X Rebirth

X Rebirth

More Missiles Mod
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:
Cheetahhawk 31 May, 2017 @ 8:27pm 
are you making these craftable also with harvested loot as well? and is it 4.10 compatable?
Cheetahhawk 31 May, 2017 @ 8:26pm 
i like the retargeting of the swarmers thus when one drone is hit, it will seek another drone. i kind of like the vanila nova missile for some situations though, would be better if it was more manuverable ive used those to knock out cap ship engines from a distance, though it seems usefull also for knockig out station turrets as well from a distance
SuperChill 7 Jan, 2017 @ 6:44am 
This mod needs more appreciation.
I've been looking for a realism and more logical mod for missiles.
I'm glad you had the right idea with this one.
Nice job!
Furykuiku'l 10 Dec, 2016 @ 7:32pm 
can never have too many missiles they are the best for taking capships out of action fast during boarding ops i will like this mod as i'm always running out of them in the normal game
Ascalon 23 Aug, 2016 @ 5:40am 
I kinda wish the really expensive missiles wouldnt drop from small ships, I'm getting millions selling the drops from fighters. I feel like cruise missiles and the heavy stuff should be limited to cap ships.
Karamn0v 3 Aug, 2016 @ 12:42pm 
Ваш мод не работает. Сэйвы ломаются. Как его удалить без боли?

Your mod is not working. Saves break. How to remove it without pain?
Taxy 29 Jun, 2016 @ 10:23am 
Did you ever find a way to force dealers to update their wares lists for modding a existing saved game?
thelich 25 Jun, 2016 @ 9:51am 
@lewy255
Look at discussion thread, I've added a script there, which will add missiles to deales.
lewy255 31 May, 2016 @ 5:33am 
so i edited my save to use this mod and it works but the arms dealers show up with nothing. any ideas?
NovaCameron  [author] 19 Mar, 2016 @ 9:47pm 
A new partch will be out soon. 1.01 I found out why the light missles were so weird so I am fixing that. just need to tweak it so they turn even faster. I am also going to tap down the speed a bit. Not too much so heavy missles can't one shot light fighters so much.
NovaCameron  [author] 9 Mar, 2016 @ 2:45pm 
v1.00 Drop and Cost Tweaks, Added Descriptions

-Lowered cost for some missiles to equalize Cost/Damage efficiency
-Raised drop rates and smoothed the missile type gradient to increase drops as a source of missiles and increase the chance of higher missiles in each type category to drop
-Added useful info descriptions to each missile so the details of each missile are easily found - for once
NovaCameron  [author] 9 Mar, 2016 @ 2:26pm 
Not really. The DPS will stay as is. And thus the damage will as well. Cost will be dropped a little for some missiles in the next update to bring everything in line for a Cost/Damage ratio that is balanced by DPS.
mazzo 9 Mar, 2016 @ 7:47am 
Very good mod. Thank you :) Can you reduce costs of missiles or, in alternative, increase damage?
NovaCameron  [author] 7 Mar, 2016 @ 1:12pm 
v0.99 Third Rebalance Sweep

-Rebalanced Acceleration and Speed in all missiles
-Cruise missiles now have a 16km range
-Halved blast radii - blast range was a radius and was way too big for what I wanted. Now halved to make SOME sense.
-Fixed missile speeds - anything over 1000m/s ends up overwhelming the game's postition update resulting is odd missile paths and really poor hits.
NovaCameron  [author] 7 Mar, 2016 @ 1:12pm 
continued:

-Fixed missile acceleration - This is where speed improvement comes in. All missiles had a 2-2.5 second acceleration time and turn rates. This is fixed:
-Swarms have a .25 second acceleration and turn rate
-Heavy swarms have a .5 second acceleration and turn rate
-Light guided have a .25 second acceleration and turn rate
-Heavy guilded have a .5 second acceleration and turn rate
-Cruise missiles have a 1 second acceleration and turn rate
-Dumb fire acceleration has been constrained neither accelerating too fast (over 1000m/s) or too slow (under 300m/s)
-Dumb fires are safer as they fire out of their blast range from your ship within a second.
NovaCameron  [author] 4 Mar, 2016 @ 5:24pm 
0.98 Second rebalance sweep

Oops. I nerfed the low end missles too much.
-Fixed nerfed missiles
-Fixed explosion range now bigger! (Had it marked bigger and wasn't implimented.)
-bumped DPS back up to a normal 10k-100k range
-Prices adjusted accordingly
-Swarm missiles have a lot more damage
-DPS gradient is nice and smooth now.
NovaCameron  [author] 4 Mar, 2016 @ 2:26pm 
Major Update
0.97

Rebalanced:
-Damage
-Fire Ratres
-Prices
-Cruise missile acceleration

I forgot to actually balance the missiles through DPS and cost per damage. Did so and rebalanced everything. You shouldn't exactly need a ship HP increase mod anymore but I think it makes it better. Damages went up and down, mostly down, fire rates increased mostly. Prices are more balanced now. Highest DPS is 75k. Lowest is 5k. Low end missiles less than 15k DPS. Midrange less than 30k DPS. High end above 30k DPS. Prices took a massive hit mostly though some of the higher end stuff increased.
NovaCameron  [author] 1 Mar, 2016 @ 10:51pm 
Quick update.

0.96

Heavy and Light guided missles two times more manuverable.
Light Cluster missle range upped to 4km.
Fixed ranges and range descriptions for all but unguided.
FallenSunGaming 1 Mar, 2016 @ 5:25pm 
working for me! :D
AOD_DarklordTaurine 29 Feb, 2016 @ 9:02am 
Still has the no missle listed at arms dealer issue. I started a new game a few days ago and noticed this issue. Cant buy or sell missles at all. Options are blacked out.
Reaperxvii 3 Feb, 2016 @ 9:01pm 
This mod works fine as of 4.0 beta 7
SuperChill 31 Oct, 2015 @ 8:30am 
No missiles listed with arms dealer. This is a permanent problem since the save file cannot be loaded without this broken mod. Do not use this mod.

If you break somethign in the game, do not upload the mod. Fix it or stop modding. Keep/use it on your own, don't include the workshop in your file corruption.
Sketchy 15 Oct, 2015 @ 1:49pm 
Is there a chance that you could create a separate mod that just increases the Skunk's missile capacity? I'm not exactly interested in the various missiles that this added as that is a lot more cycling through missiles just to find one that I am actually carrying at the moment.
peho72 2 May, 2015 @ 8:16pm 
Beholder ROV Mk4 is named as "Beholder ROV Mk3" and looks like Assassin drone even it should look like scanner drone that it is.
peho72 2 May, 2015 @ 7:25pm 
Ah, these missiles are not in the weapon cycle list at all (thanks DeluzionConfuzion):
From vanilla version
<item macro="missile_player_guided_macro" amount="8"/>
<item macro="missile_player_guided_heavy_macro" amount="8"/>
From More Missiles mod
<item macro="missile_player_emp_macro" amount="8"/>
peho72 2 May, 2015 @ 7:17pm 
Like DeluzionConfuzion said there is EMP missile on traders list. There is no scipts, no slot entries or what so ever to handle the missile type. You buy EMP Missile (Constrictor Missile), but that does not appear to be players weapon list nor be able to sell back cause amount is zero (0).

Also there is a BUG. When you sell all one type of missiles e.g. V Crusheres, go back to space that V Crusher is still on the Missile Cycle list even it shoudn't cause there is an item entry on players "wepons list" which amount="0" .
<item macro="missile_player_dumbfire_macro" amount="0"/>
Weapon says "click, click"...
Delete that line so all are happy. I didn't yet figured out how to delete itemline which amount is zero from save file. At least the item line must not bein the player ship's weapon inventory. I just know how to do it via savefile editing.
But if you can fnd it out, can you fix this please?
DeluzionConfuzion 1 Apr, 2015 @ 1:39am 
Notice of another posible glitch: wepons vendors still sell constricter missles, and after purchase they dont show up and cannot be sold. how ever they still appear in save file.
DeluzionConfuzion 31 Mar, 2015 @ 7:23pm 
notice of posible glitch: ok, so ive started a new campign, the mod works great now, but i noticed, the first sovrign sindicate ships you need to destroy after recovering your cargo ship drop missles, and yisha activates you Mlauncher and your suposed to have a few to start with, but those missles niterh appear nore are sellable, to only reasone i was sure i had them was because the were listed in my save file. is this common?
RaksitYar 28 Feb, 2015 @ 2:18pm 
Nice mod.
Attention! Savegame needs to be done being OUT OF THE SKUNK!
Zarken 18 Feb, 2015 @ 10:00pm 
ok so i tried this mod and didnt save back up my file... and the mod made arms dealers have nothing to sell...would be so kind to send me the edit lines info so i can change it back lol! lol...much appreciated!
NovaCameron  [author] 23 Jan, 2015 @ 12:41pm 
Ummm no. It is. There is already a work-around in place. You cannot say that based on a script error that noone can fix. (Though I do have an idea, but it is not compatabile with Stream.) I know why that script error happens, I know which files are responible, the work-around in place since I first released it on Steam works. If Egosoft patched it and you cannot buy the missiles in the Feilds of Oppertunity please tell me. But otherwise that error we shall have to live with. *shrug*
angel618 19 Jan, 2015 @ 6:38am 
Your mod is not compatible - TELADI OUTPOST !!!
angel618 19 Jan, 2015 @ 6:35am 
[&quot;gamestart&quot;]=3.000000,
[&quot;message&quot;]=&quot;Error: extensions\\ego_dlc_teladi_outpost\\md\\setup_teladi_outpost.xml(104): Warning while parsing expression: Property lookup failed\
* Input: [md.$FieldsOfOpportunity, [ [ [ware.spe_ammo_dumbfiremissile, 20, 40, 90], [ware.spe_ammo_dumbfiremissile_h, 8, 16, 70], [ware.spe_ammo_guidedmissile_l, 18, 36, 90], [ware.spe_ammo_guidedmissile, 16, 32, 80], [ware.spe_ammo_guidedmissile_h, 6, 12, 70], [ware.spe_ammo_swarmmissile, 4, 8, 70], [ware.spe_ammo_swarmmissile_h, 2, 4, 60], [ware.spe_ammo_empmissile, 6, 12, 100] ] ] ] \
angel618 19 Jan, 2015 @ 6:30am 
Error: LIBXML2: file:///extensions%2Fmoremissilesmod%2Flibraries%2Fmaterial_library?ext=pck%20xml line 1, error 108: Unsupported version '0.1'\
Chronia 19 Jan, 2015 @ 2:26am 
Heh, Steam doesn't like long posts.

Another balance note - 1350 missiles is a TON (I'd prefer that to be much smaller).

Is there any way to further reduce the frequency of ammo drops? Given the price increase, picking up and selling missile drops is by far my largest source of income.

Last, the heavy guided missiles feel way too strong as a standoff weapon. You can just float outside of your target's gun range and pump missiles into them until they die with no fear of retaliation. I suppose that if the target wanted to live it should have a fighter or drone screen, but that doesn't seem to be the case most of the time.

Anyway, like I said: love the mod - looking forward to seeing what you do with it in the future!
Chronia 19 Jan, 2015 @ 2:25am 
First, this is an awesome concept and I love it - the different missile roles are way cool! I've been playing around with it and have some feedback, if you like:

First, I think you have WAY too many redundant variants - the UI just can't handle it. Cycling through 27 slots in the middle of a fight is totally intractable (especially given that they show up even if you have 0 of a particular missile loaded). I also never find myself using everything - I just swap out for the best missile in a particular category and ignore the cheaper ones.

If you were to consolidate down to just one missile for each of the seven roles, this would be perfect.
Jessa Doom 18 Jan, 2015 @ 6:22pm 
Nice one will look forward too that update and i'm sure you'll figger out the trails soon.
NovaCameron  [author] 18 Jan, 2015 @ 10:33am 
Gun and ship changes will come after 1.00. Will overhaul every weapon in the game. Only thing really keeping me from moving faster is that the game isn't taking my missile trail textures. I have no clue why. If I can't change missiles trail textures how will I change bullet textures? A few more tweaks (0.00.5), new descriptions (0.01), and explosion optimization (0.01) will get me to 0.96. Trails would get me 0.98. Working ware files would get me 1.00, but I still don't know how to actually code them yet. Thinking of just making them inventory creation which would allow you to merge certain missile parts together to create missiles. Worry about station manufacture later.
Jessa Doom 18 Jan, 2015 @ 4:43am 
OK understand. Any chance as i said earlier of new or upgrading the guns.
NovaCameron  [author] 17 Jan, 2015 @ 7:41pm 
Or taking a risk and blitzing a section... I might make them a bit faster.