Conbadicus wrote:Something must not be right with my game, the balors are at 9km and the missiles are blowing up before they get there...
To clarify: Two mods of mine affect Balor torpedoes:antoniut wrote:Tweak "lifetime" missile needed?
Miscellaneous OOZ Combat Tweaks (which I usually refer to as MOC-T)
and Miscellaneous IZ Combat Tweaks (which I usually refer to as MICT)
Both mods have been deployed with a number of optional add-on files which I refer to as supplements. (For example: MICT_supp3 refers to supplement 3 of Miscellaneous IZ Combat Tweaks.)
Torpedo range is increased in MOC-T_supp3, and torpedo lifetime is also increased in that supplement.
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<replace sel="//missile/@lifetime">201</replace> <replace sel="//missile/@range">24000</replace>
More extensive changes are done in MICT_supp1, namely:
- Torpedo maximum speed is increased,
- Torpedo acceleration is decreased,
- Torpedo turning/strafing is not changed,
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<replace sel="//acceleration/@forward">30</replace> <replace sel="//speed/@forward">960</replace>
- More torpedoes are fired per volley,
- Four volleys are fired per reload cycle,
- Damage is reduced to 20,000 from 80,000,
- And reload time is increased to 160 seconds from 40 seconds.
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<!-- Increasing no. of volleys has no effect OOZ. Increasing number of projectiles per volley via swarm acts as a multiplier--> <replace sel="//ammunition/@value">4</replace> <replace sel="//missile/@amount">4</replace> <add sel="//missile" type="@swarm">1</add> <add sel="//missile" type="@distribute">1</add> <add sel="//missile" type="@retarget">1</add> <!--balancing stuff: damage / 4, reload rate * 4. Reduce missile lifetime? Vanilla with the changed acceleration and speed, each missile carries enough fuel to travel 61,440 meters (156% over max range). It uses its extra delta-v to loop around and/or retarget.--> <replace sel="//explosiondamage/@value">20000</replace> <replace sel="//ammunition/@reload">160</replace>
So if you use the range increase, then lifetime is already increased. If you are not using the range increase, then it fires over the normal 8km range, and should be able to fire normally over that range. (Didn't actually take the time to calculate this, but without the torp tweaks, your Balors are firing vanilla torpedoes which I assume can fire over the range specified.)
just MOC-T_supp3 = extremely long range, slow torpedoes.
just MICT_supp1 = lots of fast, relatively short-ranged, more inaccurate torpedoes per barrage; slower refire.
both MOC-T_supp3 and MICT_supp1 = lots of extremely long range, more inaccurate, fast torpedoes with slower refire rate.
@Conbadicus, one possibility is if you're using MICT_supp1, but not MOC-T_supp3. If so, it is possible that it will not be able to fire over 8km because of the decreased acceleration. If so, please let me know.
@oliver, Thanks, man.
1) looks good.
2) It should jump to turret range (around 7km, if I remember correctly). Were the I's shields low? If so, it could have been trying to escape.
3) Against fighters, MICT capships should jump/boost/move to ~3,500 meters with some error due to captain skill:
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<set_value name="$MICT_MaxShortAimDist" exact="3500m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/> <set_value name="$MICT_MinShortAimDist" exact="3500m * (0.25f * (1.0f + (2.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
Jump is preferred if:
the ship has a working jump drive,
it's trying to move to a point at least 15,000m away,
and it's been at least 10 seconds since the last tactical jump.
If one of the conditions above is not fulfilled, a ship will boost if:
the ship has working boost engines,
and it's trying to move to a point more than 5,000m away.
Otherwise, it will use normal engines and try to crawl to where it's going. (Almost only used if a ship is station keeping and is already at its desired range.)
Hope that helps clear some things up. If there's anything that is not clear, or if what I just posted made something more confusing, please let me know.
I like to go to Exavier724's Hiigaran Crossroads for that. Spawns PMC ships fairly often without the risk of pissing off friendly factions by hitting stations with stray torpedoes. Or Maelstrom with the Xenon 2.0 supplement if you want things to get really interesting.oliverjanda wrote:Its so hard to find proper targets when you need them
Having better squadron combat, I naturally fielded more squadrons and noticed that it's a bit of a pain to get squadron members to maintain the same fuel reserves.
So squadron subordinates now refuel when their commanders do.
Random thought: Ships can in general pick different Facs depending on how busy each are so i guess this could nudge different ships to different sectors? Would be time-efficient but mentioning in case it causes issues if thry try to respond to aggression while refuelling.
My ships seem to jump to the attack target properly.
In my opinion they flee too early because they get a lot of hits when they disengage. Why do they not flee with boosters?
They seem to have difficulties in keeping a constant distance to the target.
Once the shield is up again, they take a long time until they engange again.
So long that the enemy was at 100% again.
I lost one of my K in one test session. It neither disengaged nor did an AEJ.
In another fight my I attacked an enemy K properly but somehow disengaged without taking damage. Maybe a factory was in the way.
I will try the Succellus and the squad addon soon.
Unfortunately, they don't. Had my armada refuel last night to test: 4 commodores leading their squads with 22 ships total, and they all made a beeline to the nearest cell recharge fac. The L ships refueled pretty quickly, but the XL ships took a very long time, and it was rather chaotic right outside the gas station.Sparky Sparkycorp wrote:Ships can in general pick different Facs depending on how busy each are so i guess this could nudge different ships to different sectors? Would be time-efficient but mentioning in case it causes issues if thry try to respond to aggression while refuelling.
They should, if they can't jump for some reason.oliverjanda wrote:Why do they not flee with boosters?
Try getting Split captains. I've been testing with increased capship shields from Epic Capital Ship Shields, so it takes a while for their shields to go down. Might very well be too fast without increased shields.oliverjanda wrote:In my opinion they flee too early ...
Did it have a Split captain? They don't retreat until their shields are completely depleted, and sometimes, that can be too late. Don't know why AEJ didn't kick in, though. Maybe it lost its jump drive? (Don't know if AEJ checks for a working jump drive.)oliverjanda wrote:I lost one of my K in one test session. It neither disengaged nor did an AEJ.
@Conbadicus, Mod description and download link for MOC-T here. The range increase is supplement 3 (MOC-T_supp3). If you have neither MICT_supp1 nor MOC-T_supp3, though, your Balors should be firing normal vanilla torpedoes: they should fire 4 torpedoes per volley at 8km, and the torpedoes should be able to fly the full 8km.
Squadron subordinates will launch the MICT movement script if their crew fulfills the MICT crew requirements
OR if the crew of their commander's ship fulfill the crew requirements of MICT.
The MICT squad script was getting big, so before I get into too many blocking actions, decided to separate it from the vanilla scripts. MICT squad script moved to MICT.move.escort.capital, and is triggered from move.escort. This is to improve compatibility between MICT and other mods. (NB: Mods that use custom escort scripts still won't launch the MICT squad script.)
Squadron subordinates will stop attacking and move to their commander after a non-attack/patrol command is given to the commander. If they are engaged in combat, they will finish off their target before breaking off.
Squadrons will act according to MICT doctrine if the Squadron Commander is a MICT ship.
Note: Squadron subordinates who are refueling might get stuck. If they do not rejoin their commander after undocking from the Fuel Recharge Fac, please squad them under the Skunk, then reassign them to their squad. The mod Multiassignment by Phipsz is excellent for mass-assigning ships to squads.
aiscripts\move.escort.capital.xml is now blank, and was only included to overwrite the old file in your directory. The functions that used to be in that file are now in MICT.move.escort.capital.xml. Feel free to delete aiscripts\move.escort.capital.xml. To make sure that you're deleting the correct file, open it in a text editor, and it should say that it's safe to delete. If you are unsure, it is safe to just keep all of the files.
Together, this means that MICT officers will extend MICT behavior to their squadrons regardless of whether or not their squadron subordinates fulfill MICT crew requirements. Still, don't expect any miracles from non-MICT crews trying to fly according to MICT. (Lots of range and distance calculations depend on crew skill.)
OT, AND I'm off to play Pillars of Eternity!
When I give a command to the squad leader, does that command immediately get pushed to his subs? For example, fly here, or refuel. Or will they sit and wait until his position is updated . e.g next zones edge, in which case they will "jump" to him?
Yeah, I think so too! Careful if you go to Maelstrom, though. Xenon Is pack the same torpedoes, and they're especially deadly if you run MOC-T_supp2 (the Xenon upgrade), and you run into an I running MICT. Ran into one once, and he managed to spit out 2 volleys of torpedoes before I spotted him!Conbadicus wrote:OK! Got this thing working! Mict supp1 + moct supp3 is cool.
Around 5km. Not sure how the vanilla interrupt on that movement node works, though, and I think (I do realize that saying things like that doesn't exactly inspire confidence in my abilities, but I think it's best be honest about things I'm not sure of. It is your game.) that the squad subordinates won't initiate jump if they already started moving towards their leader.Conbadicus wrote:I got the supplement to make the members of a squad jump to the leader if they get separated, how far is separation? I was playing around with balors in a squad, the leader would jump to a new position to manage teh range and the subordinates would then turn and start flying to his location, not boosting. Quite slow, then by the time they got to him he would jump somewhere else.
Not all of them. At the moment, attack or patrol commands make them go on the offensive, cancelling an attack command makes them stop attacking after they finish off the target that they're presently engaging, and a refuel command makes the whole squadron refuel.Conbadicus wrote:When I give a command to the squad leader, does that command immediately get pushed to his subs? For example, fly here, or refuel. Or will they sit and wait until his position is updated . e.g next zones edge, in which case they will "jump" to him?
Also, keep in mind that this only currently works one level down from the MICT commander. So if, for example, you have 1 ship called "A." In his squad are 3 ships: "B1," "B2," and "B3." And under B1 are ships called "C1a" and "C1b."
If the crew of A is MICT capable,
but the crews of B1, B2, and B3 are not:
A, B1, B2, and B3 will run MICT, and will form a MICT squadron,
but C1a and C1b will not run MICT, and will not form a MICT squadron. (They won't inherit any commands from B1, and will use the vanilla escort scripts.)