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    Thread: Combat Mod - Terran Conflict

    1. #11
      TXU Hero ulfius's Avatar
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      Heh, thanks! and I agree Galder - the Constant explosions are too much - I've resolved the deafening 'speaker spam', I thought it was wrong how every second weapon explodes at maximum range and overloads the speakers/graphics card with explosion after explosion. Currently only the flak and starburst weapons have flak effects and the sound itself has been toned down greatly.

      *edit*
      awful: probably does not mean you think it means.

      Update: Difficulty level plugins. Looking for a fight?
      Hard mode: Doubles the number of all hostiles in the universe, including pirates, xenon, and khaak.
      Insane mode: Quadruples the number of enemies in the universe, xenon, pirates and khaak. Throws in some other nasty surprises
      Yarr!: Quintuples (5x) number of Pirates
      Borg: Quintuples (5x) number of Xenon

      Last edited by ulfius; 18-11-2008 at 09:52 PM.
      "but don't quote me on that." - Ulfius

      Combat Mod 3
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    2. #12
      TXU Ultra Hero Draxis's Avatar
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      is finishing up finals. Then back
      to Oblivion modding. The dead
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      Thanks so much for this mate, it makes the game playable again! The PAC effect was so annoying...



      M. Von Draxis, Professional Privateer - Bringing Class to Piracy Since X2: The Threat

      My guides for mercenaries, pirates and privateers:
      The Professional Privateer: A Guide for the Discerning Pirate
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    3. #13
      TXU Hero ulfius's Avatar
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      Thanks draxis, more to come.

      A little update: after much deliberation have decided to bring back the Alpha PPC to TC, I felt corvettes and frigates lacked a specialist anti capital punch to take on other corvettes / heavier ships at longer ranges. I have replaced CIG weapons with alpha PPC for all intents and purposes - these can bought at military bases, cig forges (now named alpha ppc forges for all purposes, including betty's description) etc and be mounted on the main guns / turrets of pretty much every ship of heavy corvette (m6+) class and upwards.

      This doesn't mean you can go overboard though, Appc takes up space and energy so anything more than 4-6 on a heavy corvette will dry up your energy in seconds and leave no room for cargo, It does mean you can take on frigates in a heavy centaur without feeling completely outmatched, two AI heavy corvettes working together equipped with Appc turrets are a real threat to frigates.

      Alpha PPC
      Range: 4.5km
      Damage: about 1.4x more than HEPT
      Speed 500m/s

      Last edited by ulfius; 20-11-2008 at 07:54 AM.
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    4. #14
      TXU Sr. Member maz9009's Avatar
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      Awesome man. Just saw the video you posted. Which new weapons have the short laser burst effects. IIRC in XTM CMOD CIG had the same effect.

      It's a good thing that you decided to nerf Plasma Burst generators. They are way overpowered and almost seems like a cheat.

      Just a suggestion. CIG in X3 TC are pretty much a heavy weapon for corvettes. Their shield damage is on par with APPC and Hull Damage is greater (7.8k shield/2.6k hull). The only thing that makes them somewhat ineffective is their short range 3.5km. IMHO a better idea would be to increase their range to 4.0-4.5km instead of replacing them with APPC. I have taken out couple of Xenon Q and a lonely J and many corvette class ships with 4 CIG in main guns of my Heavy Centaur.

      Almost every corvette class ship can mount CIG except Terran/Kha'ak and Xenon M6/M6+.

      bye the Split
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    5. #15
      TXU Hero ulfius's Avatar
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      Good to hear from you again maz, it's been a while .

      I chose the Cig to replace as it is the only weapon that is both available to all races and mountable on corvettes, none of the other alternatives worked - and I really wanted to see light PPC's on corvettes and frigates again. I'm hoping to get some opinions on whether it's a good move and if people prefer the aPPC to CIG, I'm cautiously optimistic so far - as they look awesome and are well balanced.

      It's about time I gave a lowdown on my plans for the various weapons, I do have a good concept/role for pretty much every weapon now. I think I'd like to do a full update tomorrow (time allowing) so people can get a good idea of what's in store and give their opinions/suggestions. A picture is worth a thousand words, so the weapons showcase/demo will likely be in the form of a video - to save me the strain of typing a whole page worth of facts and figures in an attempt to describe he work done so far.

      @makita, sorry i missed your post bud.
      Answer: Cmod3 has a couple of specialist shield breaker/engine disabling weapons that work real nice when it comes to capturing.
      _____________________________________
      UPDATE
      As promised, Here's the showcase demo: 6 minutes long, bring popcorn.
      http://www.youtube.com/watch?v=32PvnXwFaCc

      Last edited by ulfius; 22-11-2008 at 12:49 AM.
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    6. #16
      TXU Sr. Member maz9009's Avatar
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      Quote Originally Posted by ulfius View Post
      Good to hear from you again maz, it's been a while .

      I chose the Cig to replace as it is the only weapon that is both available to all races and mountable on corvettes, none of the other alternatives worked - and I really wanted to see light PPC's on corvettes and frigates again. I'm hoping to get some opinions on whether it's a good move and if people prefer the aPPC to CIG, I'm cautiously optimistic so far - as they look awesome and are well balanced.

      It's about time I gave a lowdown on my plans for the various weapons, I do have a good concept/role for pretty much every weapon now. I think I'd like to do a full update tomorrow (time allowing) so people can get a good idea of what's in store and give their opinions/suggestions. A picture is worth a thousand words, so the weapons showcase/demo will likely be in the form of a video - to save me the strain of typing a whole page worth of facts and figures in an attempt to describe he work done so far.

      @makita, sorry i missed your post bud.
      Answer: Cmod3 has a couple of specialist shield breaker/engine disabling weapons that work real nice when it comes to capturing.
      _____________________________________
      UPDATE
      As promised, Here's the showcase demo: 6 minutes long, bring popcorn.
      http://www.youtube.com/watch?v=32PvnXwFaCc
      Awesome man. Really awesome. Way to go. I am really looking forward to it and can't wait for COMD3. Will install it as soon as I know it's out without wasting a Sizura.

      About betty's last comments in the video:
      You are being promoted: Awesome Mod Dev for X3TC
      You have gained recognition: Supa Cool Mod Dev

      Oh and I almost forgot: Please post some details about Starbust Shockwave Cannon if you have some time. In vanilla they are kinda weak. An Osaka wasn't able to kill two L three M and 5 N for as long as 20 minutes straight before I disengaged from combat.

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    7. #17
      Junior Super Moderator Xelonir's Avatar
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      Quote Originally Posted by ulfius View Post
      I chose the Cig to replace as it is the only weapon that is both available to all races and mountable on corvettes, none of the other alternatives worked - and I really wanted to see light PPC's on corvettes and frigates again. I'm hoping to get some opinions on whether it's a good move and if people prefer the aPPC to CIG, I'm cautiously optimistic so far - as they look awesome and are well balanced.
      Hmm, why not simply add the aPPC on the same galaxy subtype?



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    8. #18
      TXU Hero ulfius's Avatar
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      Xel, - Good point, I forget we can expand the weapons armory a lot more now there's galaxy subtypes ^^. Only problem I can see there is things could get complex pretty quickly if A-ppc was to see common use and trade as a commodity. The 'how to's' of making alpha-ppc factories from scratch and having GOD populate the universe with them - also making them available for purchase at shipyards - is beyond me atm, though I certainly wont rule it out for possible future goals.

      Maz The Starburst shockwave cannon is one of the few weapons still in flux at the moment and yet to be finalised. I have two ideas , concept is either a flak beam cannon (more awesome than gunchucks if i can get it to work as intended) or a redesigned and effective version of the original. Hopefully the first option if possible. Either way, as the terran's only specialist anti fighter weapon it will have serious stopping power vs fighters.

      Last edited by ulfius; 22-11-2008 at 08:15 PM.
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    9. #19
      TXU Hero ulfius's Avatar
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      Finally: Beta release.
      Cmod3 doesn't have all the answers to your troubles yet, but it certainly is a bleedin' good start. Especially considering I put this together while working 60hrs overtime at my job for the past fortnight without a day off - it's the reason why I haven't posted anything for a while. I'm completely shattered but still managed to get some good stuff together for first release, hope you guys like it.

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    10. #20
      Translator ikalugin's Avatar
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      could u improve boarding ships? just it is a bit annoying to board M7 and bigger from a corvete. Ion missiles could be of good use. Also could u make a capture fregate? It should have good shields, ion guns and boarding pods. Is this possible? Also an M3 boarding vessel could be fun as well as any other fighter sized ones. (MTS comes into a sector, launches M3 they kil shield with ion guns and go boarding) just it is a pain to board stuff in the way it is done in TC

      Cleaning up Xenon sectors since 1992.
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