[MOD] Miscellaneous OOZ Combat Tweaks

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 4. Sep 15, 11:25

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!

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Post by w.evans » Fri, 4. Sep 15, 11:29

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.
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.
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.

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Post by DaveDee » Fri, 4. Sep 15, 13:08

Please ignore my report about suls.
Just realized that I somehow managed to remove MOCT. No wonder i got this "weird" vanilla behavior. :)

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Post by w.evans » Fri, 4. Sep 15, 13:14

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. :)
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.

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Post by w.evans » Mon, 7. Sep 15, 08:46

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

.......

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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>

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Post by UniTrader » Mon, 7. Sep 15, 10:16

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 ;)

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Post by w.evans » Mon, 7. Sep 15, 10:22

Vielen Dank!

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Marvin Martian
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Post by Marvin Martian » Mon, 7. Sep 15, 11:02

one suggestion
UniTrader wrote:0001-L049.xml

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<t id="2100">%2 \n in %3 \n unter Beschuss von %1 \n\n Bedrohungslevel: %4</t>

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alexalsp
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Post by alexalsp » Mon, 7. Sep 15, 11:22

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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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alexalsp
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Post by alexalsp » Mon, 7. Sep 15, 12:10

Code: Select all

<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
I think you need to change

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page id="*****" title="??????" descr="?????"

w.evans
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Post by w.evans » Mon, 7. Sep 15, 12:43

Thanks alex!
alexalsp wrote:

Code: Select all

<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
I think you need to change

Code: Select all

page id="*****" title="??????" descr="?????"
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.

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alexalsp
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Post by alexalsp » Mon, 7. Sep 15, 13:42

I understood. You specified others.

Code: Select all

t id
:)

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Post by w.evans » Mon, 7. Sep 15, 13:57

7.September 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.26.1

Text localized for Deutsch and русского языка.

Thank you very much to UniTrader, alexalsp, and DaveDee for your excellent work!

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Post by w.evans » Mon, 7. Sep 15, 17:43

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.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 7. Sep 15, 17:50

Sorry, I switch back to a phase of vanilla bug-reporting just before I could test that :(

One thing I was thinking about though was, what is the DPS for the missile turrets OOZ? Their IZ RoFs are longer than a second so I was wondering if vanilla DPS was matching up IZ and OOZ.

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Post by w.evans » Mon, 7. Sep 15, 18:32

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.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 7. Sep 15, 18:41

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).

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Post by DaveDee » Mon, 7. Sep 15, 18:46

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?

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Post by w.evans » Mon, 7. Sep 15, 18:54

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?
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.

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.

...
To stack the odds OOZ, organize your ships in squadrons, have good crews (at least on the lead ships), and stock up on drones.

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Post by w.evans » Mon, 7. Sep 15, 20:08

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).
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:

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? :gruebel:

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