Incoming message: Your Cattle Ranch L (The Hole) was destroyed by Pirate Discoverer.
Yeah. Right. I want some of what you're smoking.
This script assigns damage values that are pretty close to what the ships would have in sector.
* Required * Required * Required *
- MARS Fire Control
I use several of it's data arrays to set up damage values.
As a result, this OOS script should automatically be compatible with CMOD and any other mod that comes with a proper config file 7047.
Only the MARS data arrays have to be present. Neither you nor the AI ships need to use it.
But of course, you could try the goblin hotkey... once. The first one's free, kid!
- Missile Safety
All AI ships (and all of yours, of course) automatically use this if installed.
Your wingmen may actually survive launching a missile now!
- MARS Fire Control
MARS and Missile Defense Mk2 are detected and give a bonus to OOS missile defense for those ships that use them.
No effect on lasers, target acquisition, or the likes.
- CODEA Weapon System
The skill of CODEA pilots (and pilots from other Lucike scripts) affects OOS combat.
- How to detect if OOS Combat / Damage Rebalance is installed
This does not only detect if the global var "is there" but if the (setup) script is present and running and has found the required MARS laser data.
Code: Select all
$Time = last load time $OOSD.Installed = get global variable: name='GZ.OOSD.ACTIVE' skip if $Time == $OOSD.Installed $OOSD.Installed = null
- Oh, where do I begin...
- Simplified AI vs AI combat
It is possible to disable all advanced features such as counterfire or believable damage calculations when no player owned ships are involved.
To do so, delete the first line in setup.plugin.gz.oos.damage.
It's not as pretty but when the script grinds the game to a halt it is not... helpful.
- Logging. Logging is currently disabled by default.
This is a beta and not even feature complete. It already works far more "reliably" than vanilla OOS combat...
Logging is fully enabled and there's a lot of logging.
To disable logging:
Open 'setup.plugin.gz.oos.damage' in the script editor.
Delete the '$Debug = 1337' line.
Exit/Save the script.
For those unfamiliar with the script editor:
1. Open the script editor from your ships autopilot command window, the default hotkey is 's'
2. Press enter to skip the intro if shows up, then press enter on the first option to bring up the scripts list
3. Find 'setup.plugin.gz.oos.damage' in the list, select it and press enter to open the file
4. select the line which says '$Debug = 1337' and press the 'Del' key to delete it.
5. Press the esc key and choose yes to save changes.
6. Press esc until you get completely out of the script editor (should be just twice more)
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.
No counterfire against targets larger than the laser class.
Big targets are a case for using the main guns so this would be a waste of CPU time.
All unused "counterfire points" will be used up during the ship's main attack anyway.
This severely limits choking a huge ship with masses of small targets but you can soak up some of it's firepower with sacrificial M5 or drones...
Effectively, all big ships (laser configuration allowing) now have multi target tracking capability without having to do any multi target tracking.
- OWP use their lasers OOS. What a novel concept!
They also fire more missiles IS as well as OOS and at a longer range so they can protect a sizable chunk of space.
Improved missile selection because the default routines often select no missile (when it should) or a missile that cannot reach the target. That is fine for a ship that can chase the enemy and reduce the distance but you see... OWP are somwhat handicapped there.
Now also supports player owned OWP, which will then use their assigned missile launch probability.
- Swarm missiles hit as 8 missiles instead of 1.
- Don't expect heavy dumbfire missiles to hit a fighter just because it's OOS.
- Don't expect a MARS (or MD Mk2) M2 to be an easy target for missiles, either.
- An M5 can usually outrun a Firestorm. Usually...
- Firing a Banshee missile does not "end the turn" of an M2.
If a ship has lasers, it will use them.
- Pilot skill
The skill of the ship's pilot matters. So does your combat rank.
Extended SETA while playing Guitar Hero does not sharpen your combat leadership skills.
- No ammunition is used OOS.
That any at all is aboard is sufficient.
The OOS timing is radically different so that this would never work out. I'm not going to bother.
- Some examples for laser adjustments.
PSG and Flamer do serious damage OOS although less than their (game breaking) maximum potential IS damage.
PBE only does normal damage which means about double the shield damage of HEPT.
- More solid "under attack" notifications. Fewer freighters should be lost without notice and heavily shielded freighters (like TM) can survive several enemy fighters long enough to jump out.
And now it actually pays to arm freighters. Their "virtual turrets" are taken into account for missile defense but (surprise?) only if they have at least one laser installed.
Le Clipboard, WIP, NYI, WYSIWYG, YMMV
Logging is fully enabled. Expect megabytes of lovely data.
All logs are deleted at any script version update.
There is no randomness whatsoever. That would only disturb testing and balancing.
Evasion is not yet implemented. Every M6 is hit equally well.
Attacking an M2 in a fighter is still not recommended although an Eclipse might even survive the first round.
Carriers get "attacked" from afar and are prompted to launch their fighters in advance. NYI.
PreCF-based NOS so ships can run and cry for help instead of dieing.
Possibly null out battery arrays without lasers. Skip instead of calculate.
For testing they will stay in to confirm the 0 values.
Varied skill boni like evasion or laser range are NYI.
Fight- und Tradeskill wird bereits seit der vorletzten Befehlsbibliothek gesetzt.
Es reicht wenn du die lokale Variable "pilot.union.name" abfragst.
Actual notoriety / relation consequences of boarding earmarked but NYI. Right now boarding has none. Link Lunk Lonk
(mental note: sector security level)
Original design & ideas thread: OOS combat - how SHOULD it work?
If I missed your pet idea (and did not shoot it down already =), just speak up.
Installation: copy the contents of the ZIP to the TC main folder.
Deinstallation: copy TC\scripts\Backup to TC\scripts
Eventually all ships will revert to the old scripts.