[MOD] Copperhead Destroyer + The Raza

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iforgotmysocks
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[MOD] Copperhead Destroyer + The Raza

Post by iforgotmysocks »

Gameversion 4.0

News:
As requested the changes were outsourced in a new ship, the "Copperhead" Destroyer.
Gangrene Chaser was reverted back to vanilla except some buffs to it's agility and it's jumpdrive
To update from the "Improved Gangrene Chaser" version, simply remove the old files and add the new ones.

Updated to 1.1: Selected the right turret macro. Chaser turrets were a little too powerful. :p


I loved Spilt ships in previous X-Games and i want them to be playable in X-Rebirth too.

Thats why i added the new Copperhead Split Destroyer and threw in an "unique" player support ship. (only differes in stats and 1 module)

Short Clips:
https://www.youtube.com/watch?v=P27JXp9dh9k
https://www.youtube.com/watch?v=fdWE2r6Qwgc
(Vids were recorded with a quite unbalanced version, the ships have more balanced stats now :p)

Nexus link:
http://www.nexusmods.com/xrebirth/mods/489

Copperhead

Ship stats:
Hull: 5.6m hp
Shields: 2x Capital Shield Gens mk3
Speed: 102 m/s
Dronespace: 50

[] show the vanilla amount
Modules:
[14] 32x Ragefire Turret (6240m range)
[-] 8x Sunstalker Missile Launcher (6500m range)
[-] 2x Novadrone Missile Launcher (8km range)

[2] 2x Capital Shield Gens mk3
[2] 10x Module Shield Gens mk2
[-] 1x Jumpdrive
[-] 2x Dronebay (25 each)

Weapon dps:
32x Ragefire Turret: 211k
8x Sunstalker: 8k total
2x Novadrone: 3k total

Total dps: 222k

Following previous Split ship designs, the Copperhead is the second fastest and most agile destroyer know to date.
It has still low weapon dps output compared to other destroyers but duo to it's shape it compensates with the ability to fire alot of its turrets on a single target.

New Shield Groups for Modules (was just all modules in a single shieldgroup before)

The Gangrene Chaser

The Chaser was mostly reverted back to vanilla, although it kept it's mobility and agility which makes for a perfect scout and hit and run vessel.
It's a little faster and more agile than the Copperhead and it's jumpdrive cooldown timers received miner improvements to push it in overall mobility


The Raza

Not much is known about the Raza. Rumors say that a mentally challenged,
but brilliant Split scientist who was banned from their station for extensive illegal Xenon research
and studies managed to improve almost every aspekt of the Splits Destroyer applying Xenon Tech.
After being exiled he supposidly worked on a prototype called "The Raza".

Right now the player just gets her spawned in his face, but i'm gonna work on a story mission where the player can obtain it. :)

Ship stats:
Hull: 9.6m hp
Shields: 2x Capital Shield Gens mk3
Speed: 102 m/s
Cargospace: 50.000 m³
Dronespace: 100

Modules:
32x Ragefire Turret (7740m range)
8x Sunstalker Missile Launcher (9500m range)
2x Novadrone Missile Launcher (10km range)

2x Capital Shield Gens mk3
10x Module Shield Gens mk2
2x Jumpdrive
2x Dronebay (50 each)

Weapon dps:
32x Ragefire Turret: 307k
8x Sunstalker: 8k total
2x Novadrone: 3k total

Total dps: 318k

This puts her in the upper field of damage dealing ships (although caused by her slick design she's currently able to apply mostly more than half of her turrets to a single target, expecially larger ones which makes it very deadly. May need more balancing)


New Shield Groups for Modules


Installation: Simply download the file and unzip it into your extensions folder. In case u downloaded the earlier "Improved Gangrene Chaser" version, delete it and add the new files. :)


Both modparts are available in seperate files, if you want both, the overhaul and the Raza, then u need to get both files. :p
Feedback on the balance would be appreciated, it's in beta and i need to know how they're doing. :p
To deinstall them simply remove the files. No savegame issues.
Last edited by iforgotmysocks on Sat, 13. Aug 16, 02:01, edited 11 times in total.
BlackRain
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Post by BlackRain »

sounds cool, I could use some new ships in CWIR if you want to make some for us and it fits the balance.
iforgotmysocks
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Post by iforgotmysocks »

BlackRain wrote:sounds cool, I could use some new ships in CWIR if you want to make some for us and it fits the balance.
Might have to pass. ^^ I'm not a graphics designer kinda guy, i just sticked more modules on that ship cause it annoyed me that it was so weak.

I used to mod alot for X-R when it came out, but i don't think i'm really coming back. Wanna enjoy the game, now when it's actually playable and maybe start modding again when the new game comes.

Thanks for the offer though. :)

Edit: But if you need more Split ships, feel free to take the changes i made and use em for a second destroyer.
iforgotmysocks
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Post by iforgotmysocks »

1.1 Update of the Gangrene Chaser is out. Had the wrong macro selected, Gangrene Chasers were a little too powerful. :D

Who already downloaded, please do a clean save.
Remove the mod, save and install the update. Done.
Normally not nessesary, but i had to revert back to the vanilla macro.
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alexalsp
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Post by alexalsp »

It is better to make a new ship, and the possibility of its construction on the shipyard.

This will prevent conflicts with other mods. :wink:

Split Bastion, or any other name.
iforgotmysocks
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Post by iforgotmysocks »

All i wanted to do was fix the Gangrene. ^^ And i don't think Split have a shipyard. :p (At least as far as i've played, didn't make it to the expansion systems yet.)

What mods does it conflict with?
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alexalsp
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Post by alexalsp »

Not now, but if I make any changes, it will be impossible to use two mod. But if you do as a individual ship, then the problem is disappears.

Mod change model. I, for example, want to buy it at the shipyard, but the other person wants the standard model.

In this case, there is a choice.
iforgotmysocks
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Post by iforgotmysocks »

Well... if i have some spare time i can do a version for it as a seperate ship, sure. But i'd need a name. I suck at names.
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alexalsp
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Post by alexalsp »

iforgotmysocks wrote:Well... if i have some spare time i can do a version for it as a seperate ship, sure. But i'd need a name. I suck at names.

Valgala, Aragon, Gargona, Bonecrusher, etc.))

{Link removed at request of Original Author - UniTrader}

Mod ready.
iforgotmysocks
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Post by iforgotmysocks »

Nah, if you wanna do it, then do it right. Make sure that it gets spawned at the split station properly, cause some ppl don't want to have ships cheated available in every shipyard and tweak the gangrene chaser stats in a way that will make sure it won't be entirely useless again and still fills a role.

Otherwise take that down again and let me think of something.

Btw... another chaser name? Really? Wasn't the first one bad enough? :D
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alexalsp
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Post by alexalsp »

Don't want on each shipyard, delete 2 files , and will be on one. What is the problem. :)

I gave you the working skeleton, edit and forward with dances.
iforgotmysocks
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Post by iforgotmysocks »

I wouldn't have it at any shipyard. I can upload a version with it on shipyards when the mod is done, but destroying the lore is not my thing.
And up until now split don't have a shipyard. :p

And i asked you to take that down. If i'm doing it, i'm doing it myself and not working on other ppls "working skeletons".
I used to mod alot for X-R when it came out, but that has been years. I need the practise and i don't appreciate ppl uploading my stuff with a different name without asking.
iforgotmysocks
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Post by iforgotmysocks »

Alright, mod includes the Copperhead destroyer now, the Gangrene Chaser was reverted back to vanilla in most aspects except mobility and fullfills a 'scout' or 'hit and run' role.

To update from the "Improved Gangrene Chaser" version, simply remove the old files and add the new ones. :)
Sparky Sparkycorp
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Re: [MOD] Copperhead Destroyer + The Raza

Post by Sparky Sparkycorp »

Congratulations on adding more variety :)

Some quick feedback follows on the following stats and text in case helpful.
iforgotmysocks wrote: Copperhead [5.6M hull HP and 1.8 M shield HP]
...
Weapon dps:
32x Ragefire Turret: 211k
8x Sunstalker: 8k total
2x Novadrone: 3k total

Total dps: 222k

It has still low weapon dps output compared to other destroyers but duo to it's shape it compensates with the ability to fire alot of its turrets on a single target.
iforgotmysocks wrote: The Raza [9.6M hull HP and 1.8 M shield HP]
...
Weapon dps:
32x Ragefire Turret: 307k
8x Sunstalker: 8k total
2x Novadrone: 3k total

Total dps: 318k

This puts her in the upper field of damage dealing ships (although caused by her slick design she's currently able to apply mostly more than half of her turrets to a single target, expecially larger ones which makes it very deadly. May need more balancing)
Typo:
The Copperhead and The Raza are both listed as having 32 Ragefire turrets but different turret DPS stats. By a quick calculation, I guess The Raza has more like 46 turrets.

Missile stats:
For missiles, we have slightly different DPS estimates. Please let me know if you think the following wiki stats are incorrect. The wiki lists 900 DPS per Sunstalker turret based on 18k damage barrages every 20s, and for Nova Drones, 2000 DPS based on 80k damage barrages every 40s.

General observation on turrets and ships:
Ragefire turrets have the projectile speed of HIT/MA and the high DPS of Xenon Plasma/MA, making them very effective in vanilla since all ships try to fight well within Ragefire range. At ~222k DPS, only the Arawn (233k), Olmekron (255k), Xenon I (315k) and Fulmekron (384k) have more total DPS than the Copperhead. Excluding short-ranged Hailstorm turrets drops the Arawn to 175k and the Olmekron to 239k.

Given it's good ability to fire many turrets at single targets, I'd suggest the Copperhead would be comparable to the Olmekron (14% less total HP), giving it relatively good DPS compared to many Destroyers (for reference, I include the Taranis and Lyramekron in this context). As for The Raza, wow, I wouldn't want to anger one of those! Compared to a Fulmekron, it has 91% of it's massive DPS and 16% more HP. Scary stuff! :D
iforgotmysocks
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Re: [MOD] Copperhead Destroyer + The Raza

Post by iforgotmysocks »

Sparky Sparkycorp wrote:Congratulations on adding more variety :)

Some quick feedback follows on the following stats and text in case helpful.
iforgotmysocks wrote: Copperhead [5.6M hull HP and 1.8 M shield HP]
...
Weapon dps:
32x Ragefire Turret: 211k
8x Sunstalker: 8k total
2x Novadrone: 3k total

Total dps: 222k

It has still low weapon dps output compared to other destroyers but duo to it's shape it compensates with the ability to fire alot of its turrets on a single target.
iforgotmysocks wrote: The Raza [9.6M hull HP and 1.8 M shield HP]
...
Weapon dps:
32x Ragefire Turret: 307k
8x Sunstalker: 8k total
2x Novadrone: 3k total

Total dps: 318k

This puts her in the upper field of damage dealing ships (although caused by her slick design she's currently able to apply mostly more than half of her turrets to a single target, expecially larger ones which makes it very deadly. May need more balancing)
Typo:
The Copperhead and The Raza are both listed as having 32 Ragefire turrets but different turret DPS stats. By a quick calculation, I guess The Raza has more like 46 turrets.

Missile stats:
For missiles, we have slightly different DPS estimates. Please let me know if you think the following wiki stats are incorrect. The wiki lists 900 DPS per Sunstalker turret based on 18k damage barrages every 20s, and for Nova Drones, 2000 DPS based on 80k damage barrages every 40s.

General observation on turrets and ships:
Ragefire turrets have the projectile speed of HIT/MA and the high DPS of Xenon Plasma/MA, making them very effective in vanilla since all ships try to fight well within Ragefire range. At ~222k DPS, only the Arawn (233k), Olmekron (255k), Xenon I (315k) and Fulmekron (384k) have more total DPS than the Copperhead. Excluding short-ranged Hailstorm turrets drops the Arawn to 175k and the Olmekron to 239k.

Given it's good ability to fire many turrets at single targets, I'd suggest the Copperhead would be comparable to the Olmekron (14% less total HP), giving it relatively good DPS compared to many Destroyers (for reference, I include the Taranis and Lyramekron in this context). As for The Raza, wow, I wouldn't want to anger one of those! Compared to a Fulmekron, it has 91% of it's massive DPS and 16% more HP. Scary stuff! :D
It's not a typo, the Raza has more powerful weapons. It's an unique ship, there's only one and if it's destroyed, it's gone. ^^

As for dps calculations, i didn't use any wiki values, i calculated the dps actually put out.

(Missiles and weapons used are reworked, they're not vanilla)
E.g. for the sunstalker missiles:
8 launchers with 4 warheads each that do 5k damage per warhead.
They fire every 20 seconds.

So we have 8*4*5k = 160000 / 20 seconds = 8000 dps

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