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

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Mizuchi
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Post by Mizuchi »

builder680 wrote:As said above though, simple solution is just to not use them for this purpose, but it was worth mentioning.
Or, conversely: to use them for that exact purpose if you really like missiles but don't like them hitting you personally quite as much. 8)

I suppose now we know what weapon makes the best missile-screen, at least.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

builder680 wrote:...
IonD implementation has not changed since X2 where a Boron Ray/Argon Titan equiped with IonDs and PPCs was pretty darned effective. IonDs provided missile protection in that instance - as I recall Hornets and Firestorms were more of a concern due to overall lower shields c. 1 GJ at most IIRC.

But whether or not missile defence was it's primary purpose it was still good at it. As were PSGs which were slated as anti-fighter (A/B PSG)/anti-capital (B/G PSG) weapons originally.
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
builder680
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Post by builder680 »

Well if nothing else this saves a person from having to create a fleet of M5 pincushions to send in first vs Missile frigates.

New type of ship, the ZAPboat (with ID's all round), can be the first wave vs a fleet with MISSILEboats, instead of M5's. But get in to help quickly after sending him (them) in, because ZAPboats probably have things other than MISSILEboats shooting at them.

At the very least, it opens up a new consideration for fleet combat. Good stuff overall.
paulwheeler
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Post by paulwheeler »

I belive ionds still do a tiny bit of Hull damage. Maybe if I get rid of this they wont destroy missiles at all...
builder680
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Post by builder680 »

That's pretty much exactly what I was thinking, but I wanted it to be your idea. :p

I'm not sure if this would make people upset or not though. Maybe it's supposed to serve this function, and a bunch of people depend on it for shooting missiles. I dunno.

Also, I see a number of enemy ships armed with it, which makes it pretty easy for them to defend against Flails and Boarding Pods. I have to go in and fry them first with my own IonD's. So, from one perspective it's a help (player missile defense) and another perpective it helps to provide more challenge (ai missile defense). Which I like, personally. The tougher (within reason, of course), the better.

So by making it more challenging in one area, it may make another area less challenging as a result. I'm not sure what you (or anyone else) thinks of that balancing act.

Hence the discussion for it. In the end, it may not be worth changing at all... but that's why I mentioned it.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

paulwheeler wrote:I belive ionds still do a tiny bit of Hull damage. Maybe if I get rid of this they wont destroy missiles at all...
Nope, I have zero hull damage PSG type weapons in AWRM and they still kill missiles.
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
HotSake
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Post by HotSake »

X-posted from the SRM thread:
X2X_Freakazoid wrote:
builder680 wrote:
X2X_Freakazoid wrote:Hello paul

Now i've tested the Fusion Pulse Disruptor and i think, this weapon is only useful for ships like M7, M2 and M1. For M6 the the energy consumption is to high and the relation to the damage of the EMPC is to low. Maybe you should give this weapon a little bit more power or reduce the energy consumption.

This is my opinion....
I thought the same thing for a while, especially when I saw that EES had loaded out some AI Vidars with FPD's all round (including the turrets), so I thought I'd try it too. Not enough power in the Vidar for 10 of 'em up front, let alone in the turrets too... at least for me. Maybe if I only used a few FPD's, but then I'm better off just using full MAML's/EMPC's. I put EMR's in the Vidar's turrets for missile defense anyway. In any case, I had a post almost exactly like yours typed up and posted. But then I deleted it real quick after checking weapon stats a bit more closely...

FPD's and EMPC's are pretty similar in damage, and you'd see EMPC's on other M6's quite a bit...

BUT... *now* I think FPD's are supposed to be more similar to CIG's (APPC's), instead of just alternatives to the EMPC. FPD's are also pretty close to CIG's in damage, and closer to their power consumption too. In that sense, most M6's would go dry firing a battery of CIG's pretty quick, but M7's and up are fine, as you said. Try the FPD on a M7 (like you say in your post) and you may like the result better? I *think* that's their main class of ships, since CIG's (their Commonwealth counterpart?) are typically M7 weapons as well.

Only paul can tell you what class of ships he really meant it for, but that's what I've gathered after looking at their stats and experimenting in game with them a bit. :p

Name HullDmg ShldDmg Rng(km) Rnds/min Spd(m/s) MaxEnergy(MJ) Energy/s Volume Size

CIG 1,000 5,400 4.50 40 500 2,000 150 25 M
FPD 1,000 4,900 4.81 30 580 2,000 225 25 XL
EMPC 899 4,700 3.00 89 600 1,700 59 5 S

The FPD does look a bit weak compared to CIG in shield dmg... which means it doesn't enjoy Terran superiority like other weapons seem to, but it's all in all a better option for a Terran M7 than a EMPC, if only slightly (and at the cost of ~4x more energy use). Which I think is all it's supposed to be... a slightly better option for Terran M7's than the ubiquitous EMPC. I personally wouldn't mind seeing them bumped up in damage to display Terran tech superiority to their Commonwealth CIG counterpart (if that's what the FPD even is, it's just my guess at this point), but they're not *too* bad as they are.
What a big novel ^^. Ok. If this weapon should be a alternative for M7 instead of the EMPC, the damage should be improved. I think this is the right way to give this weapon their right place.

Paul you should think about this thread ^^
Something to keep in mind is that the FPD drains the target's weapon energy, which helps justify its less efficient damage to energy ratio.
Sn4kemaster
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Post by Sn4kemaster »

As well as draining the targets weapon energy, FPD also effects the targets engine systems...... so it slows the target down as well as draining his weapons energy!
Advent1s
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Post by Advent1s »

Is the AstroRepair laser superpowered in this mod?
paulwheeler
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Post by paulwheeler »

Advent1s wrote:Is the AstroRepair laser superpowered in this mod?
The repair laser uses less energy and does repair a little faster with the CMOD. I wouldn't call it superpowered though.
paz3r
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Post by paz3r »

While putting a couple of mods together for my new playthrough I noticed the factory pack is no longer compatibile with X-Tra. The EMR forge is 444 in X-Tra's TFactories rather than 483 like in SRM. The 9950 text file is also missing as it's part of SRM rather than CMOD. Lastly, there's a minor issue with AL script showing "disabled" status upon loading (easily fixed with a simple check). Anyway, here's a fix for X-Tra 1.93 including missing t file.
paulwheeler
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Post by paulwheeler »

paz3r wrote:While putting a couple of mods together for my new playthrough I noticed the factory pack is no longer compatibile with X-Tra. The EMR forge is 444 in X-Tra's TFactories rather than 483 like in SRM. The 9950 text file is also missing as it's part of SRM rather than CMOD. Lastly, there's a minor issue with AL script showing "disabled" status upon loading (easily fixed with a simple check). Anyway, here's a fix for X-Tra 1.93 including missing t file.
The text issue and the plugin issue will be fixed with the next release (due this week).

I will contact Cadius and see if there's a way we can sync TFactories and TDocks. When the factory pack was run through the Mission Director it wasn't an issue. Now its an AL Plugin it is.
kotorone1
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Post by kotorone1 »

I installed this mod, and neither of the new weapons appear. Why?
Peanutrulz
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Post by Peanutrulz »

Wheres is the link to see the damage values of all the weapons ? i found it awhile ago cant seem to find it. Or are the ingame damages values in the encyclopedia correct now ?
builder680
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Post by builder680 »

Peanutrulz wrote:Wheres is the link to see the damage values of all the weapons ? i found it awhile ago cant seem to find it. Or are the ingame damages values in the encyclopedia correct now ?
I'm not sure if there's a link for this, at least at the moment. But I do believe the in-game encyclopedia is correct. I made a couple of spreadsheets with laser (including APPC) and missile (I don't use the missile rebalance pack though) encyclopedia values, for my own personal reference. If you'd like a copy of them, send me a PM with your email address and I'll be happy to send them to you. They're in .ods (Open Office) format, but I believe Excel can view them as well if you use that.

I have the vanilla missile attributes (homing, swarm, manual trigger, etc...) listed for each missile, but apparently some of them aren't actually implemented, so just ignore those values if you like.
paulwheeler
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Post by paulwheeler »

kotorone1 wrote:I installed this mod, and neither of the new weapons appear. Why?
Did you install the factory pack as well? This is required to add the new weapons to equipment docks and fabs to the universe.

The other problem could be that you have another mod installed which is blocking this one.
paulwheeler
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Post by paulwheeler »

UPDATE RELEASED - v4.9
----------------------------------

- Shortened PBC sound to match shorter beam duration.
- Improved the EQ of capital explosion sound. Reduced length to better match in-game effect. Increased tail of final explosion.
- Increased volume and pitch variations for explosions.
- HEPT – increase in bullet speed in line with other similar sized weapons.
- IPG – increase in bullet speed and range. Decrease in target energy drain and ship slowing effect.
- CIG – increase in bullet speed.
- Missile pack – Fixed explosion effects on a couple of heavy missiles.
- Fixed minor text ID mismatch in factory pack plugin.
- Gamma Kyon hit box reduced and duration increased to make it less effective against fighters.
- FPD – Energy requirements reduced to CIG levels.
- Replaced models and textures on all beam weapons to use proper X3 model to help with FPS and improve visuals.


Update the main mod, factory pack (only the scripts need to be updated), and the Missile Rebalance Pack.

The APPC Pack and MARS data have not changed.



New Beam Effects:

I have replaced the models on all Kyons, FBC, IC and PBC as they were using old X2 models. They now use a proper X3 model. Hopefully this will help with the fps hit from beams. Please report if you experience any improvement.
sTeeL86
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Post by sTeeL86 »

Cheers mate.
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mr.WHO
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Post by mr.WHO »

New beam effect are nice. However I feel no diffrence in FPS (maybe because I didn't felt the beam lag in the first place).


EDIT:
I testes Khaak GKE anti-fighter nerf and it's working, now I can get close to the Khaak M2 in a M3 (however when I get close, there is no hope for getting away). I did a test in single heavy M3 (Cadius Excalibur) against single Khaak M2 (Cadius Asuras), so I tink that the ballance is now perfect. Nobody should engage a Khaak M2 in a single M3 in a first place, but if one M3 could survive to get into firing range then theoretically single squadron has a fighting chance against Khaak M2.
builder680
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Post by builder680 »

Based only on a small battle so far, I seem to be getting smoother frames in fights with beams. I really like the new effects.

Although, I think I liked the old ship explosion sounds better... These ones sound a bit muffled. Sorry! The rest is great though.
Last edited by builder680 on Thu, 28. Apr 11, 08:54, edited 2 times in total.

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