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[转帖] [MOD] Combat Mod 4 - v4.11b 20/5/11 - Fixes & SRM 1.08 compatibility

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发表于 2011-5-18 22:39:40 | 显示全部楼层 |阅读模式
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本帖最后由 0809000 于 2011-5-20 23:29 编辑

Combat Mod 4
v4.11b - 20/5/11

By Ulfus and Paul Wheeler

Featuring the Missile Rebalance Mod by Imperium3




This is a new stand alone version of Ulfus' Combat Mod. It builds on his Combat Mod 3, addressing balancing issues with some weapons, overhauling the beam and flak weapons, including new effects, and adding two new Terran light weapons - the Electro-Magnetic Repeater and the Fusion Pulse Disruptor.

It is fully compatible with X3TC 3.0

All CMod3 features are retained. For information view the original thread here.


DOWNLOAD THE CMOD v4.11b --- SPK Version




Release Notes

Changelog for the CMod v4.11






ADDON PACKS
------------------

While the base mod should be compatible with most other mods, there are certain files that are required to use the EMR and beam weapons. These include files which will likely conflict with other mods so I have decided to put these into optional addon packs.




Updated 27/4/11
FACTORY PACK
SPK Version
This adds EMR, FPD and beam weapon forges to the universe. It includes a modded TFactories and WareTemplate.

REQUIRED - Community Plugin Configuration by Cycrow

This is not compatible with any mod that changes TFactories or WareTemplate. See below for more info.

SRM users should use the scripts only version below.






Updated 27/4/11
FACTORY PACK SCRIPTS ONLY
SPK Version
This is a script only version of the factory pack for SRM users and other mods that have had CMOD compatibility added, such as the Xtra Ships mod.

REQUIRED - Community Plugin Configuration by Cycrow





Updated 23/3/11
SRM Weapons Dealers AL Plugin v1.4
SPK Version

This pack adds an AL plugin that creates several Weapons Dealer stations to the universe. These stations stock a variety of weapons and missiles in large numbers. These can also be purchaed by the AI to help alleviate the general lack of weapons for sale in the universe.

If not running the SRM, the full factory pack is required for this to run correctly.

If running the SRM please use the version from the SRM thread.

Click here for more information







Updated 30/1/11
EMR COMPATIBILITY PACK
This includes a version of the vanilla TShips and TCockpits where the EMR has been added to Terran ships.

This is not compatible with any mod that changes TShips or TCockpits. See below for more info.

NOTE - SRM users - DO NOT install this pack - its built into the SRM already. Installing this pack will break the SRM.







Updated 18/5/11
Alpha PPC conversion pack --- SPK Version

This pack converts the Concussion Impulse Generator into an Alpha Photon Pulse Cannon. The cat/dat must be installed to a higher number than the main CMOD4.








Updated 18/5/11
Missile Rebalance Pack for Turret Scripts --- SPK Version

This pack completely rebalances all missiles specifically to use against turret scripts like MARS or the Missile Defence Mk2.

All missiles have increased speeds. Refire rates have been greatly increased. Dumbfire missiles have been converted to low turn rate tracking missiles with proximity fuses and large blast radii. Damage, blast radii, special abilities, prices and reps have all been rebalanced.

New colour coded icons to help with missile selection. The colour key is as follows:

Green - close range missiles (0-22km)
Blue - medium-close range missiles (22-35km)
Purple - medium-long range missiles (35-60km)
Red - long range missiles. (60+km)

Do not use this pack unless you are running a turret script as otherwise the missiles will be way too overpowered. I highly recommend MDMk2 as it will run on all ships automatically, including fighters, with no noticable frame rate hit.

I also highly recommend you install Gazz's Missile Safety and AI Ammo Cheat scripts.







-----------------------------------


I highly recommend the Ship Rebalance Mod: Continued for use with the Combat Mod 4. The SRM rebalances almost every ship in the game as well as adding new ships. SRM users only need the base CMOD4 mod and the scripts only factory pack.

Ship Rebalance Mod: Continued


All of the CMOD3 addon packs should still work with this release, except for the APPC pack and the ship rebalance pack of which new versions are provided above.



MARS DATA
-----------------

Updated 4/5/11
Download MARS data file for CMOD4.11

This includes all the new CMOD4.11 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.

MARS automatically detects CMOD4 and will then read the TFile 7049 instead of 7047 (vanilla).

You must be using MARS v5.00 or higher for CMOD4 compatibility.











INSTALLATION
-------------------

-The "fake patch" method works best for the CMOD4.

- Extract the dat/cat files and look at the other dat/cat files you have in the main TC installation folder. Rename the CMOD4 files to a bigger number than the last ones, i.e. if the last ones are 09.dat and 09.cat rename my files to 10.dat and 10.cat. You can have up to 99 different cat/dat files, so you can use a very high number of mods this way.

- Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.

- You will need to navigate to the \mov folder in your X3TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom weapon or factory names said by "betty".

- Run the game. You should get a message saying the CMOD4 has been installed when you load a save or start a new game.

- Use the same process to install the addon packs. For the factory packs the contents of the "scripts" folder should be copied to the "scripts" folder in your main X3TC directory.

- The addon pack CAT/DATs must be installed to a higher number than the base CMOD. So if your CMOD cat/dat is 13, the addon packs must be 14 or higher.




SRM USERS
----------------

SRM users need only install the base mod and the "scripts only factory pack".

If upgrading from the previously released CMOD3:R, please remove the old CMOD3:R scripts first. Remove both the CMOD3 and CMOD3:R cat/dats and replace with the CMOD4.

It is essential that the SRM base mod is installed to a lower cat/dat number than the CMOD4 (SRM installed first if using spks). The correct order is:

SRM : SRM ADDON PACKS : CMOD4 : SRM TRAILS





Electro-Magnetic Repeater + Fusion Pulse Disruptor
--------------------------------------------------------------

These are two new weapons that have been added to compensate for the Terran’s not having a proper light weapon for fighters or a non-ammo based medium weapon. Due to limitations with X3TC the EMR and FPD have had to be added to the spare weapon subtype and thus will not appear on ships compatibility lists automatically. It will also not be spawned by AI ships unless specified by a script. This is the only way it can be added to the game without forcing a restart.

In order to give your ships EMR + FPD compatibility you must either use the provided EMR/FPD Compatibility pack or manually add the Unknown Laser 2 subtype to ships in TCockpits and TShips if using a mod that changes these files. The EMR will appear on all ships. The FPD will only appear on ships with XL ware compatibility. Ask the Mod creator for help on how to do this or ask in the CMOD4 thread.

SRM users must not use the EMR/FPD compatibility pack. The SRM already has EMR/FPD compatibility built in.





Gamma Photon Pulse Cannon
-----------------------------------------

The CMOD4 adds a copy of the normal PPC called Gamma PPC to the weapons arsenal, because it has been added to the top of the weapons list the AI will choose to equip them and spawn with them wherever possible - this is a a very basic fix for the weapon loadouts of AI capital ships which currently prefer IBL. Although the GammaPPC have exactly the same stats as normal PPC, they're not really intended for use by the player - especially if you have mars loaded as they will cause problems - so sell them for profit if you pick any up.





MISSILE REBALANCE MOD
--------------------------------

Imperium3's excellent MRM is included in full here. I have also included a pack based on the MRM that has been balanced for use with turret scripts such as the Missile Defence Mk2 and MARS. This is available in the above addon pack.

For information about the MRM changes view the original thread here.











MODDERS:

To give EMR compatibility to your ships just add the SG_LASER_UNKNOWN2 to TShips and TCockpits.

The default spare lasers are retained on this subtype incase Egosoft ever utilise them. They have had their ware size changed to "6" so they will not appear on any ship's weapon compatibility lists.

To utilise the EMR and FPD forges you will need to include the EMR Forge and FPD Forge entries from TFactories and WareTemplate. You will also need to include WareTemplateDummy. The CMOD4 director script then loads this dummy WareTemplate which forces X3TC to refresh its main WareTemplate so the EMR forges can be used.

To use the weapon dealers script all that needs to be included for this to work with mods that alter TFactories are the weapons dealer TFactories entries. they must be in the same lines as they are in the factory pack. To make this easier I have put alot of placeholders in before the entries start.

The CMOD4 alters TLasers, TBullets, TMissiles, Effects, Particles3, 00044.xml

The Factory pack alters TFactories and WareTemplates

Text file used - 9970.


CREDITS
------------

Thanks to the XTM team for permission to use the existing CMOD XTM content.
Thanks to Imperium3 for permission to include his Missile Rebalance Mod.
Thanks to fallenwizard for the German translation.
Thanks to the X Universe team for offering to host the CMOD4.
V4.11 Changes:
Improved quality of launch effect textures for many weapons (thanks to Mizuchi for this).   提高特效贴图
Improved IonD impact effect and sound.                                                                                    提高IonD的特效
Added missing IonD sound effects.                                                                                            MIss IonD的特效
SRM 1.08 compatibility  a handful of weapons have had their ware size made one smaller for   兼容SRM1.08
compatibility with the new ware classes in the SRM. This will not affect vanilla compatibility in any
way.
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