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 ?
tinkering with the game
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Zeron-mk7
- Posts: 609
- Joined: Sat, 23. Feb 08, 12:38

Re: tinkering with the game
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
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If ask AI Chatbot, I get such answer
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If ask AI Chatbot, I get such answer
When you change weapon balance, you need to change weapon and bullet parameters into the TLaser and TBullets files.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
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Cursed Ghost
- Posts: 677
- Joined: Sat, 2. Oct 04, 22:44

Re: tinkering with the game
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.
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

Re: tinkering with the game
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.

