Anubitus wrote:EDIT: i reinstalled it and i noticed that i already have a file called !ship.signal.attacked.bigship, mine is 2,26kb and yours is 2,04kb.. also the !ship.signal.attacked, !ship.signal.attacked.ts, !
...
is it safe to overwrite them..?
Yes but it's even better to backup and then overwrite them. =)
These files have been extended with a functionality that this particular signal doesn't (reliably) have in X3.
Some day the bug that requires this workaround might be fixed. Then the overwriting business would no longer be required.
But until then - you might as well use a script that works with AI ships that *gasp* actually shoot at you!
chaosras wrote:The Damage Mitigation is interesting, but I won't be using it for now. I may look at your scripts and try to determine how it works for later modification. I personally feel the hull strength on ALL ship should be higher, and this would be a nice way to do it w/o having to increase all ship hulls (and repair expense) or reduce all weapon hull damage values.
TBH, it's been more of an experiment. To see if a script can affect "Mod" values that scripts cannot affect. And it worked. =)
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?