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2) Are you using them from capital-ships/stations or from fighters.
In my testing, the missiles as anti-fighter are good only on stations or cap-ships, firing them from fighters is only good as support weapon ( 1 tracking launcher and the rest are normal weapons ), and in large engagements ( ~15 vs 15 ). But even then, it not a "I win" button, they just help some times, but even after 20 min of fighting, some fighter still had unused missiles.
"light guided missiles" are notoriously unreliable vs flairs and can't re-target, so enemy can just use: flair -> boost away -> repeat.
Try smart missiles.
- - - - - - - - - - - - - - - - - -
PS: Egosoft in X universe ( at least in X4 ) doesn't treat missiles in fighter combat as a "long range, one shot" weapon, as they are IRL.
To make them fast and deadly would require:
- Detaching them from launchers ( to free the weapon slot ).
- limiting them to like 2 or 4 per fighter.
- Teaching AI how to use them as an alpha strike weapon from ~6 km on multiple targets.
I can maybe do the firs two, but not the third.
Which would be some what OK if:
- There were no Gates and Highways.
- Carrier fleets could jump, which would turn them in to launtch platforms, not glorified repair busses.
- AI knew how to use this new found UNLIMITED POWER.
I really recommend watching this video about how it works:
X4 Oversimplified: Understanding the AI ( YouTube )
I tried modifying your mod, but now the missile launcher no longer works—it can’t use missiles or shoot at all. All I did was dive into your config files and change some numbers, nothing else.
Testing is better done with a custom start, 5 Syns with 100 fighters VS entire Argon Prime.
If more people say the missiles are still garbage, I'll buff the more.
Problem is: only like 5% players ever use missiles, and those who do will want them to be OP.
Hard to struck a "balance".
2) Use VSC or Notepad++
3) Profit, as the game can recognise lose files ( .pac is just basically an archive to save space )
But don't forget to delete the .pac files, or better yet:
1) Put the unpacked files in the different folder, like "MyNewMod" (in the extensions folder).
2) Change the content.xml to:
<content id="MyNewMod" name="" description="" version="10" save="false" author="">
3) Disable my mod and enable yours.
example: <replace sel="//missile/@tags">torpedo_heavy</replace> ?