[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Tue, 14. Dec 10, 16:38

Bobucles wrote:Is there any chance you'll make a "slowed down" version of OOS combat? Since you can't force the game to give you smaller time steps to work with, an alternative option is to simply drag out combat to have more time steps. This gives players more time to intervene in OOS affairs, without altering the way players see combat too much. The biggest change would be to the amount of time ships have to retreat or to reinforce a fleet.
Bullet time for OOS combat?
Doable? Yeah.
Strange? Indubitably. =P

Fights involving player ships can be postponed by x seconds easily. The combat scripts wouldn't know and the ships keep circling each other - or rather freezing in space when OOS.

The tricky bit is that there is no battle entity that can be postponed. Any and all OOS combat happens strictly between two ships.
So the only sure way to do this would be to delay every single shot / missile fired by or against a player owned asset.
That would make your defending / static ships rather useless because by the time they are allowed to fire, the enemy is out of range again.
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.

Bobucles
Posts: 2259
Joined: Fri, 25. Dec 09, 03:56
x3tc

Post by Bobucles » Tue, 14. Dec 10, 16:56

Gazz wrote:
Bobucles wrote:Is there any chance you'll make a "slowed down" version of OOS combat? Since you can't force the game to give you smaller time steps to work with, an alternative option is to simply drag out combat to have more time steps. This gives players more time to intervene in OOS affairs, without altering the way players see combat too much. The biggest change would be to the amount of time ships have to retreat or to reinforce a fleet.
Bullet time for OOS combat?
Doable? Yeah.
Strange? Indubitably. =P

Fights involving player ships can be postponed by x seconds easily. The combat scripts wouldn't know and the ships keep circling each other - or rather freezing in space when OOS.

The tricky bit is that there is no battle entity that can be postponed. Any and all OOS combat happens strictly between two ships.
So the only sure way to do this would be to delay every single shot / missile fired by or against a player owned asset.
That would make your defending / static ships rather useless because by the time they are allowed to fire, the enemy is out of range again.
You could also reduce damage across the board. This way, a complete battle takes extra turns to resolve. This could bring up certain issues with shield regen, but it'd take a huge damage decrease to bring that to light. Something like half or 1/3 damage should still allow for proper casualties, without ending battles in mere seconds.

Some other methods may include providing a full damage first salvo, such as starting combat with two "turns" of fire. This would represent the ship having a strong initial salvo, with reduced laser energy as the battle progresses. Combine both ideas (1/3-1/2 overall damage, with 2-3x first salvo), and you have a high initial punch that slows down with intense combat. After a minute or so out of combat, the ship is "charged" and ready for another opening salvo.

"OOS Bullet time" is a pretty accurate assessment. Watching dots disappear on a map is cool... But who wants to jump into a major battle just to find a pile of wreckage? :roll:

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Tue, 14. Dec 10, 17:30

I had been toying with things like that before but didn't have the nerve to deal with side effects like OOS fights taking too long to resolve that they'd build up a queue...
Fight scripts (even in their simplified OOS mode) are among the most involved scripts of all, checking all kinds of things every "turn".
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.

nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz » Thu, 6. Jan 11, 13:02

so I would only need to drag and drop the script in the \scripts folder? same for uninstallation?

100% work on saved games and all mods/scripts?

User avatar
Nafensoriel
Posts: 486
Joined: Mon, 3. May 10, 20:30
x4

Post by Nafensoriel » Mon, 7. Mar 11, 10:01

Just a curious question since I'm not entirely sure what I broke..
All large ships suddenly cannot target anything smaller than an m6 yet they can still be fired upon successfully. I watched a 4 hour fight between an Agamemnon and an elite OOS while trying to figure out what fu happened where.

Even knocking back to stock weapons and respawning the ships doesn't seem to fix the issue.. The only successful thing I've found to fix it is basically using the stock fight.std scripts.. I cannot physically get an M7 to actually fire on an M4.. very frustrating. Any help would be appreciated.
"A Tradition is only as good as it's ability to change." Nael

Sinnerman264
Posts: 29
Joined: Sat, 21. Feb 09, 19:57

Post by Sinnerman264 » Tue, 8. Mar 11, 21:03

Sounds like a great thing for immersion hunters!

I believe it should work well and blend nicely with SRM + CMOD?

orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 » Fri, 18. Mar 11, 08:26

Nafensoriel wrote:...All large ships suddenly cannot target anything smaller than an m6 yet they can still be fired upon successfully...
Now its happening to my Tokyo and a pirate octopus.. anyone find a workaround?
***modified***

User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley » Fri, 18. Mar 11, 10:42

Hello,
If someone can answer a few questions.

EDIT - Never mind the non dmg. I got logging going with numbers but there must be something wrong with my computer or how I did the debug thing. I just removed the comment marker in Exscriptor since I could not figure out the right way to add it ingame script editor.

But it practically locks up my computer? And I have not read anyone else having such an impact on a high grade machine.

So what is the right way to activate debugging?
END EDIT

I enabled logging to check what is happening in my game.
As been noted before it did incur heavy lag - 0.1 FPS.
In the logs I can't find any damage values being distributed!

As the lag is very heavy I turned off the game after 1 sec ingame time - 5 min in the "real" world. So maybe no dmg because there where no time for OOS combat to truly activate?

I got MARS installed and adjusted to accept 43 laser from the new CMOD4 release.

My quad core 9650 is running at 4.2GHz (watercooling is a great thing)

EDIT!---> Re-installed and it does now give me dmg data. I wonder....
But still the lag is incredible with logging - how bad should it be?
END EDIT

EDIT2 - And then I re-install again on my main game. And again there is no dmg. And there was no message that OOS was upgraded to v33 (even though I been using the same). I'll do a third re-install and see if it will activate. I wonder what it is I am doing wrong :(
END EDIT2


Some data from the logs:
log01337

Code: Select all

2869;AM5CK-31;Argon Recon Discoverer Explorer;Get config data;Main Ver;32;My Ver; 32;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 32, 4003, 3038, null, null, ... )
      Battery  0  Light   ARRAY ( 0, 0, 0, 2839 )
      Battery  1  Medium  ARRAY ( 0, 0, 0, 2839 )
      Battery  2  Heavy   ARRAY ( 0, 0, 0, 2839 )
2869;XM6JI-03;Xenon PX;Get config data;Main Ver;32;My Ver; 32;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 32, 4188, 3093, null, null, ... )
      Battery  0  Light   ARRAY ( 0, 0, 0, 2869 )
      Battery  1  Medium  ARRAY ( 0, 0, 0, 2869 )
      Battery  2  Heavy   ARRAY ( 0, 0, 0, 2869 )
log01338

Code: Select all

2893;IM1TJ-72;Pirate Syndicate Galleon;ATTACK;Perdition's End;PM6HH-56;Paranid Escort Patroclus
2893;IM1TJ-72;Pirate Syndicate Galleon;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;60
2893;IM1TJ-72;Pirate Syndicate Galleon;add battery;1;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;100
2893;IM1TJ-72;Pirate Syndicate Galleon;add battery;0;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;110
2893;IM1TJ-72;Pirate Syndicate Galleon;total damage;Shield;0;hull;0;pierce;0;t.size.class;1;sec;30
2893;PM6HH-56;Paranid Escort Patroclus;No laser battery for counterfire
2893;SM5GI-95;Split Recon Jaguar Explorer;ATTACK;Ghinn's Escape;IM4DM-51;Pirate Elite
2893;SM5GI-95;Split Recon Jaguar Explorer;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;10
2893;SM5GI-95;Split Recon Jaguar Explorer;add battery;1;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;60
2893;SM5GI-95;Split Recon Jaguar Explorer;add battery;0;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;100
2893;SM5GI-95;Split Recon Jaguar Explorer;total damage;Shield;0;hull;0;pierce;0;t.size.class;0;sec;30
2893;IM4DM-51;Pirate Elite;No laser battery for counterfire
2893;XM6II-97;Xenon PX;ATTACK;Menelaus' Paradise;BM3ZK-88;B. Border Control Barracuda Vanguard
2893;XM6II-97;Xenon PX;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;10
2893;XM6II-97;Xenon PX;add battery;1;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;60
2893;XM6II-97;Xenon PX;add battery;0;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;100
2893;XM6II-97;Xenon PX;total damage;Shield;0;hull;0;pierce;0;t.size.class;0;sec;30
2893;BM3ZK-88;B. Border Control Barracuda Vanguard;No laser battery for counterfire
2893;BM3NI-20;Boron Matriarch's Freight Transporter ;ATTACK;Xenon Sector 472;XM2FI-42;Xenon K
2893;BM3NI-20;Boron Matriarch's Freight Transporter ;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;100
2893;BM3NI-20;Boron Matriarch's Freight Transporter ;add battery;1;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;110
2893;BM3NI-20;Boron Matriarch's Freight Transporter ;add battery;0;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;120
2893;BM3NI-20;Boron Matriarch's Freight Transporter ;total damage;Shield;0;hull;0;pierce;0;t.size.class;2;sec;30
2893;XM2FI-42;Xenon K;No laser battery for counterfire
2893;KM3MN-12;Kha'ak Fighter;ATTACK;Njy's Deception;SM5GI-89;Split Recon Jaguar Explorer
2893;KM3MN-12;Kha'ak Fighter;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;10
2893;KM3MN-12;Kha'ak Fighter;add battery;1;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;60
2893;KM3MN-12;Kha'ak Fighter;add battery;0;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;30;Effectivity Perc;100
2893;KM3MN-12;Kha'ak Fighter;total damage;Shield;0;hull;0;pierce;0;t.size.class;0;sec;30
log01339

Code: Select all

2878;XM3MI-00;Xenon LX ;Print THIS CF;Entries;1
2878;XM3MI-00;Xenon LX ;PreCF THIS;Index;0;Teladi Escort Falcon Vanguard;Distance;38;Same Env;null
2878;TM3DJ-76;Teladi Escort Falcon Vanguard;Print Target CF;Entries;0
2878;KM5CM-38;Kha'ak Scout;Print THIS CF;Entries;0
2878;PM5HH-54;Paranid Recon Pegasus Explorer;Print Target CF;Entries;22
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;21;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;20;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;19;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;18;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;17;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;16;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;15;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;14;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;13;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;12;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;11;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;10;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;9;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;8;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;7;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;6;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;5;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;4;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;3;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;2;Kha'ak Scout;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;1;Kha'ak Fighter;Distance;0;Same Env;1
2878;PM5HH-54;Paranid Recon Pegasus Explorer;PreCF Target;Index;0;Kha'ak Scout;Distance;0;Same Env;1
2878;KM5CM-43;Kha'ak Scout;Print THIS CF;Entries;0

Anything happening here? I can't see any DMG.
If the lag is so heavy on my game with logging on in would be totaly stuck on a slower computer. So what can I have done wrong?



Will also try a re-install.

Thanks for your time :)

Cheers!
Last edited by Locksley on Sun, 20. Mar 11, 12:22, edited 3 times in total.
Projects:
Onhold..... time time....

HotSake
Posts: 472
Joined: Sun, 3. Jan 10, 22:15
x3tc

Post by HotSake » Fri, 18. Mar 11, 16:13

Try saving and loading a few times. OOS and MARS both take two or three loads after installation to fully initialize, I think.

User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley » Fri, 18. Mar 11, 21:00

Yeah, will do that.

What about the lag? Does it rend everybody's game almost un-responsive? As I wrote, I get one frame every 30sec and I got a pretty darn good computer.

I believe I did not activate the logging in a correct manner; but I do get the logging. I just edited it in Exscriptor. What exact commands are one to use? I am too poor a scripter to even know what command is the right one :oops:

EDIT - Also I can't find any mention of a OOS script running or being called in the script window?
---> Found it; called once. Should not the OOS plugin be called everytime there is a fight? END EDIT

I can't say I notice any slowdowns untill I try to enable logging.

Cheers!
Projects:
Onhold..... time time....

orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 » Wed, 23. Mar 11, 19:59

Nafensoriel wrote:Just a curious question since I'm not entirely sure what I broke..
All large ships suddenly cannot target anything smaller than an m6 yet they can still be fired upon successfully. I watched a 4 hour fight between an Agamemnon and an elite OOS while trying to figure out what fu happened where.

Even knocking back to stock weapons and respawning the ships doesn't seem to fix the issue.. The only successful thing I've found to fix it is basically using the stock fight.std scripts.. I cannot physically get an M7 to actually fire on an M4.. very frustrating. Any help would be appreciated.
Anyone able to work around this?
***modified***

orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 » Fri, 25. Mar 11, 04:04

Ahhhh.. The reason they [M7 and up VS. M4-M5] don't fire is coz they can't hit them with their weapons?
***modified***

User avatar
Nafensoriel
Posts: 486
Joined: Mon, 3. May 10, 20:30
x4

Post by Nafensoriel » Fri, 25. Mar 11, 04:16

No the script has a break in it somewhere. The same issue happens on a vanilla install over time.
"A Tradition is only as good as it's ability to change." Nael

orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 » Fri, 25. Mar 11, 04:17

Really? so how does one get around it?
***modified***

ThailandExpress
Posts: 10
Joined: Mon, 4. May 09, 02:16

Post by ThailandExpress » Mon, 28. Mar 11, 02:40

Im wondering the same thing as I just had a nova raider and an elite destroy my Skiron while it did not damage either one. My skrion has MARS installed as well. Not sure if what happened to the poster above is the same issue but it seems pretty unbalanced for that to happen and figured something must/may be wrong.?
“If you talk to God, you are praying. If God talks to you, you have schizophrenia.”
Thomas S. Szasz

orion84
Posts: 162
Joined: Thu, 30. Apr 09, 16:14
x4

Post by orion84 » Mon, 28. Mar 11, 07:11

Yours sounds more like it wasn't installed properly, the skiron should have won that one. Did you get a msg confirming the script is installed? might need to do a save/reload a couple times.

My problem is after a while, my Osaka kitted out with SSC's end up doing absolutely nothing to any m5's. only way i get around it is to remove the scripts. let them all go back to vanilla, then re enable it again.

This is the only script that combats the overpowered OOS Q.
***modified***

User avatar
wyvern11
Posts: 1703
Joined: Sat, 15. Jul 06, 20:59
x3

Post by wyvern11 » Mon, 28. Mar 11, 07:58

@locksley

This is how it should look (log01338), as you see there are two additional lines, where the actual damage is dealt - obviously something does not work. looks like you simply DO no damage (whatever the reason therefor)

Code: Select all

243934;ITPUK-11;Duke's Freight Transporter ;ATTACK;Lehan's Legacy;YM6PR-63;SP2 
243934;ITPUK-11;Duke's Freight Transporter ;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;5;Effectivity Perc;100 
243934;ITPUK-11;Duke's Freight Transporter ;add battery;1;shield DPS;0null;hull DPS;0;pierce DPS;3462;sec left;5;Effectivity Perc;110 
243934;ITPUK-11;Duke's Freight Transporter ;add battery;0;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;5;Effectivity Perc;120 
243934;ITPUK-11;Duke's Freight Transporter ;total damage;Shield;0null;hull;0;pierce;19040;t.size.class;2;sec;5 
243934;ITPUK-11;Duke's Freight Transporter ;Target status;YM6PR-63;SP2;Shields;64800;Hull;56032 
243934;ITPUK-11;Duke's Freight Transporter ;Lasers fired at;YM6PR-63;SP2;Shields left;null;Hull left;36992 
243934;YM6PR-63;SP2;No laser battery for counterfire 
~ 
@thailand express
Even capitals die to fighters, when they do not fight back, which is a common problem with defenders IIRC. if oos-rebalance is up and running, check if there has been counterfire-stuff installed on your skiron (See last line of above log)
Redest du noch - oder denkst du schon ?

User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley » Mon, 28. Mar 11, 13:19

Thanks wyvern11,
I have it running now, at least I got a message saying it was installed and I got a some debug messages with damage and such.

1. Problem still is that I can not switch on debugging without practically locking up the game. So I am doing something wrong while trying to activate it.
Clearly I can not just delete the "comment" part in Exscriptor and save it it seems, and ingame I have no idea what command I should be looking for (as you can't just delete the "*" denoting it as a comment ingame).

Would love to get some MB of data to look at :D

2. @ThalandExpress.
As the turrets load it heaviest weapons when going OOS is it possible that they are to big and slow to do any counterfire and fireing?
Counterfire
Big ships can fire back at attacking ships that are smaller than max installed laser class.
The average M2 could CF (5 seconds burst) after being attacked by an M6 or M4.
The damage of a laser now depends on what it is shooting at.
Since there are laser classes of ( 0 / 1 / 2 ) and target classes of ( 0 / 1 / 2 ),
Target.Class - Laser.Class = a damage index
PPC shooting at an M5 would be -2. Code:
Damage Resulting
Index Damage (%)
-2 10
-1 60
0 100
1 110
2 120
Cheers!
Projects:
Onhold..... time time....

ThailandExpress
Posts: 10
Joined: Mon, 4. May 09, 02:16

Post by ThailandExpress » Mon, 28. Mar 11, 23:29

@orion84
I did get a message when first loaded that it installed. Do I need to save and relaod several times each session or just that first time?

@wyvern11
I do not have the logging feature running as far as I know. I will re-read the front page and see how to turn it on.

@Locksley
I have EBCGs and PRGs for my turrets. 4 HEPTs and 4 PRGs in main armaments.

@Everyone :)
I had sent it in to battle previously against a K'haak cluster and a couple or 3 pirates fighters ( seperate engagements in same sector ) and it did well against those. This was the second time I sent it in OOS. This was to seperate sessions playing the game. I had just dock prior to sending it in, so I reloaded, jumped over to it and took it in myself.Did not lose even 10% of my shields so it made me think something must be screwy. Still fairly new to X3TC so it maybe I just dont understand the game mechanics well enough.
“If you talk to God, you are praying. If God talks to you, you have schizophrenia.”
Thomas S. Szasz

User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley » Tue, 29. Mar 11, 11:20

Finely I did something right.
Instead of un-commenting the $degug I entered it as a new string as it should be.

Funny how it did work with un-commenting but slowed down the game. Now I notice that doing SETA does show a little strain.

Will be looking through all that lovely data later (after work) and see if I spot anything odd.

Does look good when I just browse through it though :D
Lines such as these anything I should be worried about:

Code: Select all

405244;IM3BR-03;Pirate Guild Barracuda Vanguard;Get config data;Main Ver;32;My Ver; null;Var;GZ.OOSD.SHIP.DATA;Data;NOT FOUND
Cheers!

EDIT: @T.Express
I've browsed through the logs and I've seen Big ships destroy smaller ones. Also seen small ones endlessly trying to cut down the shield on Big ships. Overall it does seem it is working for me.
Either try a re-install or enable the logging so you can check what is happening.
END EDIT
Projects:
Onhold..... time time....

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”