[MOD] Miscellaneous OOZ Combat Tweaks

The place to discuss scripting and game modifications for X Rebirth.

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birdtable
Posts: 2056
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Fri, 13. Nov 15, 19:42

Ah well the price of ignorance will cost me new start ,,, the upside is I can check out the new beta patch.... thanks to Sparky's save will not have to go back allllllllll the way.
Ooooooo and there's XML to screw around with ...

Keep working on the mods, most people find it hard to give Kudos but quick to complain .... Good Kudos Good Kudos ....and thanks for the patience.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Fri, 13. Nov 15, 19:50

You shouldn't have to start a new game. Just reinstall the mod.

If there seems to be a problem with your save, you could send it over and I'll take a look. (Just upload somewhere and send me a link in PM.)

birdtable
Posts: 2056
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable » Fri, 13. Nov 15, 19:59

No hassles...Already downloading beta,,, to be honest Rebirth just a sequence of scenarios all to be enjoyed from which ever stage in the game,, Trade or Build or Fight or even Think...
Plus have tried reinstalling/restoring from bin and what ever came to mind, always ended up with same fault.... I shall return with new challenges for you.... but not "soon". :thumb:

w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Sat, 12. Dec 15, 21:11

12.December.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.28

- Return of the UniBar! Thank you again to UniTrader for the code that led to this, and to Egosoft for making it so that (ab)using these characters to print the UniBar no longer corrupts the save file.
- An internal change in the X:R 4.0 Beta that allows searching for class.null broke the filter that was filtering out alerts from pilots of player-owned small ships and drones that get in trouble OOZ. This has been fixed.
- Captains of player-owned capships and managers of player-owned stations that are destroyed OOZ have now set automated messages to send you the moment that they die. Unlike other alerts, these will be printed to your logbook.

w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Fri, 22. Jan 16, 19:34

Miscellaneous OOZ Combat Tweaks is unfortunately broken as of X Rebirth 4.0 Beta 6 due to extensive changes in the vanilla AI scripts.

I do not know when I will be able to find the time to fix it. When I do (and I fully intend to), I will announce it on this thread.

In the meantime, if you are running the beta, you can simply safely uninstall this mod. If you think you still might be interested in it in the future, simply stay subscribed to this thread so that you don't miss the announcement.

w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Sat, 27. Feb 16, 17:51

27.February 2016 - Miscellaneous OOZ Combat Tweaks updated to v0.29

Fixed a compatibility issue with XR 4.0

Dricks2222
Posts: 78
Joined: Sat, 12. Apr 08, 18:19
x3tc

Post by Dricks2222 » Sat, 12. Mar 16, 04:02

w.evans wrote:27.February 2016 - Miscellaneous OOZ Combat Tweaks updated to v0.29

Fixed a compatibility issue with XR 4.0
Thank you for this update :)

Great mod, but while i find your choice about comparing speed of the opposing ships to compute damage (because of hit %) interesting, i think you should also use weapon's bullet velocity.
I mean, if i put capital ship weapons on my capship, i will have hard time killing small and fast fighters.
But if i put quick lasers, will it still be hard ? No.
Something like 30% of the speed advantages/disadvantages comes from the ship's speed, but the 70% others come from the weapon's bullets velocity...

Also, you wrote on the first post
" it looks like Egosoft just wrote THE OOZ mod"
What do you mean ?
Which mod ?

Thanks again for your great mod :)

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Sat, 12. Mar 16, 07:27

Dricks2222 wrote:Also, you wrote on the first post
" it looks like Egosoft just wrote THE OOZ mod"
What do you mean ?
Which mod ?
In the early days of this mod's development, I kept talking about how great it would be if someone wrote a better OOZ mod than what this was in the beginning so that I could use that and stop developing this one. Not very long after, there was a pretty significant change done to OOZ combat with an official patch, and in the excitement of the moment, I wrote that.
Dricks2222 wrote:i think you should also use weapon's bullet velocity.
Possible, but a bit complicated script-side. There's very little control to how capital ships fire turrets in general, and how anything fires at all in low attention. Basically we access what damage a ship would do against a given target in certain situations (get_attackstrength), then apply that damage (apply_attackstrength). How that damage is actually calculated isn's available in the exported xmls, and is done code-side. It actually takes a fair amount of stuff into account, and we can modify a lot of those via parameters.xml, but individual bullet speed isn't one of them.

Altering damage done by ship speed and crew skill was fairly simple: simply look up the ship's speed at that moment vs the opponent's speed, look up the ship's crew's skill vs the opponent's, and apply modifiers onto that number between get_attackstrength and apply_attackstrength. Only way I can see for altering by bullet speed would be to make a list of a ship's actual weapon load-out per quadrant, and apply modifiers depending on what weapons are there. Still not a big deal, but then we'd have to do that for every single ship, in every single battle in low attention, possibly multiple times per battle to account for battle damage.

I found that modifying by ship speed and skill is a good enough improvement.

I do agree that individual weapon accuracy might be one of the main differences between high attention and low attention combat. Been thinking about that lately though, and when I reviewed my logs, noticed that some attacks fizzle and do no damage. I'm starting to think that maybe that is an abstraction of weapon accuracy. Haven't looked deep enough to see if there's a correlation between frequency of doing zero damage with having weapons with slow-moving bullets yet though.

.......
edit: just thought of something. Most (all, I think?) capital ships have HIT/MA turrets, and those are their primary anti-fighter weapons. Could simply apply a flat penalty on capital ships and stations vs small ships if beyond HIT/MA range. Really don't know how much better, if at all, that will be though, especially if it turns out that a way of abstracting that is already taken care of code-side.

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