X Rebirth

X Rebirth

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More Missiles Mod
   
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12 Jan, 2015 @ 11:39am
9 Mar, 2016 @ 2:34pm
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More Missiles Mod

Description
More Missiles Mod v1.00

Egosoft Forum Thread:
http://forum.egosoft.com/viewtopic.php?t=376282

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 long 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 medium 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 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.--
Popular Discussions View All (3)
8
29 Oct, 2016 @ 6:22pm
More Missiles Mod Save Editing
NovaCameron
1
27 Feb, 2017 @ 4:34am
Constrictor issues
Spyro_Dragonite
0
8 Mar, 2015 @ 11:42am
doesnt work with existing 3.2 game
pakrat811
68 Comments
Il Khan 19 Feb, 2021 @ 9:01am 
Well this breaks the whole game. Can't buy missiles anymore anywhere from vendors and can't remove it mod because of incompatible save version.
hpoonis2010 24 Jan, 2020 @ 11:11am 
Had to remove it. No missiles at all! No way to remove the mod. Sad but true.

I know it should not be a factor but, coincidentally, this has only been an issue since installing Win10
Bhudda V1 11 Dec, 2018 @ 12:35pm 
here nexus gaming heres the link to that file

https://forum.egosoft.com/viewtopic.php?t=376282&start=90
>>BLackCat >> 2 Oct, 2018 @ 4:07am 
UPD pls:vahlen:
Spyro_Dragonite 21 May, 2018 @ 3:11pm 
will need a link for that fix. also, does anyone know why the vanilla starter guided missles dont show up in the cycle? i know he "removed" all of the vannila missles with this mod and all, but didnt he make it so that we could still use them if we found them? also, boa's still dont work?
Zarken 23 Apr, 2018 @ 6:32pm 
and where exactly do you see that update fix for this mod? link please
requiemfang 13 Jan, 2018 @ 11:47pm 
If you goto the egosoft forum thread for the mod, iforgotmysocks provided a update to fix the merchants not having any missiles for sale.
usmcmrn21 6 Jan, 2018 @ 7:51am 
With the latest update of XRebirth, arms dealers no longer have any wares to sell, nor can you sell any missles to them.
Meliae Rivanhart 30 Aug, 2017 @ 10:28am 
I think the swarmers blow up too quick, I think doubling their timer would be good as if they miss the target they have no way to getting back to the target before blowing up, its turning them inot flaks rather than missile, if this is intended than can you increase their area damage for something like Gnats/moskito basically all the missiles that have low dmg i.e. under 10k dmg.

I also agree with Cheetah that we need to be able to craft them or increase the drop rate of low missiles as well as increasing the rate npcs use them should make it for intersting fireworks :steamhappy: