Combat Mod 3 (Official Topic)

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

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DJSfinx
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Post by DJSfinx »

Lovely, now we just need a good soul to release a new t file for MARS.

*looks at Gazz*



:D
Nephtys
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Post by Nephtys »

is there somewhere a non-spk-version ? :D (only cat / dat)

I like the fake patch way much more^^
[ external image ]
Fear the drones!
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Gazz
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Post by Gazz »

An SPK is just another kind of archive. Right click and extract the files...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
baric
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Post by baric »

Hi baric, i'm probably not the guy you're thinking of - I've never played eve online sorry, but nice to meet you bud. :)
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Siath is the guy that writes the stories at Eutharan. He is a decent author and I hope he gets some big publisher to see his work soon. Earth Base Alpha is a great story if you haven't read it.[/u]
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SS_T
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Post by SS_T »

Terran conflict V2.0, Compatibility Updates for Plugins
> Improved ships v3 for TC 2.0
Integrated TC v2.0 update with Improved ships for version 3, it is recommended you remove old version of improved ships and install this v3 update.
> Difficulty Modes for TC 2.0
Again, Integrated TC v2.0 tjobs update with difficulty modes for latest version, it is recommended you remove old versions of difficulty modes and install updated version.
> No other Plugin changes required
You do not need to update the military hud, the Signal boost plugin or the comms chatter plugin, they are not affected by the 2.0 update.

Cmod 3 Final beta update [revision 3]
Revised the final beta (i'm allowed to do that, right?) to improve the Terran EMP' overall weapon damage and rate of fire, - if small adjustments like this are all that's needed before Full release I will be very happy.

Updated first post
New XDownloads: http://xdownloads.co.uk
semiliterate
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Post by semiliterate »

does anyone know if the FBL and CFA are still rubbish in CMod or if it's fixed?
Walterses
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Post by Walterses »

semiliterate wrote:does anyone know if the FBL and CFA are still rubbish in CMod or if it's fixed?

errm whats the names of these wepons?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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spacefueladdict
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Post by spacefueladdict »

Walterses wrote:
semiliterate wrote:does anyone know if the FBL and CFA are still rubbish in CMod or if it's fixed?

errm whats the names of these wepons?
Frag Bomb Launcher & Cluster Flak Array! :)
Walterses
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Post by Walterses »

ohhhhhhhhh lol wat a dumb question XD im so stupid sometimes.

anyway, so whats wrong with them? seem much better then vanilla versions.. do explain
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
semiliterate
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Post by semiliterate »

the vanilla versions are bugged terribly, i was wondering if Ulfius removed the fragmentation effect that causes them to do no damage to anything ever.
[Snipe] Bando
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Post by [Snipe] Bando »

Yes he did. The FBL is standard issue on a lot of the Paranid trader fleet. Don't get shot by their rear turret if you're flying something small. It can even hurt you in an M3 if you're not quick enough.
Have not seen the CFA yet, but seeing how thorough Ulfius is, I bet he made sure it works as intended.

Great mod. Together with the "Sector size and background" mod by Spacefueladdict a total new immersion for this game. Brilliant stuff.

:thumb_up:

Bando
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SS_T
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Post by SS_T »

Latest news:

Ok guys n' gals, I think my work is done here, going to wrap this up and give you the Full version release, I'm confident now that this mod can finally represent a finished article. The play-testing and adjustments for Terran weapons/stats was the last thing on my list and all the issues seem to have been ironed out. Essentially this is the final chapter for Cmod3, thank you everyone for your feedback, ideas and support during the past months. I'd give you all a medal if I could, but I'll have to make do with giving you this mod as a reward instead.

Version Release:
Combat Mod 3 Full V1.0

Changes from final beta:
>EMP energy requirement reduced to 40 (for m5)
>Weight of 1gj shield reduced to 70
>Weight of 2gj shield reduced to 150
>Weight of PSP reduced to 125
>Speed of PSP increased to 480m/s
>Max range of PSP increased to 7.2km
>Shield Damage/minute of EMPC increased to 325K/m
>Fire rate of EMPC increased to 90 rpm
>Starburst flak effect implemented
>New Starburst explosion effect (performance)
>Muzzle flash for PSP

The ware size changes are so that large ships like the Tyr can equip PSP all round and have 2gj shields without cargo space limitations.

I'll be taking a break from the forums over the next few weeks, although I'll be checking in here to answer questions occasionally. I have other stuff which needs my full attention, so this will probably be the last update in a while.

Thanks.
Ulf.
Waiting for the file to be uploaded then I can update the first post ;)

EDIT: First post updated, no mirror download yet
New XDownloads: http://xdownloads.co.uk
brekehan
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Post by brekehan »

Umm, I uninstalled the old version and reinstalled the new along with the hard mode and ship changes.

Now my save game says it is corrupt.

Very bad :(
To understand recursion you must first understand recursion.
Jackrum
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Post by Jackrum »

Hmm, does it work with just cmod3 installed if you remove hard mode and ship changes? I haven't had time to test the new Improved ships or hard mode properly. Also make sure is the latest version of hard mode, three new lines from the TC update were missing, causing a v2,0 savegame crash.
Last edited by Jackrum on Fri, 17. Apr 09, 04:00, edited 1 time in total.
brekehan
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Post by brekehan »

I removed them all again one at a time, and all my save games say they are corrupt.

I imagine I need to put the old versions back, but I don't have them anymore!

Anyone have links to the previous version of
cmod3
ships mod
hard mode?
To understand recursion you must first understand recursion.
Jackrum
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Post by Jackrum »

Sure, I keep backups, hold on. :)

http://www.eutharan.com/ulfius/CMOD_3/C ... Final.spk

try reverting to the final beta first.

I need to know also.
Did you have any other mods installed?
Have you updated to terran conflict v2.0?
Last edited by Jackrum on Fri, 17. Apr 09, 04:13, edited 1 time in total.
brekehan
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Post by brekehan »

Jackrum wrote:Sure, I keep backups, hold on. :)

http://www.eutharan.com/ulfius/CMOD_3/CMOD3-TC Beta Final.spk
try reverting to thr final beta first.

I need to know also.
Did you have any other mods installed?
Have you updated to terran conflict v2.0?
No other mods were installed. Just the ones on page 1 of this thread.
Didn't install the pirate mod though.

I am removing all packages, reverifying game cache.
Then will reinstall mods and see if it works.

If not, then I try the back up you posted.

You got backup link of ship mod and hardmode too?
To understand recursion you must first understand recursion.
Jackrum
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Post by Jackrum »

Good luck on restoring, try and retrace your steps.

I'll have a look for the old improved ships mod and hard mode - but the links may have to wait until tomorrow, it';s 3:30am here and I'm dog tired. :)
brekehan
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Post by brekehan »

Removed all mods, told steam to verify game cache, steam did some dowlonading, installed all mods again one at a time, and save game works again.

I was updated to version 2.0 yesterday, so I dunno what happened.

Look like it works now though, so no worries.
Let you know if anything screwy happens.
To understand recursion you must first understand recursion.
Jackrum
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Post by Jackrum »

Thats good to know brekehan, I can sleep easy now :) Enjoy.

G'night
Ulf.

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