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[Mod] OOS Rebalance v2 (v2.10 - 04.06.11)
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Gazz
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PostPosted: Mon, 6. Jun 11, 14:40    Post subject: Reply with quote Print

I have no way to deal with empty arcs or anything fancy like that.
I went with the simple statistical solution.
Every X3 turret has a 180° arc.
Therefore every single turret of this ship statistically has a 50% chance to see enemy #1.

In game turns, half the ship's turrets can fire on enemy #1 in this combat round.

The cockpit lasers would fire... often, because it is assumed that the ship is actively turning towards the main target.
How well it does that can be dependant on the fightskill.

Could even be expanded a little by making it
Base chance % = Fightskill * 1,5 + 50 (95% max)

I am big ship -7%
I am huge ship -20%

Target is big ship +7%
Target is huge ship +20%

Fighters would easily hit huge ships but M7 would have a harder time nailing fighters with their cockpit guns. (68% max chance)
With equally sluggish ships, M7 would have "normal" chances.

M6 would have a slight to-hit disadvantage against fighters but their main lasers had their damage boosted by 30%, so I think that's covered.

That's a very doable calculation. 6 lines at runtime and no math to speak of. (need stations, too)


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wyvern11





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PostPosted: Mon, 6. Jun 11, 17:20    Post subject: Reply with quote Print

Ok - issue addressed, I think ...

I was assuming that fire arcs where mutually exclusive - so only one turret on target

Looks good, keep on ignoring us Wink


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Gazz
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PostPosted: Mon, 6. Jun 11, 18:26    Post subject: Reply with quote Print

wyvern11 wrote:
Ok - issue addressed, I think ...
I was assuming that fire arcs where mutually exclusive - so only one turret on target

Well, it practically works that way!
If a ship has two turrets, it is assumed that only one can bear on the target.

You could say that they are mutually exclusive.

You could also say that the number of turrets is simply divided by 2. =P



Quote:
Looks good, keep on ignoring us ;-)

I thought you were all just here to bask in my glory.
Now I'm supposed to listen, too???

(Hey, it's an EGOsoft game...)


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meremale





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PostPosted: Tue, 7. Jun 11, 14:24    Post subject: Reply with quote Print

*Bows in your presence and offers gifts*

enough basking, now get back to work

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Gazz
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PostPosted: Wed, 8. Jun 11, 05:30    Post subject: Reply with quote Print

Offerings of alcoholic beverages and expensive chocolates are gladly accepted.

The next release is going to take a bit. =P
I'm in the process of moving the new firing logic into the fight scripts, where it belongs.
The test script will then only do "pure" logging.

As a side effect the new OOS combat will not run any faster if you're watching this sector map.
Watching a fight will no longer reduce your ship's chances to flee from it to 1/3, as it does now.


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A5PECT





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PostPosted: Sun, 26. Jun 11, 20:09    Post subject: Reply with quote Print

Would it be possible to get ships to simultaneously fire their lasers and missiles in OOS combat?

If you're protracting fights then there will be room for ships to throw some extra ordnance at each other, and players would have a reason to outfit OOS ships with missiles.


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Bobucles





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PostPosted: Mon, 27. Jun 11, 03:55    Post subject: Reply with quote Print

is it possible to have damage "spill over" on to other ships in the fight? This might be a way to make flak weapons work. The idea is:

Ship A unloads all its flak banks at fighter B.
Fighter B is obliterated. GG NO RE. There is a serious amount of overkill, which takes a penalty.
Fighter C is next in the list. It takes more flak damage and is destroyed. There is some overkill left, which takes a penalty again.
Fighter D is next in the list. It takes some flak damage and lives.

Weapons listed as "flak" would have an extremely high percentage for spill over damage. Heavy weapons like corvette or capital guns would have extremely low (or no) ability to spill over, with fighter weapons somewhere in the middle.

Extra flak turrets might increase the spill over potential. Having an adequately large hostile list (5+) ensures that "all weapons can fire", giving 100% spill over potential.

So a flak weapon firing against 15 fighters will deal 100% efficient damage. A flak weapon with only 3 targets might have the next victim take 75% of the remaining damage. A capital weapon with any number of targets might only have 10-20% of its overkill striking new target.

I didn't really think about how mixed weapons would work. Rolling Eyes But the idea is that the ship fires once, and all the damage is resolved at the same time.


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TrixX





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PostPosted: Mon, 27. Jun 11, 05:16    Post subject: Reply with quote Print

Splash damage had the result of creating ships 0HP which ended up invulnerable.


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Death03





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PostPosted: Sat, 30. Jul 11, 10:37    Post subject: Reply with quote Print

compatible problem report
When use with XRM mod,the Tlaser and Tbullet will disrupt the XRM weapon loadout and cause a lot of strange things.I have to remove them two
If I left the rest in the game,will there be any problem,and will it work?

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X2-Illuminatus
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PostPosted: Sat, 30. Jul 11, 12:38    Post subject: Reply with quote Print

OP wrote:
Compatibility: X3:TC vanilla ONLY


Vanilla means unmodified. Based on the fact that this is still a test version and the OP clearly states that this mod is only compatible with the vanilla set of weapons, it's not the best idea to test this mod with a total conversion mod.

Death03 wrote:
If I left the rest in the game,will there be any problem,and will it work?


If you read the OP carefully, you will notice that the basic idea of the mod is to switch between IS and OOS weapons, whereby OOS weapons are weaker IS weapons. Judging by the fact that you removed the necessary weapon files (and XRM probably won't have a set of weaker OOS weapons) it's very unlikely that this mod works as intended.


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Death03





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PostPosted: Sat, 30. Jul 11, 13:33    Post subject: Reply with quote Print

Yes I have read it
But as I know,the oos combat balance is not only for switch IS and OOS lasers,but also changed the OOS turn system,like Capital ships now can attack multi times,and can counter attack,the damage value also modified to close to IS result.
Since I removed the Tlaser and Tbullet, and the topic have said that it requires them to work,I think the core mod maybe disabled.
But the topic also said that some original files are replaced,and these files should still be loaded by game.My question is,is there much difference?I really can't accept that a single discover can take out a complex hub on its own while OOS

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PostPosted: Thu, 8. Dec 11, 18:28    Post subject: Reply with quote Print

OK, I think this is the latest thread on this topic, so here goes:

Will this code be in (vanilla) Albion Prelude?

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Gazz
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PostPosted: Thu, 8. Dec 11, 18:49    Post subject: Reply with quote Print

I can neither confirm nor deny that.


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MegaBurn





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PostPosted: Thu, 8. Dec 11, 19:26    Post subject: Reply with quote Print

Which would be "NDA speak" for "yes" or maybe "part of it", versus the more direct, "no, this is only a mod"... Good to hear, finally.


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Bobisback





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PostPosted: Thu, 22. Dec 11, 10:58    Post subject: Reply with quote Print

does this mod fix the OWP issue not shooting in OOS combat? and if so what files would i need to get that to work for XRM?

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