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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12152 on topic Location: Bavaria

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Posted: Mon, 6. Jun 11, 14:40 Post subject: |
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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)
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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wyvern11

Joined: 15 Jul 2006 Posts: 1702 on topic

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Posted: Mon, 6. Jun 11, 17:20 Post subject: |
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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 
_________________ Redest du noch - oder denkst du schon ? |
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12152 on topic Location: Bavaria

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Posted: Mon, 6. Jun 11, 18:26 Post subject: |
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| 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...)
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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meremale
Joined: 07 Nov 2004 Posts: 33 on topic Location: Lesbian Slave Pits

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Posted: Tue, 7. Jun 11, 14:24 Post subject: |
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*Bows in your presence and offers gifts*
enough basking, now get back to work
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Gazz Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12152 on topic Location: Bavaria

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Posted: Wed, 8. Jun 11, 05:30 Post subject: |
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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.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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A5PECT

Joined: 03 Sep 2006 Posts: 3512 on topic Location: NJ, USA

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Posted: Sun, 26. Jun 11, 20:09 Post subject: |
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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.
_________________ "If we hit that bullseye, the rest of the dominoes will fall like a house of cards. Checkmate." |
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Bobucles
Joined: 25 Dec 2009 Posts: 1561 on topic

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Posted: Mon, 27. Jun 11, 03:55 Post subject: |
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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. But the idea is that the ship fires once, and all the damage is resolved at the same time.
_________________ Weapon Rebalance Mod 2.1(For TC:AP!)
M6 Overhaul 2.2 |
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TrixX

Joined: 18 Aug 2010 Posts: 1893 on topic

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Posted: Mon, 27. Jun 11, 05:16 Post subject: |
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Splash damage had the result of creating ships 0HP which ended up invulnerable.
_________________ "If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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Death03
Joined: 03 Nov 2007 Posts: 13 on topic

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Posted: Sat, 30. Jul 11, 10:37 Post subject: |
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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 Moderator (Deutsch)

Joined: 02 Apr 2006 Posts: 14816 on topic

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Posted: Sat, 30. Jul 11, 12:38 Post subject: |
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| 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
Joined: 03 Nov 2007 Posts: 13 on topic

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Posted: Sat, 30. Jul 11, 13:33 Post subject: |
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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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FiscBiker
Joined: 04 Jul 2005 Posts: 17 on topic Location: Eindhoven, NL

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Posted: Thu, 8. Dec 11, 18:28 Post subject: |
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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 Moderator (Script&Mod)


Joined: 13 Jan 2006 Posts: 12152 on topic Location: Bavaria

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Posted: Thu, 8. Dec 11, 18:49 Post subject: |
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I can neither confirm nor deny that.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs. |
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MegaBurn
Joined: 30 Jan 2006 Posts: 204 on topic Location: Lost in the woods!

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Posted: Thu, 8. Dec 11, 19:26 Post subject: |
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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.
_________________ "Only the dead have seen the end of war." -Plato |
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Bobisback
Joined: 20 Nov 2009
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Posted: Thu, 22. Dec 11, 10:58 Post subject: |
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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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