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NovaCameron

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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.

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More Missiles Mod v0.93.5
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NOTE:UPDATE 0.93 (or later) HAS HAD ITS ID CHANGED!
This results in a broken save if you used the one before. This is to make it simple to switch between Steam and here. (Steam likes changing the ID) Paste this line in the the <patches> section of your save over the old one if upgrading from before 0.93:

<patch extension="ws_374182808" version="093" name="MoreMissilesMod"/>

Use Notepad++ or Wordpad works well to.
---------------------------------------------------------------------------
Egosoft Forum Thread:
http://forum.egosoft.com/viewtopic.php?t=376282

(Please read to at least the Data Dump) 

Requirements: 3.0

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 - Short 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 - Mid-ranged Heavy bombardment - 4km range - SKUNK POPPERS 
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 - Long ranged anti-fighter - 6km range 
Light Guided missile types are designed as long ranged anti-light fighter/light surgical strike missiles. With a 6km range, 1-1.3 second reload rates, fast speeds, excellent maneuverability, 2 second acceleration time, low damage values, and small blast radii they are designed to eliminate light targets at long range.
----Solarflares, Starflashes, Coronariders, Sunstalkers 

--Medium Guided - Mid-ranged Heavy fighter/surgical strike - 8km range 
Medium Guided missile types are designed as medium ranged anti-heavy fighter/ heavy surgical strike missiles. With a 8km range, 1.4-2.2 second reload times, medium speeds, decent maneuverability, 2 second acceleration times, medium damage values, and medium blast zones, they are a good all around single target missile.
----Novastars, Novapulses, Supernovas 

--Heavy Guided - Cruise Missile - 12km range
Heavy Guided missile types are designed as extreme long ranged anti-capship/station cruise missiles. With a 12km range, 5-10 second reload rates, slow speeds, low maneuverability, 8 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 - 2km range 
Light Swarm missile types are designed as close ranged anti-drone cluster missiles. With a 2km range, 2-4 second reload rate, variable speeds, excellent maneuverability, 2 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 10-20 seconds. Thus you will use more missiles now. The only ones that have times more than 20 are the long ranged sub-system saturation (22) and anti-capship (which go for 38, 68, & 98). The equation I used for fly times was: MaxRange/MaxSpeed+MaxSpeed/Acceleration So the range might be farther than the reported max. 

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 area from the smallest swarm at 20m to the largest station cracker at 450m. 

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 each at 10%. 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!" with that in mind: 

WARNING: ANY MISSILE WITH A DAMAGE ABOVE 150K IS CONSIDERED HARD TO USE! DO NOT USE WHEN UNDER FIRE! THE BLAST RADIUS IS A LOT BIGGER ON THEM AS WELL AS BEING MUCH SLOWER. IT IS HIGHLY UNLIKELY FOR YOU TO ESCAPE WITHOUT DAMAGE. 

INSTALL: 
Backup your saves. (as you should)
As any mod. 
New Game.

Saves: I am making a save edit list for this. DO NOT USE ON A SAVE UNLESS YOU WANT TO SAVE EDIT.

Remove: DO NOT REMOVE UNLESS YOU WANT TO SAVE EDIT.

INCOMPATIBILITIES: 
Any mod that relies on vanilla player missiles to work. 
Any mod that changes the 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.

BALANCE: They have been balenced better. Do comment if they are not. --Now in line with vanilla and other mods.--

BALANCE: Missiles drops lowered. Will need more tweaking. --May have lowered them too much now since missiles are expensive.--

NEW: Missile type descriptions added into each of the missiles. But they need updating and each one needs to have its own.

NEW: Missile ware files so you can build them. ---Ware files added. Do please tell if they work. I have no idea how to mod stations. Yet.--

Name HullDamage(InfluenceDamage) Speed-rev-strafe-pitch-yaw-roll(accel-rev-strafe-pitch-yaw-roll)Type-Amount-Retarget-Lifetime-ReloadRate-ExplosionMinPrice-AvgPrice-MaxPrice
Light Swarm - Short ranged anti drone - 2km
Spacegnats 1003000-360002000ms-0-1000-2000-2000-2000(1000-500-1000-1000-1000-1000) Cluster12140.520m4634-8143-19106
Cosmosquitoes 1006000-600001800ms-0-900-1800-1800-1800(900-450-900-900-900-900)Cluster1014.220.55540m9936-16542-31314
Astrobees 1009000-720001600ms-0-800-1600-1600-1600(800-400-800-800-800-800) Cluster814.50.62560m18569-35964-78359
Etherwasps 10012000-720001400ms-0-700-1400-1400-1400(700-350-700-700-700-700) Cluster614.860.71580m39543-66426-127164
Celestialhornets10024000-960001200ms-0-600-1200-1200-1200(600-300-600-600-600-600)Cluster415.3330.833100m68246-133168-267642
Heavy Swarm - Long ranged area bombardment - 8km
Tristars 25036000-108000400ms-0-100-400-400-400(200-0-100-200-200-200) Cluster31220.25200m125607-261185-535863
Pentastars 25036000-150000400ms-0-100-400-400-400(200-0-100-200-200-200)Cluster51220.25200m178462-344652-719261
Heptstars 25036000-210000400ms-0-100-400-400-400(200-0-100-200-200-200)Cluster71220.25200m228941-467552-973496
Enneastars 25036000-324000400ms-0-100-400-400-400(200-0-100-200-200-200)Cluster91220.25200m292463-545462-1125346
Light Guided - Mid ranged anti-fighter - 6km
Solarflares 1004500 1000ms-0-0-1000-1000-1000(500-250-500-500-500-500) Guided108130m543-1023-2034
Starflashs 1009000 900ms-0-0-900-900-900(450-225-450-450-450-450) Guided108.70.9160m1283-2598-5013
Coronariders 10013500800ms-0-0-800-800-800(400-200-400-400-400-400)Guided109.50.8333390m2343-5046-10895
Sunstalkers  10018000 700ms-0-0-700-700-700(350-175-350-350-350-350) Guided1010.60.77120m5742-10650-21245
Medium Guided - Long-ranged Heavy fighter/surgical strike - 8km
Novastars 10036000600ms-0-0-600-600-600(300-150-300-300-300-300)Guided1015.250.715150m12241-25065-50642
Novapulses 10054000 500ms-0-0-500-500-500(250-125-250-250-250-250) Guided10180.55555180m17801-35354-71907
Supernovas 10081000400ms-0-0-400-400-400(200-100-200-200-200-200)Guided10220.45455 210m37846-71437-143842
Heavy Guided - Cruise Missile - 12km
Pulsarbeamer 200144000 600ms-0-0-300-300-300(75-37.5-75-75-75-75) Guided10280.2240m86497-174671-347983
Quasarseeker 200288000400ms-0-0-200-200-200(50-25-50-50-50-50)Guided10380.13333270m234648-465314-901349
Gammmaburster200576000200ms-0-0-100-100-100(25-12.5-25-25-25-25)Guided10680.1300m554296-1188973-2212698
Light Dumb - Short ranged saturation - 2km
V Crusher 1007500 1500ms-0-0-0-0-0(600-0-0-0-0-0) Unguided201.632.0100m874-1616-2858
Meteorites 10015000 1200ms-0-0-0-0-0(480-0-0-0-0-0) Unguided201.831.66666150m2852-4532-9212
Asteroids 10030000900ms-0-0-0-0-0(360-0-0-0-0-0)Unguided202.111.33333200m6253-13542-25649
Comets 10060000600ms-0-0-0-0-0(240-0-0-0-0-0)Unguided202.61.0250m20165-41246-85426
Heavy Dumb - Mid-ranged Heavy bombardment - 4km
Vulcanoids 500120000 400ms-0-0-0-0-0(160-0-0-0-0-0) Unguided204.470.25300m67246-121648-234967
Plutoids 500240000300ms-0-0-0-0-0(120-0-0-0-0-0)Unguided205.160.2350m181649-364501-719461
Planetoids 500480000200ms-0-0-0-0-0(80-0-0-0-0-0)Unguided206.330.13333400m558910-1094361-2023164
Nemesis 500960000100ms-0-0-0-0-0(40-0-0-0-0-0)Unguided208.9440.1450m1634562-3300426-7068526