Here's my report
First of all, I owe you an apology, DrB.!!
What I did? I disabled your script through the Plugin Manager and dove right into the game again to see about the waves. Turns out, indeed, waves are a vanila thing!! What got me on the wrong foot was probably the massive numbers of ships I had to face, being unable to kill them all before the next wave arrived. It takes some time before the next wave jumps in, so in vanilla I easilly managed to kill all enemies and then use SETA to get the next mission directive, which indeed is the next batch of enemies. Thus, it didn't really feel like waves, while it does when the next one turns up before being able to take care of the former one. In any case... You are definitely right and I beg your pardon!!
Being in vanila, I made use of it by taking note of what ships I got served, as a reference. To approach this scientifically (more or less),
these rules apply in both following examples:
- Game X3-TC (fully patched).
- Fight skill level 27 (overlord).
- 'Very hard patrol'.
- Xenon enemy.
- I bound a hotkey to the cheat command to destroy the target instantly. I used it to kill the ships of each wave, one by one, as soon as the full wave had entered, but making sure the carriers had launched all their fighters (so the number of fighters is always escorts included).
- I kept 1 destroyer alive with SETA on full for a while, making sure no next wave arrived in that sector, before finishing that one off too and getting the command to fly to the next sector. I followed this pattern until the mission was fully finished.
P.s.: You gotta love X3 for resetting/changing the (non-plot-)missions on every gameload. To find a 'very hard patrol' mission after re-enabling your script, I had to check out about 50 sectors
Probably should have provided myself with a savegame after accepting the first one, but then again, mayby that would have caused trouble with your script.
Anyway... So, vanilla results:
Sector 1 - wave 1 / 1 J - 1 K - 0 Q - 0 P - 0 Viper - 24 fighters.
Sector 1 - wave 2 / 1 J - 0 K - 0 Q - 2 P - 0 Viper - 24 fighters.
Sector 1 - wave 3 / 1 J - 0 K - 0 Q - 1 P - 0 Viper - 24 fighters.
Sector 1 - wave 4 / 1 J - 1 K - 0 Q - 0 P - 0 Viper - 24 fighters.
Sector 1 - wave 5 / 1 J - 0 K - 1 Q - 2 P - 0 Viper - 30 fighters.
Sector 2 - wave 1 / 0 J - 1 K - 2 Q - 2 P - 0 Viper - 08 fighters.
Sector 3 - wave 1 / 1 J - 1 K - 0 Q - 0 P - 0 Viper - 24 fighters.
Total this patrol / 6 J - 4 K - 3 Q - 7 P - 0 Viper - 158 fighters.
Afterwards, of course, I re-enabled your script. The results:
Sector 1 - wave 1 / 2 J - 2 K - 3 Q - 1 P - 1 Viper - 47 fighters.
Sector 1 - wave 2 / 2 J - 1 K - 2 Q - 2 P - 4 Viper - 55 fighters.
Sector 1 - wave 3 / 3 J - 1 K - 0 Q - 0 P - 0 Viper - 73 fighters.
Sector 1 - wave 4 / 0 J - 4 K - 2 Q - 1 P - 4 Viper - 00 fighters.
Sector 2 - wave 1 / 3 J - 1 K - 2 Q - 1 P - 0 Viper - 68 fighters.
Sector 2 - wave 2 / 2 J - 2 K - 0 Q - 0 P - 0 Viper - 46 fighters.
Sector 3 - wave 1 / None.
Total this patrol / 12 J - 11 K - 9 Q - 5 P - 9 Viper - 289 fighters.
This with the following settings:
MinMultiplier = 2 (what does this do?)
LowMultiplier = 4 (what does this do?)
MaxMultiplier = 3
FightRankDivisor = 3
BigShipOnlyThreshold = 1
My conclusions:
- For a fight skill of 27, vanilla offers indeed ridiculous numbers of enemies.
- Your script absolutely has an impact, to say the least
- On high fighting skill level, it is still a bit too much, imho, the problem being solely the number of fighters. Taking into account I started the mission flying my M1 with 15 fighters onboard and not having any backup elsewhere, facing about 7 cap ships each wave is an appealing and challenging mission, thus highly succesful on account of you and your script, but the number of fighters just makes it lose a lot of its appeal, not to say it adds too much to lag issues. After all, you can get these mission on rock infested sectors too, putting the objects count way up there. Also, every wave takes about 5 minutes to jump in after the previous one. That's too short to take care of the former wave, no matter how good of a fighter you are. This adds to the total number of enemies being faced at one time, especially in case of 4 or 5 waves in the same sector. That many fighters, for me, takes out the fun a bit.
On a bright note, I did get better numbers already compared to the MaxMultiplier of 12
I now face the difficult decision... what to choose? The number of cap ships is perfect, but still too many fighters, so lowering the MaxMultiplier to 2 will probably cause a few less fighters, but also less cap ships.
What are your thoughts after reading this, Dr.B?