[MOD] More Missiles Mod
Posted: Thu, 8. Jan 15, 21:07
More Missiles Mod v1.00
Nexus Link:
http://www.nexusmods.com/xrebirth/mods/436/?
Steam Link:
http://steamcommunity.com/sharedfiles/f ... =374182808
Credits: The Improved Missile Mod by iforgotmysocks
Requirements: 4.0
Welcome to the More Missiles Mod! The goal of the is mod is to... provide More Missiles! Well, yes, but, more Balanced missiles. I liked the Improved Missiles mod and studied it to create this, but thought it was unbalanced and gamey at times. This mod will also fix what I think are design errors by Egosoft.
There are now seven missile types with a total of twentry-seven missiles! Each has their own purpose and should be used through-out the game. There are: Short ranged Drone killers, Long ranged Sub-system area bombardment, Long ranged anti-fighter/light surgical, Medium ranged anti-heavy fighter/heavy surgical, Extreme ranged anti-capship/station, Short ranged saturation, and Medium ranged station capship/crackers.
So the three categories are:
Unguided (It seems you cannot cap the speed on unguided missiles. Thus they will accelerate faster and faster till their fly time is up.)
--Light Dumb - Close ranged saturation - 2km range
Light Dumb missile types are designed as close ranged capital ship and station saturation bombs. With a 2km range, 1-3 second reload rates, very fast speeds, medium to large blast diameters, and low damage values they are designed for close untargeted area damage.
----V Crushers, Meteorites, Asteroids, Comets
--Heavy Dumb - Short ranged Heavy bombardment - 4km range
Heavy Dumb missile types are designed as medium ranged capital ship and station siege warheads. With a 4km range, 4-10 second reload rates, slow speeds, high damage values, and massive blast zones, they deliver massive area damage to stationary unarmed targets.
----Vulcanoids, Plutoids, Planetoids, Nemeses
Guided Single Target
--Light Guided - Short ranged anti-fighter - 4km range
Light Guided missile types are designed as medium ranged anti-light fighter/light surgical strike missiles. With a 4km range, 1-1.3 second reload rates, fast speeds, excellent maneuverability, 0.25 second acceleration time, low damage values, and small blast radii they are designed to eliminate light targets at long range.
----Solarflares, Starflashes, Coronariders, Sunstalkers
--Heavy Guided - Long ranged Heavy fighter/surgical strike - 8km range
Heavy Guided missile types are designed as long ranged anti-heavy fighter/ heavy surgical strike missiles. With a 8km range, 1.4-2.2 second reload times, medium speeds, decent maneuverability, 0.5 second acceleration times, medium damage values, and medium blast zones, they are a good all around single target missile.
----Novastars, Novapulses, Supernovas
--Cruise Missile - Extreme Long Range Anti-Capital Ship/Station - 16km range
Cruise Missile types are designed as extreme long ranged anti-capship/station cruise missiles. With a 16km range, 5-10 second reload rates, slow speeds, low maneuverability, 1 second acceleration times, large to massive damage values, and large blast zones, they are good at destroying slow or stopped targets at long range.
----Pulsarbeamers, Quasarseekers, Gammabursters
Guided Multi-Target
--Light Swarm - Short ranged anti drone - 4km range
Light Swarm missile types are designed as close ranged anti-drone cluster missiles. With a 4km range, 2-4 second reload rate, variable speeds, excellent maneuverability, 0.25 second acceleration times, small damage values, and tiny blast zones, they are designed to swat down drone swarms easily.
----Spacegnats, Cosmosquitoes, Astrobees, Etherwasps, Celestialhornets
--Heavy Swarm - Long ranged area bombardment - 8km range
Heavy Swarm missile types are designed for long ranged area bombardment. With a 8km range, 4 second reload rate, slow speed, good maneuverability, two second acceleration times, medium but many damage values, and large blast zones, they are designed to bombard sub-structural component areas.
----Tristars, Pentastars, Heptstars, Enneastars
Other tweaks are:
All vanilla missiles have been tossed.
Missile capacity on the Skunk has been upgraded to 1350. (Might be a bit high. It is enough for 50 missiles of each type. Please tell me if you prefer a lower value.)
Guided missiles are now fire and forget missiles. Not fire and pray it doesn't retarget anything near a station. I remember trying to shoot a long ranged drone and watching the missile say 'LOL nope!' and go after something, probably a civ vehicle marked enemy, right out of the tube, and then getting, "Ren Otani, your actions will not be tolerated." They have lost their retargeting privileges. Only swarm missiles can retarget now.
Missiles have now had their fly times shortened. They should no longer fly around for half a minute-a minute, but 15 seconds or less. Thus you will use more missiles now. The only ones that have times more than 20 are the long ranged sub-system saturation (21) and anti-capship (which go for 26, 28, & 30).
Prices are now balanced properly so you cannot pop a multi million capship on just a few hundred thousand or one to two million. (Do lots of fighter missions to get missiles from fighters.)
I found that all missiles had the same explosion area when I was modding. That is now fixed. All missiles have a different explosion diameter from the smallest swarm at 40m to the largest station cracker at 600m.
Torpedoes have been removed, and replaced with Cruise Missiles. I hated going into the ROV interface for a measly 80k damage.
Each missile type has it's own drop and everything has a chance to drop 3-7 missile types weighted. You might be swimming in missiles. I want drops to be the main source of missiles and selling missiles a valid profit maker. Might not be enough missiles... particually lower end.
As Peppy Hare says, "Use bombs wisely!".
INSTALL:
Backup your saves. (as you should with any major mod. And this IS a major mod.)
As any mod.
New Game.
Saves: No.
INCOMPATIBILITIES:
Any mod that relies on vanilla player missiles to work.
Any mod that changes the (missile) weapon loadout on the Skunk.
Any mod that changes the Arms Dealer.
TO DO:
NEW: All missiles have the same trails. I want each missile to have a unique trail. --Still working on it...--
NEW: Explosions will be optimized.
NEW: Missile ware files so you can build them. ---I have no idea how to mod stations. Yet.--
Nexus Link:
http://www.nexusmods.com/xrebirth/mods/436/?
Steam Link:
http://steamcommunity.com/sharedfiles/f ... =374182808
Credits: The Improved Missile Mod by iforgotmysocks
Requirements: 4.0
Welcome to the More Missiles Mod! The goal of the is mod is to... provide More Missiles! Well, yes, but, more Balanced missiles. I liked the Improved Missiles mod and studied it to create this, but thought it was unbalanced and gamey at times. This mod will also fix what I think are design errors by Egosoft.
There are now seven missile types with a total of twentry-seven missiles! Each has their own purpose and should be used through-out the game. There are: Short ranged Drone killers, Long ranged Sub-system area bombardment, Long ranged anti-fighter/light surgical, Medium ranged anti-heavy fighter/heavy surgical, Extreme ranged anti-capship/station, Short ranged saturation, and Medium ranged station capship/crackers.
So the three categories are:
Unguided (It seems you cannot cap the speed on unguided missiles. Thus they will accelerate faster and faster till their fly time is up.)
--Light Dumb - Close ranged saturation - 2km range
Light Dumb missile types are designed as close ranged capital ship and station saturation bombs. With a 2km range, 1-3 second reload rates, very fast speeds, medium to large blast diameters, and low damage values they are designed for close untargeted area damage.
----V Crushers, Meteorites, Asteroids, Comets
--Heavy Dumb - Short ranged Heavy bombardment - 4km range
Heavy Dumb missile types are designed as medium ranged capital ship and station siege warheads. With a 4km range, 4-10 second reload rates, slow speeds, high damage values, and massive blast zones, they deliver massive area damage to stationary unarmed targets.
----Vulcanoids, Plutoids, Planetoids, Nemeses
Guided Single Target
--Light Guided - Short ranged anti-fighter - 4km range
Light Guided missile types are designed as medium ranged anti-light fighter/light surgical strike missiles. With a 4km range, 1-1.3 second reload rates, fast speeds, excellent maneuverability, 0.25 second acceleration time, low damage values, and small blast radii they are designed to eliminate light targets at long range.
----Solarflares, Starflashes, Coronariders, Sunstalkers
--Heavy Guided - Long ranged Heavy fighter/surgical strike - 8km range
Heavy Guided missile types are designed as long ranged anti-heavy fighter/ heavy surgical strike missiles. With a 8km range, 1.4-2.2 second reload times, medium speeds, decent maneuverability, 0.5 second acceleration times, medium damage values, and medium blast zones, they are a good all around single target missile.
----Novastars, Novapulses, Supernovas
--Cruise Missile - Extreme Long Range Anti-Capital Ship/Station - 16km range
Cruise Missile types are designed as extreme long ranged anti-capship/station cruise missiles. With a 16km range, 5-10 second reload rates, slow speeds, low maneuverability, 1 second acceleration times, large to massive damage values, and large blast zones, they are good at destroying slow or stopped targets at long range.
----Pulsarbeamers, Quasarseekers, Gammabursters
Guided Multi-Target
--Light Swarm - Short ranged anti drone - 4km range
Light Swarm missile types are designed as close ranged anti-drone cluster missiles. With a 4km range, 2-4 second reload rate, variable speeds, excellent maneuverability, 0.25 second acceleration times, small damage values, and tiny blast zones, they are designed to swat down drone swarms easily.
----Spacegnats, Cosmosquitoes, Astrobees, Etherwasps, Celestialhornets
--Heavy Swarm - Long ranged area bombardment - 8km range
Heavy Swarm missile types are designed for long ranged area bombardment. With a 8km range, 4 second reload rate, slow speed, good maneuverability, two second acceleration times, medium but many damage values, and large blast zones, they are designed to bombard sub-structural component areas.
----Tristars, Pentastars, Heptstars, Enneastars
Other tweaks are:
All vanilla missiles have been tossed.
Missile capacity on the Skunk has been upgraded to 1350. (Might be a bit high. It is enough for 50 missiles of each type. Please tell me if you prefer a lower value.)
Guided missiles are now fire and forget missiles. Not fire and pray it doesn't retarget anything near a station. I remember trying to shoot a long ranged drone and watching the missile say 'LOL nope!' and go after something, probably a civ vehicle marked enemy, right out of the tube, and then getting, "Ren Otani, your actions will not be tolerated." They have lost their retargeting privileges. Only swarm missiles can retarget now.
Missiles have now had their fly times shortened. They should no longer fly around for half a minute-a minute, but 15 seconds or less. Thus you will use more missiles now. The only ones that have times more than 20 are the long ranged sub-system saturation (21) and anti-capship (which go for 26, 28, & 30).
Prices are now balanced properly so you cannot pop a multi million capship on just a few hundred thousand or one to two million. (Do lots of fighter missions to get missiles from fighters.)
I found that all missiles had the same explosion area when I was modding. That is now fixed. All missiles have a different explosion diameter from the smallest swarm at 40m to the largest station cracker at 600m.
Torpedoes have been removed, and replaced with Cruise Missiles. I hated going into the ROV interface for a measly 80k damage.
Each missile type has it's own drop and everything has a chance to drop 3-7 missile types weighted. You might be swimming in missiles. I want drops to be the main source of missiles and selling missiles a valid profit maker. Might not be enough missiles... particually lower end.
As Peppy Hare says, "Use bombs wisely!".
INSTALL:
Backup your saves. (as you should with any major mod. And this IS a major mod.)
As any mod.
New Game.
Saves: No.
INCOMPATIBILITIES:
Any mod that relies on vanilla player missiles to work.
Any mod that changes the (missile) weapon loadout on the Skunk.
Any mod that changes the Arms Dealer.
TO DO:
NEW: All missiles have the same trails. I want each missile to have a unique trail. --Still working on it...--
NEW: Explosions will be optimized.
NEW: Missile ware files so you can build them. ---I have no idea how to mod stations. Yet.--