[Script][AP] Advanced Patrol [v1.1.2 01/09/2012]
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1.0.0 has some bugs that I fixed in 1.1.0 though (in particular the fact that the ZoE Range selector did nothing and a few game freeze and weird patrol behaviour situations).
I guess i'll just add that as a disclaimer until I maybe get around to making a TC version that doesn't use OOS data (I hope that's the only AP only command I used actually though).
I guess i'll just add that as a disclaimer until I maybe get around to making a TC version that doesn't use OOS data (I hope that's the only AP only command I used actually though).
FYI: I'm virtually certain the OOS damage in TC is just the IS damage of the weapons (i.e. in XRM ~10x higher than it is in AP...)rusky wrote:1.0.0 has some bugs that I fixed in 1.1.0 though (in particular the fact that the ZoE Range selector did nothing and a few game freeze and weird patrol behaviour situations).
I guess i'll just add that as a disclaimer until I maybe get around to making a TC version that doesn't use OOS data (I hope that's the only AP only command I used actually though).
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
So I seem to have missed a debug log entry, good thing I noticed that in my own game before people got spammed
A 2 M3 escort I had was destroyed by a khaak cluster. They did try to retreat after it broke up but it was too late.
Hopefully I can find a way to calculate the power of a cluster while it is still together.
Another thing I noticed right after I resumed my regular game.Advanced Patrol v1.1.1 - 01/09/2012
Fixes:
- - Fixed debug log showing up when TTK is calculated. (sorry for the spam if you got v1.1.0!)
A 2 M3 escort I had was destroyed by a khaak cluster. They did try to retreat after it broke up but it was too late.
Hopefully I can find a way to calculate the power of a cluster while it is still together.
Yeah, I ran into this problem when messing around with AP fleets. I ended up just writing a special case that treated a cluster like 2 M3 (which the AP fleet then responds to with 6 M3, which seems to be enough to eliminate them without losses). Maybe consider doing something similar?rusky wrote:So I seem to have missed a debug log entry, good thing I noticed that in my own game before people got spammed
Another thing I noticed right after I resumed my regular game.Advanced Patrol v1.1.1 - 01/09/2012
Fixes:
- - Fixed debug log showing up when TTK is calculated. (sorry for the spam if you got v1.1.0!)
A 2 M3 escort I had was destroyed by a khaak cluster. They did try to retreat after it broke up but it was too late.
Hopefully I can find a way to calculate the power of a cluster while it is still together.
Since you are counting the kill times find something roughly proportional, similar to my suggestion for mass drivers--maybe for every khak cluster just replace it with 3 or 4 khak M3s (more than the 2 that I used in my example above because in that I was already accounting for the AP fleet systems disproportionate response)?
Also, to my knowledge, there are 3 different types of clusters, each with a different number of scouts in it.
It's a PITA to deal with all the special cases, I know. I hope you don't get frustrated though, because this is honestly one of the scripts that I could forsee most changing my game in a positive way, since I wouldn't be forced to use unimaginable force in every patrol just to account for the random battlegroup (XRM) spawn...
Thank-you again for your work.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
And here's another one for the release machine gun
And yeah, that's why I wanted this too, was upset that the only way I could be fairly sure I wouldn't lose ships to random spawns while patrolling was to have all my patrols be Valhallas
Also, sorry about the update frenzy, I keep missing those damn debug log entries. Need more sleep !
Advanced Patrol v1.1.2 - 01/09/2012
Fixes:
- - Fixed another debug log issue >.>
Oh, I wouldn't worry about getting frustrated. I code crap for annoying people for a living, doing this for myself and others for fun is not bad at allIt's a PITA to deal with all the special cases, I know. I hope you don't get frustrated though, because this is honestly one of the scripts that I could forsee most changing my game in a positive way, since I wouldn't be forced to use unimaginable force in every patrol just to account for the random battlegroup (XRM) spawn...
And yeah, that's why I wanted this too, was upset that the only way I could be fairly sure I wouldn't lose ships to random spawns while patrolling was to have all my patrols be Valhallas
Also, sorry about the update frenzy, I keep missing those damn debug log entries. Need more sleep !
Found an issue with my TTK formula, where ships that had no firepower (recon drones) would cause a division by 0 which caused the patrols to consider them horrible death star level threats.
For next week's release I'm looking into the auto-repair functionality I've been talking about, though I don't know if I can actually have the ships repair themselves / add themselves to the HQ repair queue via script. I will at least have them go there, inform you and have one of the escort ships take over patrol temporarily.
Another thing I thought about is the common concern that your patrol ships sometimes chase after some crazy fast target (like a single M5 ) and possibly ignore more beefy, and more importantly, more reachable, targets.
A quick fix I considered was adding an option to the patrol menu that allows you to select whether your patrol ships should engage enemies that are faster than themselves. (with perhaps a few more things being considered such as current distance to target).
Of course that option would suck for any big slow ships since they'd not bother engaging almost anything.
Still thinking of other alternatives here, if anyone has any, feel free to share
For next week's release I'm looking into the auto-repair functionality I've been talking about, though I don't know if I can actually have the ships repair themselves / add themselves to the HQ repair queue via script. I will at least have them go there, inform you and have one of the escort ships take over patrol temporarily.
Another thing I thought about is the common concern that your patrol ships sometimes chase after some crazy fast target (like a single M5 ) and possibly ignore more beefy, and more importantly, more reachable, targets.
A quick fix I considered was adding an option to the patrol menu that allows you to select whether your patrol ships should engage enemies that are faster than themselves. (with perhaps a few more things being considered such as current distance to target).
Of course that option would suck for any big slow ships since they'd not bother engaging almost anything.
Still thinking of other alternatives here, if anyone has any, feel free to share
What exactly "Formation" Patrol ships need to be in? Should I assign them to a wing or just to protect each other?
My freighters need some protection against those pesky Pirate groups, and I want to try a couple of M3+.
And I have a request: Would it be possible to use your existing damage formula and enemy checking to create a lightweight carrier/group battle Software? Something that allows Fighter groups to be effective without large management requirements.
My freighters need some protection against those pesky Pirate groups, and I want to try a couple of M3+.
And I have a request: Would it be possible to use your existing damage formula and enemy checking to create a lightweight carrier/group battle Software? Something that allows Fighter groups to be effective without large management requirements.
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Thank you this looks great, I will download this evening!
Sorry but I will ask the inevitable question now, just to get it out of the way... will it be ok with XRM?
I would suggest you put the answer in the OP, otherwise you will get asked it over and over again; cos I can see this being a very popular mod!
Well done you Rusky!
Sorry but I will ask the inevitable question now, just to get it out of the way... will it be ok with XRM?
I would suggest you put the answer in the OP, otherwise you will get asked it over and over again; cos I can see this being a very popular mod!
Well done you Rusky!
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- DrBullwinkle
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It is less than a month old!greypanther wrote:Are you still supporting this mod of your rusky or not?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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hello,
is our mod playeronly or does it effect AI behavior too? I'm just curios because I have spend quiet some time(around 2 1/2 h) in the great trench(boron system) and as it was invaded by a xenon J escorted by an c and an p plus fighters, the boron light destroyer(playing xrm) which was patrolling those systems with an M7 didn't not attack the xenon fleet although it came as closes as 10 km to the carrier. for testing i turned the mod of and the destroyer and the m7 attacked and were killed rather quick. it might be that this was just a coincidence but i wanted to ask you this question anyway. thanks in advance.
greetings,
raiman
is our mod playeronly or does it effect AI behavior too? I'm just curios because I have spend quiet some time(around 2 1/2 h) in the great trench(boron system) and as it was invaded by a xenon J escorted by an c and an p plus fighters, the boron light destroyer(playing xrm) which was patrolling those systems with an M7 didn't not attack the xenon fleet although it came as closes as 10 km to the carrier. for testing i turned the mod of and the destroyer and the m7 attacked and were killed rather quick. it might be that this was just a coincidence but i wanted to ask you this question anyway. thanks in advance.
greetings,
raiman
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Actually for carriers and repairs there is good script already: http://forum.egosoft.com/viewtopic.php?t=246767
I think both could be easly combined.
I think both could be easly combined.