Thread: Modding SW3?
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Old 06-04-2010, 01:02 PM
Trucidation
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Quote:
Originally Posted by Trucidation View Post
However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd.
This, apparently, works. However, max_rocket_count is not how many launches you get; instead, the number of launches you get is = max_rocket_count divided by rocket_slots.

Example:
max_rocket_count = 20; rocket_slots = 4
Q: How many launches, and how many missiles per launch?
A: (20/4) = 5 launches, with 4 missiles per launch

Therefore, unlike MIRVs, max_rocket_count is not how many launches (or "missiles per pod") you get. It is simply the overall total number of missiles.

Quote:
Originally Posted by Trucidation View Post
As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads.
Correct. However, with the default values, all MIRVs are launched close to each other in a tight, packed formation -- guess what happens when it's time for the MIRVs to split up and deliver their multiple warheads? Blast radius damage happens, that's what. So basically your MIRVs end up destroying each other.

I am currently about to tweak the MIRV blast values and to see if I can do anything about the launch pattern. Otherwise the multiMIRV launcher will be a useless idea because the missiles are so close they detonate each other. (And as expected, my pilot who launched the missiles also got caught in the blast radius. I knew there was a reason I hated the default missiles -_-.)

Cutting down the MIRV detonator explosion_distance and damage helps a bit (I actually reduced both values to 1) but the missiles still destroy each other a lot.

Okay, I think I fixed it. In Modules.xml crank up viewing_angle and dispersion. In Rockets.xml turn down the explosion_distance of the parent missile (the MIRV). I think you can safely leave the damage alone; after all what happens if it hits a target before separating? Similarly, turn down the explosion_distance of the warheads. Wa-la, there you go: multiple MIRV launches, and each of them separates into multiple warheads.

The only problem I have with this concept is that without the danger of a blast radius to worry about you basically have an ultimate weapon. You'll need to pare down the damage a lot, single digits even. Heck, even my weak 30x 13 dmg danmaku were deadly in the hands of a missile expert.

Edit:
Screenshot 2, note how close the multiMIRVs are on launch - I'm merely using 4, and even then you can see two of them are actually physically overlapping. No wonder when they separate into warheads they hit each other and explode.
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Last edited by Trucidation; 06-04-2010 at 02:43 PM.
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