Wow thanks I'm trying this now....merry Xmasiforgotmysocks wrote:2.0 alpha is out!
9 Missiletypes ingame!
Have fun and merry Christmas!
I'm done for the next 2 days, cya guys. ;p
[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]
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Have fun! ^^SupraRZ wrote: Wow thanks I'm trying this now....merry Xmas
Oh and, i NEEEED more ideas, so if anybody has wishes or suggestions,
post them! Also some feedback about the added content would be ncie.

And if anybody is familiar with the whole grafical part of this stuff,
i still wasn't able to figure out whats responsible for the blue glow every missile comes with.
No matter what particle effects, traileffects, lensflares or whatever i choose, i cannot get a hold on the blue color of the missile itself.
A hint would be really helpful. ^^
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Hmm, gotta try this... Do we really need a new-game to make these new missiles appear? Il wait till this is answered till i install.
Is it possible to have swarms fire "one after another" with like 1/10 second interval? Slightly randomized angle too so they wont just fly in a line.
Also, if possible, change ALL missile descriptions to show max-distance.
Hoping the "nasties" had a HUGE range. Something to aggro long-distance targets. Needless to say, fast speed too.
Is it possible to have swarms fire "one after another" with like 1/10 second interval? Slightly randomized angle too so they wont just fly in a line.
Also, if possible, change ALL missile descriptions to show max-distance.
Hoping the "nasties" had a HUGE range. Something to aggro long-distance targets. Needless to say, fast speed too.
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Sadly you need to, yes. Shiplayout of missiles is completly different, traders get their warelists only once at the gamestart, etc...swatti wrote:Hmm, gotta try this... Do we really need a new-game to make these new missiles appear? Il wait till this is answered till i install.
Is it possible to have swarms fire "one after another" with like 1/10 second interval? Slightly randomized angle too so they wont just fly in a line.
Also, if possible, change ALL missile descriptions to show max-distance.
Hoping the "nasties" had a HUGE range. Something to aggro long-distance targets. Needless to say, fast speed too.
Hmm.... i can try it. I already need to use a md script for Lightnings,
so it wouldn't matter anyway i guess.

Ya, i just didn't have any spare time to write good documentations, not ingame, not for the mod. ^^ Sorry, i'll get to it soon.
Well, nothing is much balanced yet, this is still a alpha version.
It just shouldn't be too overpowered in general.

If you have suggestions on stats, tell me. ^^
Long range missiles are a nice idea, but they should have some kind of downside.

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Well, terrors should go about 26,5 km. xDswatti wrote:Downside for LR-missiles would be poor power. Its kinda of a tool to piss off that rat 20km+ away without flying there.
But good luck finding them.

Already working on the new longrange type, but i've quite problems to trigger more waves with one shot. ~.~
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Awesome ideas!swatti wrote:Missiles to hold target in place, 80-90% speed debuff for 5-10sec
Damage-over-time effect to the long-range missile.
Rebalance of NPC V-launcher. Long range, fires in salvos, long'ish reload, low'ish accuracy. Basicly an anti-capship rocket-launcher to do some burst damage during a flyby.
The last one is actually the idea behind the new type i'm working on, just a little bit different. Overtime damage... i think its doable but somewhat unrealistic. ^^
Your first idea is nice too. On the list.

Thank you!
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Maybe not that unrealistic if you approach it as some sort of plasma burn missile, but yeah nice ideasiforgotmysocks wrote:Awesome ideas!swatti wrote:Missiles to hold target in place, 80-90% speed debuff for 5-10sec
Damage-over-time effect to the long-range missile.
Rebalance of NPC V-launcher. Long range, fires in salvos, long'ish reload, low'ish accuracy. Basicly an anti-capship rocket-launcher to do some burst damage during a flyby.
The last one is actually the idea behind the new type i'm working on, just a little bit different. Overtime damage... i think its doable but somewhat unrealistic. ^^
Your first idea is nice too. On the list.
Thank you!
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[Updated v2.3]
Link: http://www.nexusmods.com/xrebirth/mods/99/?
Compatible with almost any other missile changing mod.
Improved Missiles doesn't touch vanilla missiles anymore, except the drops.xml
Wouldn't be a big deal if that one would get overwritten.
Mod needs a fresh gamestart!
Actually every update which adds new missiletypes needs a new one, but i'll try to change that if possible.
New in v2.3:
- Added Termites (shortrange, hull damage over time)
http://static1.nexusmods.com/15/mods/15 ... 492504.jpg
- Added Spacechillers (longrange, slow)
http://static1.nexusmods.com/15/mods/15 ... 492505.jpg
- Improved the looks
http://static1.nexusmods.com/15/mods/15 ... 492505.jpg | http://static1.nexusmods.com/15/mods/15 ... 492506.jpg
- Added droprates for new missiles
- Fixed lightnings not applying damage directly on explosion
- All changes to vanilla missiles are undone to improve compability with mods that adjust missiles
So.... :3
http://static2.nexusmods.com/15/mods/15 ... 492506.jpg
Special Version for Flight Reloaded is coming soon! ^-^
Link: http://www.nexusmods.com/xrebirth/mods/99/?
Compatible with almost any other missile changing mod.
Improved Missiles doesn't touch vanilla missiles anymore, except the drops.xml
Wouldn't be a big deal if that one would get overwritten.
Mod needs a fresh gamestart!
Actually every update which adds new missiletypes needs a new one, but i'll try to change that if possible.
New in v2.3:
- Added Termites (shortrange, hull damage over time)
http://static1.nexusmods.com/15/mods/15 ... 492504.jpg
- Added Spacechillers (longrange, slow)
http://static1.nexusmods.com/15/mods/15 ... 492505.jpg
- Improved the looks
http://static1.nexusmods.com/15/mods/15 ... 492505.jpg | http://static1.nexusmods.com/15/mods/15 ... 492506.jpg
- Added droprates for new missiles
- Fixed lightnings not applying damage directly on explosion
- All changes to vanilla missiles are undone to improve compability with mods that adjust missiles
So.... :3
http://static2.nexusmods.com/15/mods/15 ... 492506.jpg
Special Version for Flight Reloaded is coming soon! ^-^
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what wouldnt work if using a save?iforgotmysocks wrote:Mod needs a fresh gamestart!
Actually every update which adds new missiletypes needs a new one, but i'll try to change that if possible.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Noope, you missunderstood. They are just slow.dijital wrote:Nice to see you got the slow missiles working, as well as DoT missiles. Looks like fun, can't wait for the FR version
The missiles which are going to be able to slow down other ships are still in work. ^^ Didn't find out how to do that yet.
FA version is already in work, i hope it won't take long. ^^
Morpheus just need to take a look at it first.
The missilecycling is... somewhat fragile. ^^UniTrader wrote:what wouldnt work if using a save?
If i change it and somebody removes the mod and saves, the game is gonna crash. Doesn't matter if i just add the news ons or rewrite the whole damn thing, if there is a change in the save and you change it again by adding more stuff, the game won't recognize the changes and if you remove some, the game is going to crash on the next attempt to save.