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    Thread: Combat Mod - Terran Conflict

    1. #1
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      Lightbulb Combat Mod - Terran Conflict

      CMOD3 - Introduction
      Introduction

      Deutsche Übersetzung - German translation by Kozaki

      Hello again. Welcome to the next chapter of the CMOD series. As I mentioned previously, I have big plans for X3:Terran Conflict, and I don't intend to disappoint. For those who are new to this mod a short introduction is required, "CMOD" stands for Combat Mod, which (naturally) focuses on changing the dynamics of combat in many, many ways with three specific and very important goals in mind, namely: Gameplay, Performance and Fun. As before, this mod continues to build on the foundations of the original 'dynamic combat mod v1' and attempts to address directly performance issues, gameplay issues and general combat elements that fall short of their potential in x3.

      Expanding on the nature of these changes: If I were to list them fully they would take up half a page at the least - so for the sake of keeping this first post managable, the full and informative description of these changes can be found in the 2nd post for any interested in the specifics. Once this mod is released your feedback is HIGHLY welcome in developing future versions of this mod. As always I will do my level best to implement the stuff you guys want. The only thing I really can't do is scripts and models.

      Installation Info: The mods listed here are modular in design and simple to use - The main Cmod3 install by itself contains all the weapon, shield, missile, performance and visual effect changes. You can also choose to add some, or all of the 'Secondary Plugins' which are entirely optional - the main install does not rely on them. They add several features and can be loaded in any combination or order you like, they will also work on their own without cmod3.[color=Orange]

      Before Installing:
      • Make sure you have updated to the latest version of Terran Conflict.
      • Ensure you have the latest version of X plugin manager
      • Read the F.A.Q. and important information section below.

      PluginManagerLite v1.10

      *Patching to 2.0* It is important you uninstall ALL mods (not just cmod) before patching to Terran conflict v2.0, otherwise it is likely the patch will overwrite your mods and cause errors, plugin manager will lose track of installed mods and you will end up overwriting the patch at some point.

      __________________________________________________ _________________________________________
      Download Section

      Main Install
      All the performance and combat tweaks. (Remember to Uninstall older versions.)

      1.02 changes: Information here
      1.03 changes: Information here

      Optional Plugins
      These will work with or without the main install.




      Optional Difficulty Settings
      Choose ONE


      Compatibility Updates
      Special section for the MARS Monkeys among you.

      Warning: This update it not compatible with the newest MARS version. You're game may not start!



      Bonus Content
      Guides, Trailers and Other Mods

      __________________________________________________ _________________________________________
      F.A.Q. and Important Info

      • PLEASE READ THIS Before Posting or installing.
      • Posts already covered here may not be answered.

      Savegame Compatibility, Mod compatibility
      You will not need to start a new savegame to play Cmod3.

      Uninstalling - *not Savegame reversible after 1.02*
      Currently, Save games using Cmod3 v1,02 or later will encounter problems if you uninstall Cmod3. Save games will still work, but the added Cmod3 Gamma PPC weapons will become invisible. This means they will still take up cargo space but you will not be able to see, use, or remove them from ships - this will affect computer controlled ships mostly. I am working on ways to counter this problem. - If you just want to try Cmod3 out then either use 1.01 or earlier (which is reversible without any problems), or keep a spare save-game you can go back to.

      Steam Compatible

      I have had confirmation these mods are compatible with versions of X3:TC downloaded via steam.

      Fixing a bad install/uninstall

      Provided you have the latest version of plugin manager and followed correct patch procedure this shouldn't happen. If you think Plugin Manager has not installed a mod correctly, or overwritten the 2.0 patch follow these steps carefully to fix it. Do not delete any .cat or .dat files numbered 01 to 06 or else you will need to reinstall your game.
      1. Remove ALL mods in plugin manager.
      2. Open you x3 directory, then delete any remaining .cat and .dat files numbered higher than 07
      3. Check the file size of 07.dat, it should be 123,184kb. If it is the wrong size then delete 07.cat and 07.dat and reinstall the 2.0 patch. (or, if your using steam - reverify the game cache.) to get the correct files.
      4. Reinstall your mods in the plugin manager.

      This will give you a fixed install, this same method can be used if you think plugin manager has not un-installed something correctly.

      Fixing Installation for Steam Users.
      It's hard to control steam updates and many people encounter problems if Steam overwrites a previously installed mod when it automatically patches to v2.0. If you've encountered an installation problem with steam, or your 2.0 patch has been overwritten:
      1. Uninstall all mods via plugin manger
      2. Tell steam to reverify the game cache and then
      3. Reinstall all mods,

      This should fix the problem and give you a good install of Cmod3 with Working save games.

      Improved Ships Plugin not working with MARS

      The 'MARS repair drones.ZIP' tships file is interfering, because it goes directly into the Types folder it overrides everything in the 'cat files, if you remove the tships from the types folder in your X3 directory, improved ships should work.

      Actual Weapon Stats and the Ingame Encyclopedia

      The In-game Encyclopedia Is Not Accurate regarding weapon damage stats, Due to some odd Math functions it gets the numbers for Weapon damage completely wrong - although all other Stats are correctly reported. This is a hardcoded problem. Please refer to the download able spreadsheet in the extras section above for accurate stats.


      Thankyou. - Ulfius

      Last edited by Kozaki; 17-02-2010 at 01:54 PM.
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    2. #2
      TXU Hero ulfius's Avatar
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      Cmod:TC Features

      Gameplay and combat:
      Smilar to the previous CMOD, this is probably the biggest part of CMod3. Both Small and Large changes make a huge difference to game play. I first discovered this with Dynamic combat 1, where it was mentioned that the A.I. had become more efficient somehow in respect to combat.

      The purpose here is changing weapons to compliment both the A.I. behavior, and the feel of combat. The result is longer, more satisfying and intense combat. While damage factors have been reduced greatly nothing feels underpowered. Damage still scales from light weapons to heavy, however, each weapon has its own advantages so you'll no longer instantly reach for Biggest Gun as the weapon of choice.

      Summary:

      • Heavy weapon turrets turn rate greatly increased, no more mouse thrashing to turn 10 degrees left, etc etc.
      • Hull damage reduced overall, shield loss is not Game Over. Hull lasts long enough to jumpdrive.
      • Shield damage adjusted, longer battles, weapons fit specific roles, less insta-kill I.S./O.O.S.
      • Overall rate of fire decreased, bullet velocity increased, Enemies are more dangerous because of this.
      • Capship heavy weapons damage readjusted, Capship battles last minutes, not seconds.
      • Weapon types all have advantages and defined roles. Heavier not necessarily better.
      • IRE damage increased, take down M3 in an M5 without struggling with energy lvls - if you have the talent.
      • Weapon energy requirements lessened, capable of longer sustained fire, persuing ships will rarely break away.
      • Range of most weapons increased significantly.
      • Many
      • Plasma Burst Generator damage scaled to balanced levels.
      • Mass driver, slower fire rate, more damage to reduce ammo burning.
      • Missiles are very effective, high speed or countermeasures are essential to avoid most missiles.
      • Shield rates Improved, Regenerate quickly enough to recover in combat with evasive maneuvers.

      Weapon conversions (most significant changes)

      • Weapon conversion: Teladi Gauss Cannon now hyper velocity long range anti-capship weapon with particle trail.
      • Weapon conversion: Ion shard railgun now hyper velovity anti fighter weapon
      • Weapon conversion: Frag. Bomb launcher now very short range flak weapon, low fire rate very high damage, effective on rear turrets.
      • Weapon conversion: Ion pulse generator, shield breaker weapon with immobilizing ability. Effective against corvettes + Frigates
      • Weapon conversion: Ion Cannon, now beam weapon with ability to immobilize ships, strip shields and weapons energy. efftctive for captures.



      Performance:
      One of the first things I did here was look at why TC sometimes runs like 3 legged dog during combat, there are many lag inducing effects that need to be addressed and I'm not happy, I know people worked hard on the development of TC but this is a major oversight. A 3 year old game engine should not require a next gen system to run smoothly. That said, this is my *only* complaint with TC, the game itself is pure gold and improves on pretty much everything else.

      By the time beta is ready I'll have hopefully sorted most - if not all - lag issues. Starting with ion disruptors and shockwave effects, will be moving through the weapons one by one until I'm happy, this pretty much has to happen first and foremost before anything else.


      • All weapon spam reduced significantly.
      • Performance Issues with PSG, HEPT ION and PAC effects addressed.
      • Damage over time effect removed from some weapons, effect was not noticable in most cases yet consumed memory and cpu time.
      • Laggy, Noisy Flak Effect removed from most weapons except flak arrays, frag bombs and Starburst weapon.


      Graphics/Visual changes:
      Lots of eye candy, mainly focused around weapons and the Hud. The main purpose is to address dull, faded colors and dark icons while taking care not to dazzle the player with too bright bright and clashing colors. The Military Hud is making a reappearance, styled almost seamlessly to the new X3:TC interface. All your old favorite features from the original are there as of writing. Added vibrant laser colors already and making visual changes to other weapons already.
      PPC projectiles are gold again and everything looks better in general.

      Plugin - Game Difficulty Settings
      In the original X3:reunion you had a choice when starting between normal and extreme starts, although they made little difference to difficulty apart from the quality of your starting ship and initial bank balance. Cmod brings real difficulty settings to Terran conflict, namely Hard and Extreme modes, they add extra hostiles to your game to challenge you. More information of these plugins can be found below.

      XTM particle Effects
      When I started this mod I was very interested in bringing a limited number of the XTM particle effects across. This was partly due to my initial lack of experience and knowledge with making new particle effects of my own, but mostly because the XTM team did such a bleedin' good job with certain effects I couldn't see where to improve upon them. So, courtesy of the XTM team and with their permission I've imported a couple for use with Cmod3.

      The particle effects I chose to import from XTM and use were
      1: The PPC Impact Explosions,
      2: The Heavy Missile Gun particle trail and
      3: The Khaak gamma Muzzle flash.


      Sounds:
      In vanilla X3TC, having the same generic (and weak sounding) firing fx for every weapon was a disappointment, Cmod3 uses many new sound effects to make each weapon sound unique, distinctive and satisfying to fire.

      > Most TC weapons now have their own signature firing fx.
      > Many changes to the other sounds including new interface sounds, ambient sounds, and non combat fx.
      > In total, more than 40 new sound fx have been added.

      Optional Plugin Features
      This section covers the additional plugins which can be used as part of Cmod3 or seperately.

      Plugin - Military Hud
      The Military Hud (Head Up Display) is older than dirt. It's one of the first mods I released and eventually led me into more complex mods like CMOD3. Since then the military hud has evolved through 3 different generations, both in X3:R and TC. It adds a lot of visual features that improve the Hud making it brighter and easier to interpret. I called it the Military Hud because I closely looked at how the military designed their HUD's for ideas; making them intuitive, making use of shapes and color, highlighting threats and points of interest, bright, clear icons, and a minimal amount of clutter that could distract the pilot. I put all this together and came up with the Military Hud.

      Something else I've decided to add recently here is the ability to distinguish/identify tech factories on the galaxy map visually, at a glance with color pips. It's a great idea, but not mine. I saw it in another different Hud mod and wanted to make my own version. It's a great idea, no more trawling through pages of text on sector maps, going cross-eyed looking for a single flak array forge etc. etc. Anyway, give it a try and see if it suits you.



      Features:
      > Bright ship icons.
      > Stylish cross-hair, red dot pointer in combat mode.
      > Circular hi-visibility target lead indicator..
      > New Gravidar - clearer and more intuitive, 5km, 10km range pips.
      > New Jumpgate icons, easier to find on sectormap, gravidar.
      > Bright glowing yellow missile and Squash mine indicators.
      > Distinctive gold cargo container/unknown object indicators.
      > Smooth-bar shield and hull indicators.
      > Identify tech factories by their icons.
      > Transparent Menu bar, improved visibility.
      > Small Mission icons for stations,
      > Density Shadow - (sector map) large concentrations of ships in formation make a dark shadow around them.

      Improved Ships Mod Plugin
      This plug-in aims to improve the abilities and features of many ships within the game and add some other visual touches. The upside: see features. The downside of this mod is that there is a fair chance it will become outdated whenever egosoft patches X3:TC to the next version. As this plugin is time consuming to put together and update it'll probably go down for a while after every egosoft update.

      Features:
      > Added blue engine trails to nearly all ships
      > Added purple engine trails to Khaak fighters
      > Carriers can use Boarding pods
      > All ships benefit from a 10-30% speed Boost (may require additional engine tunings)
      > Carriers average speed is 100ms (varies between races)
      > Destroyers average speed is 70ms (varies between races)
      > M5 Average speed is 500ms (large variance between races, fighter types)
      > M4 average speed is 250-260ms
      > M3 average speed is 160-170ms
      > M6 average speed is 140-150ms
      > All Corvettes maneuverability increased, AI corvettes also turn faster.
      > Argon Heavy centaur (M6) can dock 1 fighter (unused docking node, OMG)
      > Teladi Heavy Osprey can dock 1 fighter
      > The ShipMod Plugin should be Savegame Compatible.
      > All ships have a symmetrical (mirrored) turret configuration on both sides (TC bugfix)
      > Teladi Osprey, Removed ISR from front weapons - A.I. will equip heavier weapons now.
      > Pirate Capital Ships have a new turret loadout, be wary of ion cannons.
      > Goner Truelight Seeker: Turret additions, tiger pattern War Paint.
      > Goner Truelight Seeker: Improved stats.

      Plugin - Alpha PPC Converter
      I'm a old school X3:R fanatic and one of my favorite things in the game was to blast things to bits in a corvette armed to the teeth with Alpha PPC. When Concussion Impulse Generators were introduced with the Bala Gi Missions I hated them immediately, seeing them as a gimmicky weapon with no real punch compared to A-PPC, this was especially annoying when most ships used them in preference.
      One of my big disappointments in TC was that they removed A-PPC in favor of CIG, so I decided to bring them back to their rightful place as the weapon of choice for corvettes and light battleships. None of this 'push-things-away nonsense, I prefer blasting things out of the sky with fireballs. If you're old school like me, give it a try

      Features:
      > Converts CIG Into Alpha PPC

      Plugin - Crew Chatter Ambience
      I was delighted to find that the Crew Chatter Ambience plugin made for x3 reunion works fine with Terran conflict. This Replaces corvettes and larger ships ambient engine sounds with communications chatter It will feel like you are in command of a fully crewed starship and not just a lifeless hunk of metal. I may expand this plugin to include station ambiance now that is audible in game.

      Plugin - Signal Boost
      This mod will increase the distance of many range limited elements. have decided against increasing ship sensor range as the range of triplex is already fairly high, increasing any further would cheapen the 'fog of war' element - although you can always drop an adv. satellite if you want to scope out your surroundings, that's called strategy.
      Heres the feature list:

      > Satellites get roughly 1.7x Boost to sensor range.
      > Docking computer locks on at 5km, not 4
      > Freight Scanner range increased to about 10km
      > Comms Range increased from 25km to 40km
      > Station sensors slightly better than triplex.
      > Lasertowers fitted with duplex scanners.
      > Transporter range increased to 10km.

      Plugin - Game Difficulty Settings
      In the original X3:reunion you had a choice when starting between normal and extreme starts, although they made little difference to difficulty apart from the quality of your starting ship and initial bank balance. Cmod brings real difficulty settings to Terran conflict, namely Hard and Extreme modes.
      Hard mode: will double the number of all hostiles in the universe, this means pirates, xenon, khaak, yaki and so on will be twice as frequent - so be prepared for a fight, this means escort sizes will also double - so be warned that pirate, khaak and yaki carriers will be swarming with fighters and corvettes.
      Extreme Mode: Be warned, this setting abandons all pretense of fairness. Save your game in a separate slot beforehand and make sure your Computer is up to handling large numbers of ships. Expect to see anything up to 6 xenon K's in xenon sectors. Pirates are everywhere and travel in packs, sometimes large enough to take down a destroyer.
      Khaak home sectors are off limits.

      All of these settings have NO CIVILIAN SHIPS included as standard, implemented on the general consensus that civs are useless buggers that clog CPU time and space lanes, although any objections will be catered to.
      --


      Thats about it for the features and plug-in selection. I'm never much good at writing, and there's much I've forgotten about so I'm sorry if I've missed mentioning something. I hope you can figure out the rest on your own.

      Ulf.



      Last edited by ulfius; 08-05-2009 at 11:01 PM.
      "but don't quote me on that." - Ulfius

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    3. #3
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      seems like you've got most of the major issues covered,

      I've not really had enough time with some of the new weapons to make sensible suggestions...

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      This i cannot wait for....loved the one from x3 reunion!!!!

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      wow i haven't used anything but 3 or 4 weapons



      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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      Quote Originally Posted by Draxis View Post
      wow i haven't used anything but 3 or 4 weapons
      My point exactly... unless you have a feel for them all, you cannot make sensible choices!
      Good on you to attempt this so early, Ulfius!

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    7. #7
      TXU New Member Makita's Avatar
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      Ulfius i was wondering is the shield recharge rate would affect boarding much? It is little hard to do as it is. my 2 cents.

      Mak

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      I'm hoping you're going to balance the Plasma Burst Generator a bit, Ulfius? It's a cool weapon, but for a "cheap pirate weapon", it eats even M6 shields a bit too rapidly.

      Nix
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    9. #9
      TXU Hero ulfius's Avatar
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      Updates Ahoy!

      I've been quiet but busy and I'm making real good progress here, especially as the way has already been paved by Cmod2, i'm intimately familiar with the Terran conflict mechanics which haven't changed in format and am very pleased to announce the development of Cmod3:TC is coming along very nicely.

      All your favourite guns features and sounds from Cmod2 are making a return with very few changes needed and I'm having great fun modding with the new Terran conflict weapons, oh yes indeed. You guys probably want something more than a progress report for your curiosity and I'm currently ahead of schedule, so I took time to put this trailer together.
      http://www.youtube.com/watch?v=FbhodPw213w

      Thanks to Xtended Team
      I would like to thank the X-tended development team and express my undying gratitude for giving me permission to use material from the x3 xtended mod. This is so that I can incorporate certain weapon particle effects I lack the resources to create myself. I must add it is not my intent to cannibalize, or reproduce the xtended mod (although they do say imitation is the sincerest form of flattery). This is the full list of the reasource taken from the extended mod:

      1) The HMG trail effect to use with the Gauss cannon/Railgun
      2) The PPC impact effect for use with PPC's
      3) PPC firing sound fx
      4) Ion disruptor sound fx

      Thats all of it. Everything else I'm hoping to develop independently.

      Last edited by ulfius; 18-11-2008 at 09:59 PM.
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      Awful.... i have no words. I can see the potential in this cmod version. If you have managed to get rid of those nasty explosion sounds i'll install that 10 sezuras after your release. Man... only one patch out and ES is still working on their bugfixes and you deliver such an improvement... awful work! Rep for that.

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