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Roger L.S. Griffiths

[MOD] Advanced Weapons Research Mod (AWRM) [v0.33 - Sa-02-Jul-2011]

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Please see here on the Egosoft forums and here on this site for points of discussion. Please see here on the TXU Wiki for detailed information about this mod. Please also see here on this site for further information about EES.

The main changes for 0.34 will be: TBC
The main changes for 0.33 are: Fix for Kha'ak ownership of Kha'ak Sector; Update to hitboxes for ANC/CPBC/EPBC/PPBC; Update of CMOD Patch for CMOD v4.13
The main changes for 0.32 are: Replacement of Prototype PSP; Change to cargo classes of Enh/Adv IRE/PAC/HEPT; Update of Terran Repair Laser
The main changes for 0.31 are: Replacement of PNC class weapons with Phased Plasma Beam Cannon (PPBC - beam version of PNC with 50% damage); Update of bullet models for CPBC/EPBC class weapons; Update of missile model for Vanguard series missiles; Reduced refire rate of Prototype FBC in CMOD patch
The main changes for 0.30 are: Rebalance of Enh/Adv IRE/PAC/HEPT; Rebalance of PPC for CMOD patch
The main changes for 0.29 are: Change CPC and EPC weapons to beam type weapons (CPBC and EPBC respectively)
The main changes for 0.28 are: Addition of final AWRM weapon: Prototype FBC (SSC Mount, Terran/ATF availability, Same DPS as Std. FBC but with 33% range, 50% energy demand, and faster rate of fire)
The main changes for 0.27 are: Adjustment of all vanilla/CMOD and new beam weapons to ensure equal balance whether used by either AI or player; Altered Enhanced and Advanced beams to have a longer bullet life and lower refire rate; Altered "Terran Repair Laser" so that it will use ammo correctly.
The main changes for 0.26 are: Conversion of an Unknown Sector to a Kha'ak core sector; Addition of a Kha'ak shipyard; Addition of a Kha'ak equipment dock; Security of Xenon Sector 596 increased to core; Addition of a Xenon shipyard to Xenon Sector 596; Addition of a Xenon Equipment Dock to Xenon Sector 596; Addition of Prototype HEPT/FAA/PPC for the Xenon (balance c/f Prototype IRE/PAC); Addition of Enh/Adv Sting/Needle/Thorn; Changed ware class of Needle to M
The main changes for 0.25 are: MARS v4.95 Compatability (preliminary); Enh/Adv versions of Kha'ak lasers; New visuals for Kha'ak lasers; Better support for non-English language users
The main changes for 0.24 are: New visuals for AWRM bullets (APE/CPC/EPC/PNC); New visuals for beam weapons (Std/Enh/Adv PALC/PBC/TBC/FBC)
The main changes for 0.23 are: Increased charged damage for Adv. EMPC (1.5s charge time for quadruple damage); Addition of charged firing to Enh. EMPC (0.75s charge time for double damage); Modified Hitboxes for most AWRM weapons (Enh./Adv. variants will generally have bigger hit boxes); Upgraded EES Configuration (added laser/missile categorisation flags); CMOD Patch R3 (compatable with 4.6)

IMPORTANT NOTE
This mod adds entries to the TLaser, TBullets, and TMissiles files so may be incompatable as is with other mods that also change those files. If you wish to integrate this mod with another mod then I hear by permit the merging and redistribution of this mod with other mods providing that credit for my work is duely given and that you reference the appropriate revision of this mod that has been merged.

Additional Information
The old script based shop and retailers have now been replaced by the Spirit Industries HQ, Joint Commonwealth Research Agency (JCRA) HQ and THINK missions. The Spirit Industries HQ is located somewhere in Heretics End and the JCRA HQ is located somewhere in Grand Exchange.

The Marines added to both HQs will gradually gain in skill (and cost) over time, using a script of my own design that can be applied periodicly to any dock type station (as far as I am aware). No more buying a bunch of marines you will not use just to increase the chance of getting the marines you want.



Proposed Future Changes
  • Formal release of 1.0 (pending finalisation of initial work and translations)
  • Rebalancing of price/performance (if necessary)
  • Rebalancing of marine skill gain (if necessary)
  • Optimising/Improving bullets (low priority - may not be done till post 1.0)
  • Finalise Text
  • Additional Language Support (looking for human translators may use computer based translations in lieu of volunteers)
    • Russian (L007)
    • French (L033)
    • Spanish (L034)
    • Italian (L039)
    • German (L049)
Install Instructions
  1. Download the AWRM.SPK or AWRM.ZIP file from here.
  2. Install the mod:-For SPK - Install the mod with Cycrow's X-Universe Plugin Manager
    For ZIP - Extract to your X3:TC game directory (e.g. C:\Program Files\EGOSOFT\X3 Terran Conflict)
  3. Load the game and have fun!
CMOD Compatability Patch InstructionsThis is a patch for an AWRM installation on a base installation of CMOD (exc. Add-on packs)
  1. Install the default configuration of CMOD v4.13, EES v2.6, and AWRM v0.33
  2. Download the CMOD_Patch_R13.ZIP file from here.
  3. Extract the CMOD_Patch_R13.ZIP file to your X3:TC game directory (e.g. C:\Program Files\EGOSOFT\X3 Terran Conflict)
  4. Load the game and have fun!
Known departures from CMOD v4.13 baseline:-
  1. Disables (Cargo Class of 6) the Gamma PPC from CMOD as this was not intended for player use and is simply a duplicate of the Vanilla PPC.
  2. Enables Quantum Repair Laser and removes "Beam" attribute so that it will use ammo appropriately
  3. Gamma Kyon Emitter still XL class
  4. All beam lasers have had their bullet life extended to match their refire rate
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Updated 02-07-2011 at 09:56 AM by Roger L.S. Griffiths

Tags: cpls, mod, pmts, script, weapons Add / Edit Tags
Categories
Game Experiences , X: Terran Conflict

Comments

  1. Xenon187's Avatar
    may be 645k (0,645M) not M for enhanced EMPC and 904k(0,904M) not M for enhanced launcher???
    it seems odd that weaker weapon costs more 1000 times more expensive than more powerful one. [RG - Ooops, good catch ... That was in fact a typo as you probably guessed (in this transcript not the mod I might add )]
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    Updated 22-04-2010 at 03:20 AM by Roger L.S. Griffiths
  2. Roger L.S. Griffiths's Avatar
    Ok I thought I would add some additional spoiler information for those of you who might be interested
    1. The most expensive items currently available cost spoiler: ~1.1 Billion (1,100,000,000) credits
    2. The most expensive items currently available are spoiler: the Player Headquarters and the blueprints for the ATF Valhalla
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    Updated 25-04-2010 at 01:51 AM by Roger L.S. Griffiths
  3. Roger L.S. Griffiths's Avatar
    The main changes for 0.22 are: Restart required for existing AWRM users (This should definitely be the last time barring something drastic happening - decided to re-order the TLasers to ensure that non-EES spawned vessels will be equipped appropriatly); Addition of an Experimental Fusion Beam Cannon (Adv. FBC with EMP Effect); Addition of Enhanced/Advanced EWG (+50%/+125% range, speed and power); Addition of charged firing to Adv. EMPC (1.5s charge time for double damage)
    The main changes for 0.21 are: Final 6 new weapons but for the Commonwealth: Enh/Adv MD, Enh/Adv EBC, Enh/Adv FAA (CMOD users get a sneak peak in R2 of the CMOD patch)
    The main changes for 0.20 are: Restart required for existing AWRM users (SORRY - but this should be the LAST time... for a long while at least) - Restructure of TLasers/TBullets and update of scripts to better support merging with CMOD v4.4 and other weapon mods (20 entry reserved space in TBullets/TLasers followed by 50 entry reserved space in TBullets/TLasers for AWRM); CMOD v4.4 compatability patch (AWRM lasers/missiles rebalanced for CMOD v4.4 and CMOD weapons added to relevant HQs); Configuration for Litcube's EES integrated with mod
    The main changes for 0.19 are: Restart required for existing AWRM users (SORRY - but this should be the LAST time... hopefully) - Restructure of TLasers/TBullets and update of scripts to better support merging with CMOD v4.3; Addition of sale of blueprints for Xenon Ships at JCRA (based on knowledge of universe - Player Sector, Hub Sector, plus vanilla 3.0 Xenon sectors); Addition of sale of blueprints for Arrow, Starburst, Aamon Prototype, Marlin Hauler (Boron M8), Susanowa Prototype, and Advanced Chokaro.
    The main changes for 0.18 are: Addition of a ship mountable repair laser (Terran design - Hull Plating as ammo with 1,000 hull points repaired per plate); Addition of Enh./Adv. versions of the Wildfire Missile (30MJ/60MJ total yield multiple warhead Friend or Foe guided missiles), Tempest Missile (120MJ/240MJ total yield multiple warhead Friend or Foe guided missiles), and Firestorm Torpedo (8GJ/16GJ total yield multiple warhead Friend or Foe guided missiles); Addition of Enh./Adv. versions of PBC, PALC, TBC, and GC.
    The main changes for 0.17 are: Addition of a second Terran "Wraith mount" missile (Vanguard Earth - multiple smaller warheads but double total yield of Vanguard Aldrin); Addition of "Power Flip" and alternate power stepping modes to PMTS.
    The main changes for 0.16 are: Price increase for Advanced M/AML as a rebalancing factor in response to feedback.
    The main changes for 0.15 are: Vanguard Pluto changed to "Spectre mount"; Additon of Terran "Wraith mount" missile (Vanguard Aldrin); Addition of Enh./Adv. versions of FBC (testing has shown no apparent affect on NPC weapon spawning, not seen any beam cannon equipped NPC ships yet); Potential fix for voices of the Terran marines available from Spirit Industries HQ (affects on sale marines only - script 'plugin.rlsg.marines.fix' included can be run manually from the script editor on own ships if required)
    The main changes for 0.14 are: Rename of APE and GWG to ANC and EWG respectively; Addition of 4 new Terran "Poltergeist mount" missiles (Vanguard Mercury, Vanguard Mars, Vanguard Jupiter, Vanguard Pluto); Changing of ware size of SPARE_LASER_1 and SPARE_LASER_2 to 7 in order to hide them from Cadius' ships (c/f CMOD4).
    The main changes for 0.13 are: Restart required for existing AWRM users (SORRY ) - Reordering of the new weapons in the TLasers file to help give GoD a nudge in the right direction wrt weapon selection and encourage the use of the better weapons (No more Adv. CPC filled fighters and greater use of the PNCs instead ). Upside, no more new guns on the drawing board (so no more restarts because of AWRM after this one), perhaps some new missiles though but that is another story.
    The main changes for 0.12 are: Reduced race rank requirements for APCs (more in line with IRE/PAC race requirements); Rebalanced prices for the new Terran weapons; Added Disrupt Shields ability to all EPCs; Removed Disrupt Shields ability from all CPCs; Changed in-game visual names of APC/CPC/EPC/PNC weapons to be more human friendly; Added Marines and Marine training to both HQs.
    The main changes for 0.11 are: Bug fix for absence of some weapons and equipment from both HQs.
    The main changes for 0.10 are: Added Enhanced and Advanced versions of APE, PNC, CPC, EPC, IRE, PAC, HEPT and PPC; Added Prototype versions of IRE and PAC; Added Joint Commonwealth Research Agency (JRCA) HQ
    The main changes for 0.9 are: Added Flak feature to the APE, integrated CPLS and PMTS scripts, added Spirit Industries HQ
    The main changes for 0.8 are: Added three new capital class weapons: GWG, Experimental PSP, Prototype PSP
    The main changes for 0.7 are: Added four new weapons designed primarily for fighters: APE, PNC, CPC, EPC.
    The main changes for 0.6 are: Two minor bug fixes with the salesman script: (i) Offering of access to shop while an outstanding offer of access has not been acknowledged and (ii) Not restricting purchase of items to the ship the player was in when the offer was made (now it does)
    The main changes for 0.5 are: Changed most (if not all) number formats to use the 3 digit grouping
    The main changes for 0.4 are: Addition of Enh./Adv. versions of the Starburst Shockwave Cannon.
    The main changes for 0.3 are: Reduction in refire rate of the Enh./Adv. versions of the EMPC, addition of Enh./Adv. versions of the Point Singularity Projector and redesign of the shop menu.
    The main changes for 0.2 are: Fix for the restocking of the the shop (should now add new stock once per day as per original design)
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  4. Cirno Neuron's Avatar
    As wonderful as this mod sounds, every time I try and download it, I get the same screen with this message, Does anyone know what I am doing wrong?

    "vBulletin Message"
    "You must add at least one category and configure it for the system to function."

    Other than that, Well placed idea as the game needs depth to its content, Thank You
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    Updated 20-05-2013 at 12:26 PM by Cirno Neuron
  5. The Judge's Avatar
    I just had to do a full reset on my mod library and game due to continuous modding since 2.0. There were just too many conflicts to function finally. Now I'm trying to re-acquire mods I liked and I can't find a working link for this one. The vBulletin message above seems to be the common issue here. I have an older version but it just doesn't work with my current mods.
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  6. Roger L.S. Griffiths's Avatar
    Quote Originally Posted by The Judge
    I just had to do a full reset on my mod library and game due to continuous modding since 2.0. There were just too many conflicts to function finally. Now I'm trying to re-acquire mods I liked and I can't find a working link for this one. The vBulletin message above seems to be the common issue here. I have an older version but it just doesn't work with my current mods.
    Sorry for the delay in responding to your post... I would check here on my Google Drive.
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