X: Rebirth

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TheOne

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theonegod1

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About this mod

A mod to re-balance combat and make it generally more interesting through weapons being made more unique and situational.
Improves both player and AI weapons, gives missiles much more bang for your buck and heavily alters and improves the loot from kills.

Permissions and credits
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Currently taking a break from this mod, going to let Egosoft do their stuff and see how much better it is in a month or so.
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Note: This mod is currently intended for free play new games, it will almost certainly make odd things happen in the scripted story battles and may not work entirely with existing games, you've been warned.

Welcome to Combat Rebirth!
Current Version - V0.2

Combat Rebirth is a mod made to make the current state of space battles a lot more fun and challenging, while not being unfair or overpowered.
Changes are being made to all elements of the Fight side of X:Rebirth, this includes ship drop rates and weapon pricing to balance the changes, though this mod IS in it's fairly early stages, so not all areas will be effected and some may be slightly unbalanced (tell me if you think it is!).

Current Changes:
All Mk1 player weapons have been made more unique and had their prices increased:

-Pulsed Maser Mk1 - 'The Burst Maser'
Fires 4 projectiles per shot with a small spread and a medium rate of fire.
Advantages: Good at hitting small and fast moving objects, dodging ships will likely take a hit or two due to the slight spread, relatively good at destroying unshielded turrets and components, Very good range, rarely overheats and cools quickly when it does.
Disadvantages: Poor damage, ineffective vs good shields and large ship hulls.

-Plasma Cannon Mk1 - 'The Pinpoint Plasma Pounder'
Fires slow very powerful orbs of plasma, bullets have very long range and are extremely accurate, has a slow rate of fire.
Advantages: Amazing at destroying stationary ship components from a considerable distance, can do some considerable hull damage.
Disadvantages: Not designed for continuous fire, it will overheat quickly (but also cools quite quickly), very bad at hitting moving targets (don't even try it in a dogfight...really.)

-Plasma Cannon Mk2 - 'The Plasma Singularity Cannon'
Fires a single incredibly powerful singularity of plasma, has a fairly long range and is extremely accurate (see pics #2 & 3). Weapon needs a while to recover after each shot.
Advantages: Considerable damage to anything it hits, instantly destroy a pesky turret. (Will have area damage which doesn't seem to work currently).
Disadvantages: Slow rate of fire - one per 10 secs, slow moving projectile

-Inertial Hammer Mk1 - 'The Double Barreled Hammer'
Can fire 2 shots in quick succession before overheat, shots have very high spread and a large number of projectiles. Overheat cool down is relatively fast.
Advantages: Rips through large ship hulls, deadly to fighters close quarters, very good for quickly dispatching large ship engines, good shot ricochet (fire a shot into a hanger and watch the damage!) .
Disadvantages: Very poor at turret destroying, short range, needs time to cool frequently (encourages weapon rotation).

-Particle Repeater Mk1 - 'The Particle Minigun'
Very high rate of fire, great accuracy and considerable damage. The downside? VERY slow heat cool down.
Advantages: Very effective at turret, fighter and hull damage, builds up heat fairly slowly.
Disadvantages: Very slow heat venting and has to fully cool before use again after overheating, bad in prolonged fights.

Most Turrets have been made much more effective:

Small turret (HIT/MA) - 'The Shredder Turret'
Fires fast, medium ranged projectiles, at an extremely fast rate and a wide spread. Very dangerous in large numbers and even more dangerous up close.

Medium Turret (Plasma/MA) - 'Sniper Cannon'
Fires incredibly fast traveling, long range plasma in volleys of 6 shots (The turret has 6 barrels, have a look!), takes a while to reload to fire again. This is stations and ships primary long range weapon, but is also very painful and hard to avoid up close.

All ship drops altered
All ships will now always drop at least one ware (inclding mass traffic, a nice way to get started as a pirate/scrap dealer), amount of goods dropped increased all round, large ships potentially drop a very nice amount of wares with large military and xenon capitals boasting fantastic rewards.

Some wares removed (civilian ships no longer drop farming goods) and some added to drops (for example, all ships now can drop life support except Xenon)

Missile, cap ship weapon/shield and cargo drops remain the same.

Missiles Tweaked
Missiles were horribly underpowered, so have been given a bit more bang for your buck and have decent increase to missile hull strength:
V-Crushers now can cause major damage to large ships, fire rate decreased and price slightly increased.
Sunstalker slightly more powerful and slightly more expensive.
Astrobees - swarm count increased to 12 and damage increased, very good for taking out multiple ship components with one volley. Price increased.
Novadrone - Now a small(ish) nuke and the price tag set to match, use it wisely.


Future Plans
Mk2 Unique Weapons (will NOT be more powerful Mk 1 versions)
Drone overhaul and throwing far more drones into large ships cargo.
Shields and engine upgrade tweaks (player and some smaller AI ships)
Combat mission tweaking (especially the rewards for high difficulty).

Change Log
0.1 - Release
0.2 - Bugfixes, balancing and added PC Mk2

Installation
To install, extract the Combat Rebirth folder from the CR zip file and put it into SteamSteamAppscommonX Rebirthextensions, create the extensions folder if it doesn't exist already, then you should be good to go, and you should see Combat Rebirth in the extensions menu in the games title screen.

Thanks for Reading, hope you enjoy the mod, post any problems or suggestions and I'll see what I can do.
Be good, mind.