[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Have you ever thought about beefing up the Khaak weapons with lots more damage and better visuals ( im thinking more for their cap ship weapons), with Cadius on the verge of releasing lots of new Khaak ships, and i have always felt the current Khaak cap weapons seems very underpowered.....any player M2 has nothing to fear from a Khaak destroyer!
By giving them truly destructive beam weapons it would turn them into the stuff of nightmares........i have no problems with the bad guys having some super ships.
Which funnily enough bring me on to the Z (really liking the SRM changes to this beast).....and i you ever do design somthing like the Dark Matter projector for the Valhalla then the Z really is kind of a M0 and should also be able to fit this type of weapon and be feared
By giving them truly destructive beam weapons it would turn them into the stuff of nightmares........i have no problems with the bad guys having some super ships.
Which funnily enough bring me on to the Z (really liking the SRM changes to this beast).....and i you ever do design somthing like the Dark Matter projector for the Valhalla then the Z really is kind of a M0 and should also be able to fit this type of weapon and be feared

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The Gamma Kyon's are similar to their vanilla damage levels. So if people are finding them a little tame I guess I could beef them up a little - I don't want to take them too far as I certainly don't find Kha'ak Destroyers a push over... (also don't forget that overall, all weapons have had their damage reduced to make battles last a bit longer)
As for adding new effects, beams are very laggy in X3 and I would fear that making the effect more complex would only add to the lag.
The reason for the lag is not really known, but I believe it might be due to the beam effect activating multiple times when it is fired. If you look at the vanilla beam impact effects, when a beam is fired they repeat and overlap each other and the overlapping quickly brings FPS to its knees in a similar way to the vanilla flak effects (this is why with the CMOD I have removed the impact effects from beams). I think the same thing happens with the beam model itself - at least thats the only thing I can think of which would lead to the kind of FPS hit we get with beams as the beam model itself is not that complex.
As for adding new effects, beams are very laggy in X3 and I would fear that making the effect more complex would only add to the lag.
The reason for the lag is not really known, but I believe it might be due to the beam effect activating multiple times when it is fired. If you look at the vanilla beam impact effects, when a beam is fired they repeat and overlap each other and the overlapping quickly brings FPS to its knees in a similar way to the vanilla flak effects (this is why with the CMOD I have removed the impact effects from beams). I think the same thing happens with the beam model itself - at least thats the only thing I can think of which would lead to the kind of FPS hit we get with beams as the beam model itself is not that complex.
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Did a little testing last night.....vkerinav wrote:If you're using EES, check those Kha'ak ships before you complain about the GKE. They spawning with BKEs only. I have a theory as to why this is, and will have it fixed for the next update.
Cheated in a Khaak Destroyer then maxed it out with GKE and max shields etc then just pitted it against a Titan then a Tyr both maxed out to with PPC and PSP......
The Titan destroyed it with 20% shields remaining the TYr did it with 75 % shileds remaining.....i was using a low hull muliplier pack too!
Dont get me wrong, the current destroyer design is no match for any current M2 never mind a M2+ due to the sheer lack of weapon mounts as it only fits 3 per side....so that gives you say 9 turrets max on target at any one time, a titan can do 16 and a Tyr can do 20, so when you also throw in that the GKE only does 7.5 damage against PPC 9 ish and the PSPS 9.6 its no wonder it gets its ass handed to it.......
So really the tweak to GKE would first depend on seeing Cadius new design, as if he gives say the new Khaak M2 say 8 - 12 mounts each side like a normal M2 then only a very small damage increase would be needed.
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The MARS data file in the main post works with both.Sinnerman264 wrote:Ffs, it's so unclear...
Download MARS data file for CMOD4.4 goes together with CMOD4.5 or not?
However, there is an issue with the current MARS release in that it does not pick up the CMOD correctly. We are waiting on Gazz for a fix, or there is a manual fix in the previous few pages.
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UPDATE RELEASED v4.6
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- Missile Pack – Removed retarget ability from bomber and missile frigate heavy missiles.
- Missile Pack – Halved the price of all missiles (they are far more likely to get shot down with turret scripts so need the price reduction to be viable).
- Reduced hitbox slightly on EMPC, MD, HEPT, FBL, EBC, FAA, Gauss, all Kyons.
- Increased hitbox on IPG, PAL,
- Slight reduction in recharge rates of 1MJ and 200MJ shields.
- Increased volume (sound) and audible distance of large explosions, capital ship weapons and other large weapons.
- Increase in both shield and hull damage for Gamma Kyon’s due to Kha’ak M2 only mounting three in each turret.
- Increase in shield damage for Alpha and Beta Kyons as they were a little low. Reduced Beta Kyon hull damage a little.
Please update the main mod, and (if used) the Alpha PPC pack and the Missile Rebalance Pack for Turret Scripts.
The Factory Packs, Weapons Dealers and the EMR compatibility pack are unchanged.
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- Missile Pack – Removed retarget ability from bomber and missile frigate heavy missiles.
- Missile Pack – Halved the price of all missiles (they are far more likely to get shot down with turret scripts so need the price reduction to be viable).
- Reduced hitbox slightly on EMPC, MD, HEPT, FBL, EBC, FAA, Gauss, all Kyons.
- Increased hitbox on IPG, PAL,
- Slight reduction in recharge rates of 1MJ and 200MJ shields.
- Increased volume (sound) and audible distance of large explosions, capital ship weapons and other large weapons.
- Increase in both shield and hull damage for Gamma Kyon’s due to Kha’ak M2 only mounting three in each turret.
- Increase in shield damage for Alpha and Beta Kyons as they were a little low. Reduced Beta Kyon hull damage a little.
Please update the main mod, and (if used) the Alpha PPC pack and the Missile Rebalance Pack for Turret Scripts.
The Factory Packs, Weapons Dealers and the EMR compatibility pack are unchanged.
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Did you change the ware size of the FBC? It's up to 255 now and it was 140.paulwheeler wrote:UPDATE RELEASED v4.6
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- Missile Pack – Removed retarget ability from bomber and missile frigate heavy missiles.
- Missile Pack – Halved the price of all missiles (they are far more likely to get shot down with turret scripts so need the price reduction to be viable).
- Reduced hitbox slightly on EMPC, MD, HEPT, FBL, EBC, FAA, Gauss, all Kyons.
- Increased hitbox on IPG, PAL,
- Slight reduction in recharge rates of 1MJ and 200MJ shields.
- Increased volume (sound) and audible distance of large explosions, capital ship weapons and other large weapons.
- Increase in both shield and hull damage for Gamma Kyon’s due to Kha’ak M2 only mounting three in each turret.
- Increase in shield damage for Alpha and Beta Kyons as they were a little low. Reduced Beta Kyon hull damage a little.
Please update the main mod, and (if used) the Alpha PPC pack and the Missile Rebalance Pack for Turret Scripts.
The Factory Packs, Weapons Dealers and the EMR compatibility pack are unchanged.
The PSP is up too, from 125(?) to 210.
OK, hold on. Ware sizes have been increased across the board. PPC's are up to 200 and GPPC's are up to 220?
I can barely mount anything in a large ship now.
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Yep.....ive just doubled checked and it looks like huge numbers of weapons have changed in ware sizeOsiris454 wrote:Did you change the ware size of the FBC? It's up to 255 now and it was 140.paulwheeler wrote:UPDATE RELEASED v4.6
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- Missile Pack – Removed retarget ability from bomber and missile frigate heavy missiles.
- Missile Pack – Halved the price of all missiles (they are far more likely to get shot down with turret scripts so need the price reduction to be viable).
- Reduced hitbox slightly on EMPC, MD, HEPT, FBL, EBC, FAA, Gauss, all Kyons.
- Increased hitbox on IPG, PAL,
- Slight reduction in recharge rates of 1MJ and 200MJ shields.
- Increased volume (sound) and audible distance of large explosions, capital ship weapons and other large weapons.
- Increase in both shield and hull damage for Gamma Kyon’s due to Kha’ak M2 only mounting three in each turret.
- Increase in shield damage for Alpha and Beta Kyons as they were a little low. Reduced Beta Kyon hull damage a little.
Please update the main mod, and (if used) the Alpha PPC pack and the Missile Rebalance Pack for Turret Scripts.
The Factory Packs, Weapons Dealers and the EMR compatibility pack are unchanged.
The PSP is up too, from 125(?) to 210.
OK, hold on. Ware sizes have been increased across the board. PPC's are up to 200 and GPPC's are up to 220?
I can barely mount anything in a large ship now.
Not that its a bad thing in itself.........but its created odd issues with pre-equpped ships, ie ive got Tyr's now that when you take out all the items out of the freight bay it actually read -2000 ?
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EDIT: Paul had a brain fart. Disregard. Nothing to see here. Move along...Sn4kemaster wrote:Yep.....ive just doubled checked and it looks like huge numbers of weapons have changed in ware sizeOsiris454 wrote:Did you change the ware size of the FBC? It's up to 255 now and it was 140.paulwheeler wrote:UPDATE RELEASED v4.6
--------------------------------
- Missile Pack – Removed retarget ability from bomber and missile frigate heavy missiles.
- Missile Pack – Halved the price of all missiles (they are far more likely to get shot down with turret scripts so need the price reduction to be viable).
- Reduced hitbox slightly on EMPC, MD, HEPT, FBL, EBC, FAA, Gauss, all Kyons.
- Increased hitbox on IPG, PAL,
- Slight reduction in recharge rates of 1MJ and 200MJ shields.
- Increased volume (sound) and audible distance of large explosions, capital ship weapons and other large weapons.
- Increase in both shield and hull damage for Gamma Kyon’s due to Kha’ak M2 only mounting three in each turret.
- Increase in shield damage for Alpha and Beta Kyons as they were a little low. Reduced Beta Kyon hull damage a little.
Please update the main mod, and (if used) the Alpha PPC pack and the Missile Rebalance Pack for Turret Scripts.
The Factory Packs, Weapons Dealers and the EMR compatibility pack are unchanged.
The PSP is up too, from 125(?) to 210.
OK, hold on. Ware sizes have been increased across the board. PPC's are up to 200 and GPPC's are up to 220?
I can barely mount anything in a large ship now.
Not that its a bad thing in itself.........but its created odd issues with pre-equpped ships, ie ive got Tyr's now that when you take out all the items out of the freight bay it actually read -2000 ?
Last edited by Osiris454 on Sun, 13. Mar 11, 07:32, edited 1 time in total.
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UPDATE RELEASED - V4.6a
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This corrects my brain meltdown mistake of altering ware volumes when I was supposed to be increasing sound volumes (I had actually made the sounds louder in the main sounds file - god knows what possessed me to alter these as well - Sorry bout that...
)
Should all be back to normal now.
Please update the main CMOD cat/dat and the Alpha PPC pack if used.
------------------------------------
This corrects my brain meltdown mistake of altering ware volumes when I was supposed to be increasing sound volumes (I had actually made the sounds louder in the main sounds file - god knows what possessed me to alter these as well - Sorry bout that...

Should all be back to normal now.
Please update the main CMOD cat/dat and the Alpha PPC pack if used.
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Out of Cheese error, please see your nearest cat for processingpaulwheeler wrote:Sorry - that was a really dumb mistake on my part. I was sorting out all the sound volumes using sounds and then obviously had a silly brain malfunction and changed some ware sizes by mistake. This should not have happened and I will get a fix to you ASAP.

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
"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
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Thanks for the heart attack.paulwheeler wrote:UPDATE RELEASED - V4.6a
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This corrects my brain meltdown mistake of altering ware volumes when I was supposed to be increasing sound volumes (I had actually made the sounds louder in the main sounds file - god knows what possessed me to alter these as well - Sorry bout that...)
Should all be back to normal now.
Please update the main CMOD cat/dat and the Alpha PPC pack if used.

At the thought of not being able to outfit my Tyr the way I like it, well I was like.....
[ external image ]
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paulwheeler wrote:UPDATE RELEASED - V4.6a
------------------------------------
This corrects my brain meltdown mistake of altering ware volumes when I was supposed to be increasing sound volumes (I had actually made the sounds louder in the main sounds file - god knows what possessed me to alter these as well - Sorry bout that...)
Should all be back to normal now.
Please update the main CMOD cat/dat and the Alpha PPC pack if used.
Ok just downloaded the new version but.....
How will this effect save games that used the previous version? will we have to go to old save's before Friday....ie what did this do to all the AI ships that suddenly could not fit all their freight in their cargo holds......
Or will it make no difference?
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