Oh I agree. I've done some ship mods of my own, the Tiger being one of them (less power, hull, 24 hangars)... and reducing all capital weapon damage by 20% in general. The damage mitigation would be a great way to play around with different numbers to find a nice balance w/o having to make a lot of changes.Gazz wrote: ...
And it fixes a lot of design uhh... oddities... without modding the whole game. IMO, M2 should last longer than 15-20 s (!) when being shot at. *shrug*
They are X3's "battleships". They do nothing else. It's ridiculous that their damage-taking qualities are in the same league with carriers which are (in theory) supposed to let their fighters project power while staying out of harm's way.
M2 (and battle-M7 like the Tiger) give up all claims to versatility with the complete lack of hangars. They need to get something juicy for that.
But how does the TC reality look? The Panther is a carbon copy of the Tiger... plus 32 hangars. That's some kind of joke, right?
[SCR] AI Ammo Cheat + DMG Mitigation (v1.08 - 17.12.11)
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I agree.M2 (and battle-M7 like the Tiger) give up all claims to versatility with the complete lack of hangars. They need to get something juicy for that.
But how does the TC reality look? The Panther is a carbon copy of the Tiger... plus 32 hangars. That's some kind of joke, right?
Giving M2 and M7 an extra 100% hull is a very reasonable solution.
Increasing their prices by 50% or so would also make sense.
The hull boost does, however, when combined with MARS and the Goblins further erode the usefulness of fighters in the game. Unless, of course, you take the position that they were too powerful to begin with.
But it's all good stuff, Gazz. Such intelligent experimentation is essential to the further evolution of the game. Please keep your innovations coming!
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Good script, I haven't noticed any significant slowdowns even in large battles. Maybe a little, but its hard to tell, and if its hard to tell its not significant right?
Took your script and modded it to only affect hull damage (keeping fighters as relevant as they can be). Will be nice to see more big ships limping home w/ hull damage instead of either just destroyed or unscathed.
Took your script and modded it to only affect hull damage (keeping fighters as relevant as they can be). Will be nice to see more big ships limping home w/ hull damage instead of either just destroyed or unscathed.
That's not a bad approach, either, and I think that's one of the core features of CMOD.
I won't change this script, though. I wanted to make a Tiger a bit tougher than a Panther (it's really just +600 MJ) and likewise with all M2/M1.
Altering just hull damage isn't gonna do that.
I won't change this script, though. I wanted to make a Tiger a bit tougher than a Panther (it's really just +600 MJ) and likewise with all M2/M1.
Altering just hull damage isn't gonna do that.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
This script doesn't do anything about missiles so there won't be a special case for Tomahawks only.
You could try MARS...
Version 1.06 released.
Due to reports of playerships spawning ammo as well I investigated this script but found no reason why that should happen.
A few bits were reworded to compute faster (by a tiny amount but still...) but there still should be no way for this to work on a playership.
You could try MARS...
Version 1.06 released.
Due to reports of playerships spawning ammo as well I investigated this script but found no reason why that should happen.
A few bits were reworded to compute faster (by a tiny amount but still...) but there still should be no way for this to work on a playership.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
I am wondering if implementing different values for OOS combat is possible? And for all ships OOS.
I am asking because I wouldn't mind battles OOS taking a few more seconds, and less instant kills on Big ships.
And comment it out in the script so one can easily change it even if you are a scripting noob
Cheers and thanks for this script Gazz!
I am asking because I wouldn't mind battles OOS taking a few more seconds, and less instant kills on Big ships.
And comment it out in the script so one can easily change it even if you are a scripting noob
Cheers and thanks for this script Gazz!
Projects:
Onhold..... time time....
Onhold..... time time....
The instruction to check IS/OOS is only one line so yeah, you can alter values however you want.Locksley wrote:I am wondering if implementing different values for OOS combat is possible? And for all ships OOS.
I am asking because I wouldn't mind battles OOS taking a few more seconds, and less instant kills on Big ships.
What you cannot fix is the instakill issue.
OOS, almost any M7 can annihilate an M2 in the first split second of combat.
A rare roll of the damage dice, but possible.
And without the ship existing, any scripts (like this) that did run on it are kinda... gone.
Fixing THAT is a pretty hardcore change. I did so in the OOS rebalance script - which is on hold due to OOS combat "being investigated".
I would look for where the script checks for the ship having hangars or not and alter that part to my liking.Catra wrote:so, if one wanted to enable the mitigation for stuff with hangars, how would you go about doing that?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I am not sure how Damage Mitigation part of the package will work with SRM and OOS battle rebalance, so I'd like to disable it. How do I do that? Do I install everything together and then remove it or I don't install it in the first place?
Also, since I am using some other scripts, it modifies, for example, this file: !ship.signal.attacked
Does it mean it's going to conflict?
Also, since I am using some other scripts, it modifies, for example, this file: !ship.signal.attacked
Does it mean it's going to conflict?
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Gazz I was just curious with what lines of code one would need to alter to include ships with hangers. AI player controlled ships and NPC ships have a terrible habit of well you know RUSHING into battle stupidly and getting themselves killed or shot up to hell.
Yes I meant that question to be for damage mitigation.
Yes I meant that question to be for damage mitigation.
I don't remember offhand. Look for pieces of script where it checks for ship classes. Can't be that many. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
This script is not compatible with X3: Albion Prelude.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Hi, got a quick question about the dmg-mitigation-part.
Im playing with the xrm mod and as far as i can understand your script should work work with it and the new ships.
But does it detect the m2`s as m2 and not as a "carrier" because it has hangars too? Even m6 have a "hangar" with external docking mod integrated so does the mitigation work on them too or not?
Im not at home right now or i would test it myself
Greetings
Im playing with the xrm mod and as far as i can understand your script should work work with it and the new ships.
But does it detect the m2`s as m2 and not as a "carrier" because it has hangars too? Even m6 have a "hangar" with external docking mod integrated so does the mitigation work on them too or not?
Im not at home right now or i would test it myself
Greetings
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Quote from the first post: "Any ship with hangars is a carrier."dotoslocos wrote:Hi, got a quick question about the dmg-mitigation-part.
Im playing with the xrm mod and as far as i can understand your script should work work with it and the new ships.
But does it detect the m2`s as m2 and not as a "carrier" because it has hangars too? Even m6 have a "hangar" with external docking mod integrated so does the mitigation work on them too or not?
Im not at home right now or i would test it myself
Greetings
Should answer your question (migitation won't work on those m2).
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