[MOD] Miscellaneous OOZ Combat Tweaks
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- Moderator (English)
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Thanks for the reply.
I'm afraid I have lost track of the relative balance of OOZ DPS between ships. IZ, I believe total vanilla DPS order for non-Xenon is Fulmekron > Olmekron > Arawn > Sucellus (including IHC). My working assumption is that, after taking weapon range into account too as you do, a similar hierarchy OOZ would be desirable. I don't have time to make the spreadsheet at the moment to consider the overall impact at the moment but I would like to try (weekend love incoming).
Not sure about the notification angle due to low experience with them at the moment but a test with your super insta-notifications does sound like a good idea!
I'm afraid I have lost track of the relative balance of OOZ DPS between ships. IZ, I believe total vanilla DPS order for non-Xenon is Fulmekron > Olmekron > Arawn > Sucellus (including IHC). My working assumption is that, after taking weapon range into account too as you do, a similar hierarchy OOZ would be desirable. I don't have time to make the spreadsheet at the moment to consider the overall impact at the moment but I would like to try (weekend love incoming).
Not sure about the notification angle due to low experience with them at the moment but a test with your super insta-notifications does sound like a good idea!
Expect more threat level 3-5 notifications with 0.25.1x. But since you get those notifications the moment a ship gets hit by a massive volley, might have enough time to respond. Players with huge fleets will most likely get spammed with urgent notifications since there will probably be more threat level 4+ events.
Should be identical OOZ. That's raw dps, though. Effective dps, as you correctly stated, takes shield recharge and range into account. Should still be the same IZ and OOZ, but the effect on gameplay would be different because of the differing mechanics.Sparky Sparkycorp wrote:My working assumption is that, after taking weapon range into account too as you do, a similar hierarchy OOZ would be desirable.
No problem. Could actually have been a problem before MOCT v0.25 though. I noticed that Suls, at least vanilla Suls, usually spawn with lots of drones. Unless they're MICT ships, they don't use those drones vs capital ships IZ. Since I had everything in pre 0.25 using drones OOZ, they were a lot more effective OOZ than they were IZ. Should be brought closer to parity in the latest update.DaveDee wrote:Please ignore my report about suls.
Just realized that I somehow managed to remove MOCT. No wonder i got this "weird" vanilla behavior.
7.September 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.26
All text moved to t-files, ready for translation.
Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_moc-t\t\0001.xml
.......
All text moved to t-files, ready for translation.
Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_moc-t\t\0001.xml
.......
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<t id="2000">=== MOCT OOZ Combat Report ===</t>
<t id="2100">%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %4</t>
<t id="2110">\n SEND REINFORCEMENTS RIGHT NOW!</t>
<t id="2120">\n Shields: %5% Hull: %6%</t>
<t id="2121">\n\n Shields: %5% Hull: %6%</t>
0001-L049.xml
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<t id="2000">=== MOCT OOZ Schlachtbericht ===</t>
<t id="2100">%2 \n In %3 \n Unter beschuss von %1 \n\n Bedrohungslevel: %4</t>
<t id="2110">\n SENDEN SIE SOFORT UNTERSTÜTZUNG!</t>
<t id="2120">\n Schilde: %5% Hülle: %6%</t>
<t id="2121">\n\n Schilde: %5% Hülle: %6%</t>
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
one suggestion
UniTrader wrote:0001-L049.xmlCode: Select all
<t id="2100">%2 \n in %3 \n unter Beschuss von %1 \n\n Bedrohungslevel: %4</t>
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<?xml version="1.0" encoding="UTF-8" ?>
<language>
<!--
Base (English) text file for MOCT mod.
Author: Walker Evans
Last Change:
Version: V0.0.1
Date: 07-09-2015
X Rebirth version: 3.00+
Перевод alexalsp. http://apocalypse.moy.su
Thanks to alexalsp for this excellent translation!
97523, 0-308 are used by MarineRebalance.
1000-1999 reserved for MICT.
2000-2999 reserved for MOCT.
-->
<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
<t id="2000">=== MOCT OOZ Combat Report ===</t>
<t id="2100">%2 \n в %3 \n атакован %1 \n\n Уровень Угрозы: %4</t>
<t id="2110">\n ТРЕБУЕТСЯ ПОДКРЕПЛЕНИЕ!</t>
<t id="2120">\n Щиты: %5% Корпус: %6%</t>
<t id="2121">\n\n Щиты: %5% Корпус: %6%</t>
<!--<t id="2100">¬</t>-->
</page>
</language>
0001-L007.xml
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<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
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page id="*****" title="??????" descr="?????"
Thanks alex!
No, that's fine. That way I won't have to tie up another page. Don't think I'll need 9999999 lines of text.alexalsp wrote:I think you need to changeCode: Select all
<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
Code: Select all
page id="*****" title="??????" descr="?????"
I understood. You specified others.
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t id
Can the one person who tried 0.25.1x please let the rest of us know how it went? Tried it for a while, but capships were blowing up whole wings of fighters in a second again, so went back to lowered damage. However, am interested to know if anything is GOOD with that balance point, to see if there's anything that can be learned from it.
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- Moderator (English)
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As far as I could tell, same as regular turrets: damage * reload rate.
All vanilla figures (IF calculations are correct). All just basic, most common variants. IZ takes a few more things into account, so these are only effective OOZ numbers:
Turrets (these are affected by relative orientation and are partially affected in vanilla by relative size and speed):
HIT/MA - 1,400
Plasma/MA - 1,720
Hailstorm - 2,100
Ragefire - 3,300
HIVI/MA - 6,000
JET/LR - 12,050
Astrobees - 32,000 (think this is supposed to be divided by the reload time of 12 seconds, but doesn't look like that's done)
V Crushers - 12,000
Secondary Weapons (Last time I checked, these DO take missile reload time into account, and do not always hit. Relative speed and size taken into account, but not orientation.):
Balor Novadrones - 2,000
Drostan medium torps - ~2,857.14
Drostan short-range torps - ~3,636.36
Sunstalker - 600
V Crusher (fighter) - 300
Primary Weapons (These are hugely affected by relative speed and size, but not at all by orientation.):
IHC - 49,720
Impulse Emitter Mk1 - 1,400
Impulse Emitter Mk2 - 2,000
Plasma Repeater Mk1 - 2,400
Plasma Repeater Mk2 - 3,300
...
Take this with some salt. Haven't looked at the actual numbers in detail in a while. If anyone wants to take a look, there's a bunch of links to raw data logging combat between different types of ships at the OP. I'm pretty sure that the weapon load-outs listed at Roguey's site are still current, except for the new ships that aren't on the site at all, of course.
All vanilla figures (IF calculations are correct). All just basic, most common variants. IZ takes a few more things into account, so these are only effective OOZ numbers:
Turrets (these are affected by relative orientation and are partially affected in vanilla by relative size and speed):
HIT/MA - 1,400
Plasma/MA - 1,720
Hailstorm - 2,100
Ragefire - 3,300
HIVI/MA - 6,000
JET/LR - 12,050
Astrobees - 32,000 (think this is supposed to be divided by the reload time of 12 seconds, but doesn't look like that's done)
V Crushers - 12,000
Secondary Weapons (Last time I checked, these DO take missile reload time into account, and do not always hit. Relative speed and size taken into account, but not orientation.):
Balor Novadrones - 2,000
Drostan medium torps - ~2,857.14
Drostan short-range torps - ~3,636.36
Sunstalker - 600
V Crusher (fighter) - 300
Primary Weapons (These are hugely affected by relative speed and size, but not at all by orientation.):
IHC - 49,720
Impulse Emitter Mk1 - 1,400
Impulse Emitter Mk2 - 2,000
Plasma Repeater Mk1 - 2,400
Plasma Repeater Mk2 - 3,300
...
Take this with some salt. Haven't looked at the actual numbers in detail in a while. If anyone wants to take a look, there's a bunch of links to raw data logging combat between different types of ships at the OP. I'm pretty sure that the weapon load-outs listed at Roguey's site are still current, except for the new ships that aren't on the site at all, of course.
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- Moderator (English)
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Crew skill and speed are taken into account. Also, MICT ships use drones against capships OOZ while non-MICT ships don't, same as IZ.DaveDee wrote:btw, i have noticed, that my ooz ships are more powerful, than enemies.
it's notmal for my ships not to take damage completely in fights with same-power enemies.
Iz it cause crew skills?
If you use MOCT_supp2, though, that increases the possibility of there being NPC ships running MICT by increasing the skills of many factions' personnel. Table here.
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To stack the odds OOZ, organize your ships in squadrons, have good crews (at least on the lead ships), and stock up on drones.
To be fair, those are the per salvo numbers for capship-mounted Astrobee and V-Crusher turrets. To be honest, not sure how their dps is computed. I do know that dropping Astrobee turret damage per submunition from:Sparky Sparkycorp wrote:You beauty.
Yeah, I am sure those Astrobee and Crusher numbers are the damage from single volleys rather than DPS. The in-game encyclopedia DPS values for their launchers are 130 and 33.3 (lol).
4000 to 500
dropped UP dps on the Taranis from
862,800 to 50,800
Arawn DOWN dps was dropped from
606,000 to 200,000
Not sure how many Astrobee turrets the Arawn has, but I know that the Taranis has two, both top-mounted. Think that comes out to a drop of 406,000 dps per Astrobee turret, but how that relates to the 3,500 difference?