Ill check it out. Are you using the new missile pack or not?mr.WHO wrote:I found why terran Spectre sux so badly - on paper it's okay, good top speed. However this missile has very slow acceleration that takes almost half sector to fly before it reach top speed.
Any chance to fix this?
[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
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orion84 wrote:Hope Gazz updates his MARS script too..
Anyway, open "setup.plugin.gz.mars" script in the script editor, go to line 30.. should read
else if $lasers in game == 42.. change the 42 to 43 as CMOD has 43 lasers. when thats done rerun the script or reload the game. check your mars config to see that its now reading CMOD instead of vanilla TC.
I don't like changing someone elses work but its a quick fix.
The Multi-Galaxy-Mod uses 43 Laser in line 41 in "setup.plugin.gz.mars".
So I don't think, Gazz will fix this in the way you described.
Your way is ok for CMOD users, because its checked before MG and MG will be ignored. But for the MARS script there should be another way to fix this.
Greetings
TheEarl
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I searched the OP and randomly throughout this thread for some type of spreadsheet for the weapons/missiles for this mod. At the risk of being told it's right in front of my eyes, can someone let me know if such a thing exists? I'm using CMOD 4.6 with SRM 1.03 and Improved Races.
If there is a table somewhere, is there any chance there is also a sortable html version (for weapons AND missiles)? I can't sort excel files because I only have limited use of excel (can't afford license), and excel viewer doesn't allow sorting either... and it makes it hard to narrow down what I'm looking for. Thanks for any help!
If there is a table somewhere, is there any chance there is also a sortable html version (for weapons AND missiles)? I can't sort excel files because I only have limited use of excel (can't afford license), and excel viewer doesn't allow sorting either... and it makes it hard to narrow down what I'm looking for. Thanks for any help!
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Just a minor heads up. In the OP, there is this sentence
"All CMod3 features are retained. For information view the original thread here."
I believe the word "here" is supposed to be a link to the old CMOD 3 thread, but currently it isn't. I mention it in case you wanted to change it.
_____________________________________________________________
Also, from the changelog of 3.0 - 4.0, I see this:
Removed Betty phrases “Alert incoming missile” and “connection to trading network established”
But I still hear those alerts and am reasonably confident I installed everything correctly. I guess I'm checking to see if anyone else hears those still.
"All CMod3 features are retained. For information view the original thread here."
I believe the word "here" is supposed to be a link to the old CMOD 3 thread, but currently it isn't. I mention it in case you wanted to change it.

_____________________________________________________________
Also, from the changelog of 3.0 - 4.0, I see this:
Removed Betty phrases “Alert incoming missile” and “connection to trading network established”
But I still hear those alerts and am reasonably confident I installed everything correctly. I guess I'm checking to see if anyone else hears those still.
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I'll check the link thanks.builder680 wrote:Just a minor heads up. In the OP, there is this sentence
"All CMod3 features are retained. For information view the original thread here."
I believe the word "here" is supposed to be a link to the old CMOD 3 thread, but currently it isn't. I mention it in case you wanted to change it.
_____________________________________________________________
Also, from the changelog of 3.0 - 4.0, I see this:
Removed Betty phrases “Alert incoming missile” and “connection to trading network established”
But I still hear those alerts and am reasonably confident I installed everything correctly. I guess I'm checking to see if anyone else hears those still.
If you are still getting those phrases, then you have either not removed the default 00044.dat file:
Go to the "mov" folder in your X3TC director and rename 00044.dat to 00044.old
or you have another mod with a 00044 mov file which is blocking the CMOD/SRM one.
EDIT - Just realised these instructions are not in the main post. I'll add them now.
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UPDATE RELEASED v4.7
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- Missile Pack – Increased acceleration of Spectre so its in-line with other medium missiles.
- Updated Weapons Dealers plugin with new random spawning locations with collision detection.
- SRM 1.04 compatibility.
- Fixed missing sounds for FBC and PBC.
- Removed ambient bullet sounds and launch effects from all beams (except alpha and beta Kyons) to help with FPS.
UPDATE PROCEDURE:
If using SRM, please follow instructions in the 1.04 release notes.
Otherwise:
BEFORE INSTALLING:
Switch off the Weapons Dealers AL Plugin.
Delete this file from your "scripts" folder: al.srm.weaponsdealers.main.xml
(this is just good housekeeping and won't cause any major issues if you forget and delete it after installing)
POST INSTALLATION
In case you forgot to turn off the Weapons Dealer AL Plugin as I said above... after updating it will be off. Switch in on, after a few seconds switch it off, then on again. This will ensure all old scripts are stopped and old stations removed.
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- Missile Pack – Increased acceleration of Spectre so its in-line with other medium missiles.
- Updated Weapons Dealers plugin with new random spawning locations with collision detection.
- SRM 1.04 compatibility.
- Fixed missing sounds for FBC and PBC.
- Removed ambient bullet sounds and launch effects from all beams (except alpha and beta Kyons) to help with FPS.
UPDATE PROCEDURE:
If using SRM, please follow instructions in the 1.04 release notes.
Otherwise:
BEFORE INSTALLING:
Switch off the Weapons Dealers AL Plugin.
Delete this file from your "scripts" folder: al.srm.weaponsdealers.main.xml
(this is just good housekeeping and won't cause any major issues if you forget and delete it after installing)
POST INSTALLATION
In case you forgot to turn off the Weapons Dealer AL Plugin as I said above... after updating it will be off. Switch in on, after a few seconds switch it off, then on again. This will ensure all old scripts are stopped and old stations removed.
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I tested this release and I'm very happy about it. New sounds for FBC and PBC are nice and new spectre now kickass, maybe even too kickass.
Have you considered nerfing the spetre dammage? I have an exel 4.1 missile chart and it say that Spectre should be anti M7 and up. Now it's useful against figters (even M5 if it's flown by idiot). However it does over 25% more dammage (260'000) than Hornet (200'000) that is anti M6/M7 misssile.
IMO if you could nerf Spectre dammage to Hornet's value this could make Spectre less IMBA, but still makes it a Terran style advance missile (kinda Hornet & Banshee hybrid in one missile).
Anyway I could be wrong and 4.1 chart could be outdated.
Have you considered nerfing the spetre dammage? I have an exel 4.1 missile chart and it say that Spectre should be anti M7 and up. Now it's useful against figters (even M5 if it's flown by idiot). However it does over 25% more dammage (260'000) than Hornet (200'000) that is anti M6/M7 misssile.
IMO if you could nerf Spectre dammage to Hornet's value this could make Spectre less IMBA, but still makes it a Terran style advance missile (kinda Hornet & Banshee hybrid in one missile).
Anyway I could be wrong and 4.1 chart could be outdated.
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I installed Mars with your "7049-L044.xml" file, but when I start a new game, save, reload, it says that mars is using the default file, "7047-L044.xml" instead.
What am I doing wrong?
I copied only the scripts and t folder from mars installation. I'm also using SRM.. all updated to the last version released today..
edit1: I don't know if this could be the problem, but I create a SPK file for my mars installation.. I never tried to use mars without it being installed by my "custom spk"
edit2: I tried to copy the files manually to the x3tc folder, but it still detects itself as vanilla.. and loads the 7047 file..
What am I doing wrong?

I copied only the scripts and t folder from mars installation. I'm also using SRM.. all updated to the last version released today..
edit1: I don't know if this could be the problem, but I create a SPK file for my mars installation.. I never tried to use mars without it being installed by my "custom spk"
edit2: I tried to copy the files manually to the x3tc folder, but it still detects itself as vanilla.. and loads the 7047 file..
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This is a known issue with MARS. It has not been updated since the CMOD has had an extra weapon added so its not detecting it correctly.dreis wrote:I installed Mars with your "7049-L044.xml" file, but when I start a new game, save, reload, it says that mars is using the default file, "7047-L044.xml" instead.
What am I doing wrong?
I copied only the scripts and t folder from mars installation. I'm also using SRM.. all updated to the last version released today..
edit1: I don't know if this could be the problem, but I create a SPK file for my mars installation.. I never tried to use mars without it being installed by my "custom spk"
edit2: I tried to copy the files manually to the x3tc folder, but it still detects itself as vanilla.. and loads the 7047 file..
I think renaming the CMOD 7049 file to 7047 will make MARS use the correct data.
We are waiting a fix from Gazz, but he hasn't been around for a while...
It was all alot easier when MARS didn't auto-detect mods...
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Let me throw a thought out here, and see what people think.
The placement of the EMR and FPD in the unknown 2 weapons slot is something of an anachronism now that we have the EES. What if I were to provide a TLasers with the EMR switch to the EMPC slot, and set the EMPC to large size, thereby forcing M5/M4s to use the EMR. I could then set the FPD to the M/AM slot.
This would have the advantage to allowing all ships, including TSs and M8s, which currently can't, to use the EMR.
I gave this a quick test, and aside from slightly messing up the Terran Defender start(no weapons) it appeared to work fine.
The placement of the EMR and FPD in the unknown 2 weapons slot is something of an anachronism now that we have the EES. What if I were to provide a TLasers with the EMR switch to the EMPC slot, and set the EMPC to large size, thereby forcing M5/M4s to use the EMR. I could then set the FPD to the M/AM slot.
This would have the advantage to allowing all ships, including TSs and M8s, which currently can't, to use the EMR.
I gave this a quick test, and aside from slightly messing up the Terran Defender start(no weapons) it appeared to work fine.
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I did think of that.Varek Raith wrote:I have a question.
Would making the Gamma Kyon Emitter station size cargo have any adverse effects? Kha'ak capitals already have ST cargo and it would allow you to bump up the SRM Frigate, Transport and vanilla Corvette cargo to XL.
With the release of the Frigate in the Xtra mod, Cadius set the Frigate to XL ware size. This of course gives it Gamma Kyon compatibility and, since the Destroyer only has three guns in each turret, the Frigate ends up with a hell of a lot more firepower than the Destroyer which is just plain wrong.
In the SRM version I have set the Frigate to L size, but compensated SSRP users by adding the Jumpdrive and Triplex Scanner as built in wares.
As you say, ideally I'd make Gamma Kyons ST size, but I wanted to hold off on that so that I'd have time to mull over any possible issues that might arise. If I can't think of any then this change will probably happen in the next release.
BTW - regarding the next release:
The CMOD will be receiving the same script overhaul that the SRM has received. So the factory pack will be converted into a configurable AL Plugin with random station locations and able to handle stations being destroyed and sector takeovers.
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It won't work.vkerinav wrote:Let me throw a thought out here, and see what people think.
The placement of the EMR and FPD in the unknown 2 weapons slot is something of an anachronism now that we have the EES. What if I were to provide a TLasers with the EMR switch to the EMPC slot, and set the EMPC to large size, thereby forcing M5/M4s to use the EMR. I could then set the FPD to the M/AM slot.
This would have the advantage to allowing all ships, including TSs and M8s, which currently can't, to use the EMR.
I gave this a quick test, and aside from slightly messing up the Terran Defender start(no weapons) it appeared to work fine.
Since the EMR is at the bottom of TLasers, if you put it on the EMPC subtype, any ship that can mount the EMPC subtype will spawn with the EMR unless EED intercepts - even in preference to PSP.
So for scripts that do not use EED (RRF, MBRR etc.) and probably also plot ships, you'd end up with Osakas and Tyrs with just EMRs in all their turrets. Not a good thing!
The only options are:
take EMPC compatibility away from all non-defensive turrets in the SRM/Xtra which would make the CMOD no longer compatible with the vanilla game or...
Reorder TLasers so that the EMR is at the top. This would force everyone to restart their games though.
Of course, for people who don't use any scripts or play the plot then it would probably be OK. But are there any of those around here...?
Last edited by paulwheeler on Wed, 23. Mar 11, 17:47, edited 1 time in total.
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Ah, yes. It always comes down to that. The solution is obvious; replace the hardcoded equipment spawning with the EES. Too bad we can't do it.paulwheeler wrote:It won't work.
Since the EMR is at the bottom of TLasers, if you put it on the EMPC subtype, any ship that can mount the EMPC subtype will spawn with the EMR unless EED intercepts - even in preference to PSP.
So for scripts that do not use EED (RRF, MBRR etc.) and probably also plot ships, you'd end up with Osakas and Tyrs with EMR in all their turrets. Not a good thing!
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Moving EMR to the top of the TLasers file may also cause incompatabilities with other mods/scripts due to laser indexes changing as a result. This is one of the reasons I have steered clear of doing so for my AWRM mod.paulwheeler wrote:...vkerinav wrote:...
WRT EES and it's lack of use with MD spawned ships, I have some ideas on how to resolve it in part but it will probably require some updating of the baseline MD templates (got to work out which ones first).
WRT spawning by scripts, CMOD could do a Gamma PSP/SSC/MAML along the same lines as the Gamma PPC?
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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I did think of that too. They don't even really need the "gamma" prefix. The only time you'd notice is where stocks don't go up when you sell to EDs and you'd get two entries for each weapon in the compatibility lists.Roger L.S. Griffiths wrote:
WRT spawning by scripts, CMOD could do a Gamma PSP/SSC/MAML along the same lines as the Gamma PPC?
Its certainly a possibility...