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

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Sorkvild
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Post by Sorkvild »

Then compare cmod4 hitting area vs vanilla or cmod3. In vanilla projectile hits ship actually not the space around it.
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Sorkvild
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Post by Sorkvild »

Ok I just did a larger review of projectile based weapons except some capital weapons like FLAK, photon canons, ibl. So here's the list which weapons hit the invisible box around the ship. Tested on m5,m3,m6,m7,m1.

V - Direct Hit
X - Invisible hitbox

IRE - V
PAC - V
HEPT - X
PBE - X
EBC - V
FBL - V
PRG - X
EMPC - X
EMR - V
CiG - X
IPG - V
MD - X
MDS - V
ISR - V
SSC - V
Experimental EMPC - X

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Weapons like EMPC, MD or HEPT turned to be murderous.
Last edited by Sorkvild on Tue, 8. Feb 11, 10:33, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

There is definately a slight issue with the hit boxes. Its fairly easy to change, but its going to be a fine balance.

Basically, the more accurate I make the weapons, the less effective they will be in the hands of the AI. So it will make capital ships suffer.

However, I do take your point that for some weapons I have increased the hit box too much. I will readdress this for the next release and try and find a happy medium.




Next release should be before the weekend. The new missile pack is ready with new icons which will hopefully make it a little easier to choose without looking at detailed stats.

You will need a turret script such as MDMk2 or MARS otherwise missiles will be way too overpowered. I also recommend Gazz's AI Ammo cheat and the Missile Safety script. Of course the missile pack will be optional.
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Sorkvild
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Post by Sorkvild »

Well this issue mostly reflects on fighter combat. I set up a wing of Commonwealth fighters (PAC&HEPT) against wing of Terran fighters(EMPC). 10 vs 8. In cmod4 Terran fighters turn them into bloody mince in no time. Empc is really strong but it doesn't have to be so accurate, something for something in this case and X3 gives you a whole variety of weapons to choose from ;)

I think the best would be some sort of script for the AI that alters their aiming skills. There was something similar for X3R called fight command software mk3. After the installation fighters were using some advanced flight manoeuvres and increased accuracy. All without altering the weapons hitboxes.
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Post by paulwheeler »

UPDATE RELEASED v 4.5
--------------------------------

- Added new Missile Rebalance Pack specifically for use with turret scripts such as MDMk2 and MARS.
- FAA – Reduced shield and hull damage slightly.
- CFA – reduced hull damage.
- Reduced hit box slightly for those weapons that were increased in the previous version as some bullets were hitting too far away from the model.
- Reduced PBE hit box a lot to make it less effective and more in-balance with PRG.
- Increased missile delivery numbers and added shields to weapons dealers.


For the new missile pack all missiles have increased speeds. Dumbfire missiles have been converted to low turn rate tracking missiles with proximity fuses. Damage, blast radii, special abilities, prices and reps have all been rebalanced. New colour coded icons to help with missile selection - green is close range, blue medium-close, purple medium-long and red is long range.

The weapons dealer script has also been updated. Once the new script has been installed, simply disable and reenable the AL plugin to upgrade.

No other packs have changed.



IMPORTANT NOTE FOR NON-ENGLISH USERS:

Non-English Language versions have now been included.
Last edited by paulwheeler on Tue, 15. Feb 11, 11:40, edited 1 time in total.
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mr.WHO
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Post by mr.WHO »

GREATE WORK:

- PRG smalle hitbox make it less overkill weapon
- missile pack with missile safety is perfect, I used specters in close range combat with 10 hostile busters and took out 7 of them with missiles with no missile-suicide of myself and good hostile missile interception ration (10 missiles launched, 3 shot down - I think, that in longer range fight, shot down ratio increase greately). It's even better that with missile safety there is a small chance that it won't work and missile will blow in your face, so you have close range good launch/kill ration with small chance to suicide and safe long range, but with bad launch/kill ratio.
fallenwizard
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Post by fallenwizard »

I have a problem with the latest version of CMOD, SRM and the missile package for turret scripts:

http://ompldr.org/vN2ZiOA/x3screen00002.jpg

I can't find anything with the ID 804xx. Is it a mistake made by me or is it something else?
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mr.WHO
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Post by mr.WHO »

@fallenwizard:
That would be my guess:
IMPORTANT NOTE FOR NON-ENGLISH USERS:

I haven't had time to include updated non-english text files. I will do so tomorrow morning so can you please hang on till then to upgrade.
fallenwizard
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Post by fallenwizard »

Oh damnit. :headbang:

Next time I will read everything, not just the front page.

Thanks. I will wait until then. (or port the old T-files to the new Cmod version)
paulwheeler
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Post by paulwheeler »

Yeah, sorry about that. I was rushing to get it done I totally forgot to include them.

Ill get the other languages up first thing in the morning - promise.
fallenwizard
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Post by fallenwizard »

Ok. german version is done:
http://ompldr.org/vN2ZidQ/9970-L049.xml

I don't know why you changed the missiles to different page ids in the first place since Betty will not be able to speak the description, but it's your mod :)

I will translate the maintenance pod and the new weapons when I have the mood.
paulwheeler
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Post by paulwheeler »

If you keep the same ID but change the text, Betty will still say the old text.

If you change the ID Betty wont say anything.
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joelR
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Post by joelR »

Where does the missile mod need to go in the cat/dat load order? Does it matter?
HotSake
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Post by HotSake »

After the CMOD base so it overwrites the missile definitions.
Osiris454
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Post by Osiris454 »

Paul, I don't know if this was fixed in the most recent version but CMOD 4.4 had an error where MARS would not recognize FPD's in a ship's cargo bay even though they were compatable with the ship.

This fix was posted in the MARS thread.
karabAs wrote: 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> 
The fix posted worked for me. The original code may not look exactly (ie: the 'id' numbers were a bit different) like this, but what it should be changed to, does.

Credit goes to karabAs, of course.
paulwheeler
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Post by paulwheeler »

That fix is already in the CMOD4 MARS data file. It has been for a few weeks now.




BTW - the MARS data file has not been updated yet with the new damage values. It really won't matter as the changes were very minor. I will post an updated version today though.
paulwheeler
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Post by paulwheeler »

Main CMOD updated with other language files.

Just redownload and install the base mod.

Thanks to fallenwizard for the German translation.
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Sam L.R. Griffiths
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Re: [MOD] Combat Mod 4 - v4.5 14/2/11 - New missile pack for turret scripts like MARS

Post by Sam L.R. Griffiths »

paulwheeler wrote:Gamma Photon Pulse Cannon
-----------------------------------------

The CMOD4 adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.
Would not a sensible alternative be to use EES rather than use/introduce the GPPC in-game?
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paulwheeler
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Re: [MOD] Combat Mod 4 - v4.5 14/2/11 - New missile pack for turret scripts like MARS

Post by paulwheeler »

Roger L.S. Griffiths wrote:
paulwheeler wrote:Gamma Photon Pulse Cannon
-----------------------------------------

The CMOD4 adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.
Would not a sensible alternative be to use EES rather than use/introduce the GPPC in-game?
When the GPPC was added, EES did not exist. It has been in the Combat Mod since v3 by Ulfius. Removing it now will cause problems with existing games.

Also I believe EES only controls the loadouts for jobs. Scripts like RRF, MBRR etc. still benefit from having the GPPC in place.
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Rogue
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Post by Rogue »

Heya Paul. the Link for the SPK version of Weapon Dealers is acting up for me, leads to an x-universe page but doesn't give the link and the page doesn;t load properly. prob just my end but thought I'd better mention it.

Zip version was fine.
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