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

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

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paulwheeler
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Post by paulwheeler »

Link is fixed. Sorry - twas a typo.
Scoob
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Post by Scoob »

Hi there,

Thought I'd post this here as MARS tends to be fine when not using CMOD...

I'm using MARS 4.98 with CMOD 4.4.1 and have an odd issue. From what I've read MARS should realise that CMOD is being used and switch to the 7049 file or something. However when firing up a game (nothing updated since starting this particular game) I get the following...

I load a saved game and check out the MARS config options, MARS says:

Laser data file (7047) used:
vanilla X3 v2.7.1 (Gazz)
Read config file t/7047-L044.xml

After a few seconds just viewing this page it changes to say:

Laser data file (7047) used:
Multi Galaxy Mod (Gazz)
Read config file t/7047-L044.xml

It then sits on this setting but as soon as I exit the MARS config page and go back in it's reverted to the original settings.

Any idea what's going on here? I enable MARS for ALL AI ships as well as my own and it often does odd things like select what is blatantly the wrong weapon for the job.

Edit: Ok looks like there are 43 lasers in my game, not 42 as MARS is expecting for CMOD - I've updated the setup.plugin.gz.mars script to reflect this. MARS appears to be working correctly now. Guess there must be differences between the CMOD versions I was unaware of.


Cheers,

Scoob.
cnbox
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Post by cnbox »

Thank you for the time and effort put into this mod.
I was just wondering if there is going to be any planned modifications/additions to Terran Weapons?
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mr.WHO
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Post by mr.WHO »

Does encyclopedia entries are bugged somehow? They show that Spectre is faster than Banshee, but in reality it's oposite - Banshee is much faster.

I tried in both continued and fresh game.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Does encyclopedia entries are bugged somehow? They show that Spectre is faster than Banshee, but in reality it's oposite - Banshee is much faster.

I tried in both continued and fresh game.
The encyclopedia should update automatically.

I'm only on my phone at the moment so I can't check. As soon as I can ill get back to you.
paulwheeler
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Post by paulwheeler »

cnbox wrote:Thank you for the time and effort put into this mod.
I was just wondering if there is going to be any planned modifications/additions to Terran Weapons?
No plans at the moment. Its not easy to add new weapons and keep save game compatibility.

I'm not ruling it out though, if I can think of something that is needed. The other thing to remember is that the lack of diversity in Terran weaponry is a balancing factor. They already have some of the best ships.
cnbox
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Post by cnbox »

Thanks for the reply.
paulwheeler
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Post by paulwheeler »

paulwheeler wrote:
mr.WHO wrote:Does encyclopedia entries are bugged somehow? They show that Spectre is faster than Banshee, but in reality it's oposite - Banshee is much faster.

I tried in both continued and fresh game.
The encyclopedia should update automatically.

I'm only on my phone at the moment so I can't check. As soon as I can ill get back to you.

I have double checked this now. The Encyclopedia does update correctly with the new missile values.

If using the new Missile pack, the Spectre should be faster than the Banshee - 706 m/s for the Spectre, 642 m/s for the Banshee.
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mr.WHO
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Post by mr.WHO »

If using the new Missile pack, the Spectre should be faster than the Banshee - 706 m/s for the Spectre, 642 m/s for the Banshee.
Could you test it yourself? Coz I have same encyclopedia entries, but in real test, I launched 2 spectres from my Khopes, ejected from it, spacewalk 100m to nearby Nova, get inside it, launched banshee... and banshee hit the target before those spectres hit the same target :?
HotSake
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Post by HotSake »

Has there been an update for the MARS data file yet? Saw earlier you said "today" but the date for the file in the OP hasn't changed and there's been no announcement.
paulwheeler
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Post by paulwheeler »

HotSake wrote:Has there been an update for the MARS data file yet? Saw earlier you said "today" but the date for the file in the OP hasn't changed and there's been no announcement.
Sorry, I will try and get it up tomorrow. To be honest the changes are so minor I doubt it will make any difference anyway.
Osiris454
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Post by Osiris454 »

Paul, something weird is happening. The PSP's are firing 3 times faster than normal. I just took out 2 Xenon Z's and J's in a single Tyr.
MARS would not detect CMOD, so I renamed the 7049 file to 7047 to force it to use it. I'm using the MARS data file you provide in the OP. That wouldn't have anything to do with it, could it?
Osiris454
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Post by Osiris454 »

Osiris454 wrote:Paul, something weird is happening. The PSP's are firing 3 times faster than normal. I just took out 2 Xenon Z's and J's in a single Tyr.
MARS would not detect CMOD, so I renamed the 7049 file to 7047 to force it to use it. I'm using the MARS data file you provide in the OP. That wouldn't have anything to do with it, could it?
EDIT: Hmm... It appears to be MARS related. If I manually use the turret, I cannot fire any faster than I'm supposed to. However, if MARS uses it, it fires 3-4 times faster.

EDIT 2: Crap. I quoted my own post. :oops:

EDIT 3: It's also firing the FPD's slowly like they were PSP's.
paulwheeler
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Post by paulwheeler »

It must be something to do with MARS or some other script or mod. I did not change any stats for PSP or FPD in the last release. If it was a problem with the CMOD then it sounds like such a fundamental problem I'd have loads of people reporting it.

Also I am aware that MARS is not detecting the CMOD anymore. This is probably due to the fact that I added a new weapon for use with the SRM. These issues should be reported in the MARS thread as there is nothing I can do about them. I believe that MARS uses the number of weapons in tlasers to detect the different mods now. That means MARS will need an update before it will detect the CMOD correctly.
Scoob
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Post by Scoob »

Hi,

Quoting some of my earlier post re: MARS counting lasers & detecting CMOD - hope it helps.

Basically edit: "setup.plugin.gz.mars" and find the entry for CMOD showing 42 lasers and change to 43. Using the in-game editor is fine, save the updated script and either reinitialise MARS or re-load your game. You can use the MARS setup screen to confirm which version of the file it's using - see my full post on the previous page to detail the steps I went through.

Cheers,

Scoob.
Edit: Ok looks like there are 43 lasers in my game, not 42 as MARS is expecting for CMOD - I've updated the setup.plugin.gz.mars script to reflect this. MARS appears to be working correctly now. Guess there must be differences between the CMOD versions I was unaware of.
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Sorkvild
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Post by Sorkvild »

[ external image ]



Hi , I was checking hitbox issue in the latest release. Hept & Empc hit areas are still pretty enlarged, AI kills too easy when armed in these weapons. Rest of weapons seems to be ok..
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

Scoob wrote:Hi,

Quoting some of my earlier post re: MARS counting lasers & detecting CMOD - hope it helps.

Basically edit: "setup.plugin.gz.mars" and find the entry for CMOD showing 42 lasers and change to 43. Using the in-game editor is fine, save the updated script and either reinitialise MARS or re-load your game. You can use the MARS setup screen to confirm which version of the file it's using - see my full post on the previous page to detail the steps I went through.

Cheers,

Scoob.
Edit: Ok looks like there are 43 lasers in my game, not 42 as MARS is expecting for CMOD - I've updated the setup.plugin.gz.mars script to reflect this. MARS appears to be working correctly now. Guess there must be differences between the CMOD versions I was unaware of.
But this is something that needs to be done in the main release. I'm sure if someone were to mention it in the MARS thread, it would be updated.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Scoob wrote:Hi,

Quoting some of my earlier post re: MARS counting lasers & detecting CMOD - hope it helps.

Basically edit: "setup.plugin.gz.mars" and find the entry for CMOD showing 42 lasers and change to 43. Using the in-game editor is fine, save the updated script and either reinitialise MARS or re-load your game. You can use the MARS setup screen to confirm which version of the file it's using - see my full post on the previous page to detail the steps I went through.

Cheers,

Scoob.
Edit: Ok looks like there are 43 lasers in my game, not 42 as MARS is expecting for CMOD - I've updated the setup.plugin.gz.mars script to reflect this. MARS appears to be working correctly now. Guess there must be differences between the CMOD versions I was unaware of.
But this is something that needs to be done in the main release. I'm sure if someone were to mention it in the MARS thread, it would be updated.
Done.
Sarudak
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Post by Sarudak »

Would you consider making the Poltergeist missile much faster? It's still at 250 according to the spreadsheet but it's damage indicates it's meant for taking out m5/m4 class ships. Which it can't hardly catch. And can't catch at all with the ship rebalance mod.
fallenwizard
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Post by fallenwizard »

New version of the german translation: http://ompldr.org/vN2pjeA/cmod-de.7z

Please include it into the next version of cmod.

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