of possibilities. I've gotten used to restarting my game. When AWRM gets updated or CMOD, SRM, etc. I usually restart a game anyway just becuase there may be some options or added enhancements that I have missed. It's not a problem at all for me. In fact, I restart a game when I think that I may have screwed something up or missed a viable strategy that I could have used earlier.

Basically, how many ideas do you have that you can't impliment because it would require a restart? What if you created 2 CMOD's? One that requires a restart and one that doesn't?
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darkalor
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Post by darkalor »

So the issue with MARS and FPD's was apparently a mistake in the data file.
Thanks to karabAs for solving that mistery.
Looks like in 7049-L044.xml for FPD instead of:

Code: Select all

<t id="410">  Fusion Pulse Disruptor  </t><t id="401">4900</t><t id="402">1050</t>
<t id="413">  0  </t><t id="404">  30  </t><t id="405">  410  </t>
should be:

Code: Select all

<t id="410">  Fusion Pulse Disruptor  </t><t id="411">4900</t><t id="412">1050</t>
<t id="413">  0  </t><t id="414">  30  </t><t id="415">  410  </t>
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:
paulwheeler wrote:All those values are vanilla values. They are different in the cmod.

While you're right about ISR, CIG range is 4.5 km and does a lot of damage. IPG is 3.5km. IBL in 6km, IC is 5.4km.

As for adding new weapons, again we are faced with the problem that X3TC is just not that friendly as far as adding new weapons is concerned and it would involve forcing players to restart their games.
But is the issue with restarting their games holding the mod back?

Yeah, I understand that restarting can suck, but it really opens up a lot of possibilities. I've gotten used to restarting my game. When AWRM gets updated or CMOD, SRM, etc. I usually restart a game anyway just becuase there may be some options or added enhancements that I have missed. It's not a problem at all for me. In fact, I restart a game when I think that I may have screwed something up or missed a viable strategy that I could have used earlier.

Basically, how many ideas do you have that you can't impliment because it would require a restart? What if you created 2 CMOD's? One that requires a restart and one that doesn't?
The CMOD was never meant to be a total redesign. Its more of an enhancement. Its more about performance improvements than adding new weapons.

Not everyone wants to keep restarting their games all the time - I'm one of them.

I certainly don't have the time to work on two CMODs. It is what it is.
paulwheeler
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Post by paulwheeler »

darkalor wrote:So the issue with MARS and FPD's was apparently a mistake in the data file.
Thanks to karabAs for solving that mistery.
Looks like in 7049-L044.xml for FPD instead of:

Code: Select all

<t id="410">  Fusion Pulse Disruptor  </t><t id="401">4900</t><t id="402">1050</t>
<t id="413">  0  </t><t id="404">  30  </t><t id="405">  410  </t>
should be:

Code: Select all

<t id="410">  Fusion Pulse Disruptor  </t><t id="411">4900</t><t id="412">1050</t>
<t id="413">  0  </t><t id="414">  30  </t><t id="415">  410  </t>
Great. I'll fix that ASAP.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Osiris454 wrote:
paulwheeler wrote:All those values are vanilla values. They are different in the cmod.

While you're right about ISR, CIG range is 4.5 km and does a lot of damage. IPG is 3.5km. IBL in 6km, IC is 5.4km.

As for adding new weapons, again we are faced with the problem that X3TC is just not that friendly as far as adding new weapons is concerned and it would involve forcing players to restart their games.
But is the issue with restarting their games holding the mod back?

Yeah, I understand that restarting can suck, but it really opens up a lot of possibilities. I've gotten used to restarting my game. When AWRM gets updated or CMOD, SRM, etc. I usually restart a game anyway just becuase there may be some options or added enhancements that I have missed. It's not a problem at all for me. In fact, I restart a game when I think that I may have screwed something up or missed a viable strategy that I could have used earlier.

Basically, how many ideas do you have that you can't impliment because it would require a restart? What if you created 2 CMOD's? One that requires a restart and one that doesn't?
The CMOD was never meant to be a total redesign. Its more of an enhancement. Its more about performance improvements than adding new weapons.

Not everyone wants to keep restarting their games all the time - I'm one of them.

I certainly don't have the time to work on two CMODs. It is what it is.
Understood. No hard feelings. :)

MARS doesn't like the PRG anymore. :(
I've had plenty in the cargo bay but it prefers to use PACs instead, even though it can't hit the target with said PACs. It also likes to use the biggest gun in my aresenal to take down a missile instead of something simple like an IRE, where the high refire rate would be beneficial. The energy usage seems borked too. My energy is low, but it continues to use PACs even though I have much less power hungary IREs in the cargo bay.

I know CMOD changes weapon stat's so I don't know if it's a MARS issue or the updated MARS compatibility file. If it's a MARS issue, I'll post this over in Gazz's thread but I had to start somewhere.
paulwheeler
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Post by paulwheeler »

I have just updated the MARS data file to correct the typos. Please download this and overwrite the existing one.

Hopefully it will fix the issues people are having the CMOD and MARS.
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mr.WHO
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Post by mr.WHO »

Would it be possible to have a mini-mod that change FPD bullet colour to blue? Red doesn't fit Terrans much.
Sn4kemaster
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Post by Sn4kemaster »

mr.WHO wrote:Would it be possible to have a mini-mod that change FPD bullet colour to blue? Red doesn't fit Terrans much.
You surprise me Mr WHO, thought you would like that red bolt......looks cool to me!

You come back to the dark side and left XTC for a bit?
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mr.WHO
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Post by mr.WHO »

Yep, after my Yokohama died in 30 seconds of fight with pirate frigate (pirate frigate died first, but her shots killed Yokohama) I decided to switch back to X-tra + C-mod.

Can't stand XTC capship combat & weapons. Fighter & M6 ballance is perfect, but everything M7 and bigger is painfully wrong. Doesn't mean I don't wait for XTC 2.0 :)
bounty_hunter66
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Post by bounty_hunter66 »

Hey paul can you help me with something?

Im trying to add my own textures to lasers and im having trouble finding out what bullet uses what jpeg file for its texture and color and what coordinates on that file. I know where the bullet models are at and i know where the textures are at but i need to find out where do i look to see what bullet uses what jpg file.

Think you could help? :)

Edit: Oh, i think i may have figured out the first problem. By opening a bullet .bod file, i found out what jpg\dds file it used for its texture and color. Its on the first 1 or 2 lines that begin wth "MATERIAL6:". But what values indicate the coordinates on that dds file?
Sn4kemaster
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Post by Sn4kemaster »

mr.WHO wrote:Yep, after my Yokohama died in 30 seconds of fight with pirate frigate (pirate frigate died first, but her shots killed Yokohama) I decided to switch back to X-tra + C-mod.

Can't stand XTC capship combat & weapons. Fighter & M6 ballance is perfect, but everything M7 and bigger is painfully wrong. Doesn't mean I don't wait for XTC 2.0 :)
Same thoughts as me, played XTC and its a fantastic mod, lovely sectors awesome music, nearly all the new ships models are stunning.......Death Claw, Tabuska (love that pirate frigate), Poseidon, Flachion etc etc etc....

Just needs a little more polishing, better weapon effects and sounds, finish off some of the models like the Heavy Terran M2.......hopefully XTC 2.0 will do that......fingers crossed they my look at the CMOD for combat balance!


Anyway Paulwheeler......

Don't know if you have been ever asked this before, forgive me if you have but have you ever thought of doing some Xenon weapons?

I don't know if its possible with the current game, and i really dont know if it would be possible to get Xenon ships to spawn them.....i know game lore stats that they just use captured weapon technology, but always thought that sounded lazy, always thought the Xenon would have developed there own weapon systems by now :twisted:

Its just a thought........
bounty_hunter66
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Post by bounty_hunter66 »

Its as simple as editing TCockpits and Tships.

Place only one or two types of weapons per class and the ships will spawn with those weapons. Requires a new game
Osiris454
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Post by Osiris454 »

Paul has metioned before that anything that requires a game restart is not an option.

I ran into this same problem when asking for more medium-range weapons.

Perhaps you can post your question the the person who makes the AWRM mod. He has RL issues at the moment, so please be patient when waiting for a response.

EDIT: Roger L.S. Griffiths - Advanced Weapons Research Mod.

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