tinkering with the game

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Cursed Ghost
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Joined: Sat, 2. Oct 04, 22:44
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tinkering with the game

Post by Cursed Ghost »

Hi all

So I was drawing up a weapons table for each weapon in X2 before I start tinkering and I'm trying to understand what the energy value is for I had assumed that the energy value meant the amount of energy used per shot but this doesn't seem to be the case.

Do does anyone know what it is for?

Also how does the game determine how long a weapon can fire for before running dry I ask because I placed a single Alpha Kyon Emitter on a Khaak m3 which has a 200mw reactor yet I can only fire that weapon continually for about 4 seconds before I run out of energy yet I can fire a Beta Kyon Emitter continually for about 30 seconds before my weapons power runs dry

This makes absolutely no sense how can a weaker weapon that should use less energy per shot run out of power before a stronger one which should use more energy per shot since it does more damage and can fire further, now I will grant you that Alpha Kyon Emitters do have a higher rate of fire but that isn't enough to cause this kind of discrepancy.

I had assumed that the ships reactor would determine how long a weapon could fire for as well as how quickly weapons and shields recharge but this doesn’t seem to be how the game is set up so what is governed by the ships reactor ?
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Zeron-mk7
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Joined: Sat, 23. Feb 08, 12:38
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Re: tinkering with the game

Post by Zeron-mk7 »

If I remember correctly, I think in TLaser file, "Energy" parameter - must be laser/weapon shot necessary used power (Energy = weapon energy consumption per shot), but I not sure, what was into the TBullets file in the parameter - "Energy used", I don't really remember :gruebel: .
If ask AI Chatbot, I get such answer :o :
TLaser → Energy
Real energy cost per shot
Directly drains the ship’s weapon energy

TBullets → Energy used
Metadata for the projectile
Used for AI logic / internal calculations
Does not directly subtract energy from the ship
When you change weapon balance, you need to change weapon and bullet parameters into the TLaser and TBullets files.
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Cursed Ghost
Posts: 677
Joined: Sat, 2. Oct 04, 22:44
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Re: tinkering with the game

Post by Cursed Ghost »

That's what I figured if you go in to TBullets there is a value energy used and when I go to TLasers there is a value energy

so for Alpha Kyon Emitters the energy value is 2000 and the energy use is 150 and the rate of fire of 200 rnd/min

so doing (200 x 150) / 60 = 500 energy per second

2000 energy / 500 energy per second = 4 seconds firing time

of course the issue here is that the same doesn't work for other lasers for example Gamma IREs can fire continually for about 6 seconds in game yet when I do the math the answer comes out at about 4 seconds same as the Kyon Emitters but there is obviously something wrong with this equation if the math says the firing time is around 4 seconds but the actually firing time in game is around 6 seconds perhaps some modifier value I'm unaware of ??

In any event it still doesn't explain why the energy value of your lasers isn't a variable containing the value of your ships reactor as you would expect because even with a weak 50mw reactor ships power would be 50,000 divided evenly between weapons and shields which would mean that you would have weapons energy of 25,000 which would mean 2 weak Alpha IREs that don't use a lot of power should be able to fire continually for about a 1 minute 30 second to 2 minutes give or take before running out of power, which is a hell of a lot longer then 4 to 6 seconds.
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Zeron-mk7
Posts: 609
Joined: Sat, 23. Feb 08, 12:38
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Re: tinkering with the game

Post by Zeron-mk7 »

Unfortunately I don't remember, but I was made total all weapon/laser rebalance into the P.X.D. mod, you can test them, how rebalance works, maybe that will helps you.
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