[MOD] Miscellaneous OOZ Combat Tweaks
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
-
- Posts: 28
- Joined: Sat, 28. Feb 09, 11:56
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
9.Aug.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.12
OOZ Rebalance attempt number 2.
Problems with the first attempt in MOCT 0.11:
primaryweaponfactor decreased to 0.5, was 1.0
secondaryweaponfactor decreased to 0.5, was 1.0
turretfactor increased to 0.35, was 0.1 (vanilla has it at 1.0)
droneprimaryfactor increased to 0.07, was 0.035 (vanilla has it at 0.35)
dronesecondaryfactor increased to 0.04, was 0.02 (vanilla has it at 0.2)
maneouverfactor reduced to vanilla 0.42, was 0.84
sizefactor increased to 0.85, was 0.5
OOZ Rebalance attempt number 2.
Problems with the first attempt in MOCT 0.11:
- maneouverfactor, rather than increasing a ship's defence proportional to maneouverability the way it said it should, was increasing damage that a ship dealt in inverse proportion to maneouverability. Reset it back to vanilla, since I don't want faster ships doing either more, nor less damage, but wanted to affect what damage they take on average.
- Capital ships with primary and/or secondary damage were doing excessive amounts of damage. Lowered primaryweaponfactor and secondaryweaponfactor to scale with lowered turretfactor
- Turrets were doing way too little damage. Increased turretfactor a bit. Still much lower than vanilla.
- Drones were having too little impact on OOZ combat. Increased. Still much lower than vanilla.
- sizefactor scales damage a bit according to ship size. Increased this to approximate the effects of maneouverability since smaller ships tend to be faster.
primaryweaponfactor decreased to 0.5, was 1.0
secondaryweaponfactor decreased to 0.5, was 1.0
turretfactor increased to 0.35, was 0.1 (vanilla has it at 1.0)
droneprimaryfactor increased to 0.07, was 0.035 (vanilla has it at 0.35)
dronesecondaryfactor increased to 0.04, was 0.02 (vanilla has it at 0.2)
maneouverfactor reduced to vanilla 0.42, was 0.84
sizefactor increased to 0.85, was 0.5
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
OOZ? Nope. Not vanilla, at least. Could be that it's what it's supposed to represent, but how it's implemented doesn't appear to jive with that at all, at least in my opinion. Will work on that one of these days with MICT, but I want to get OOZ balancing just right first.
OOZ combat is very highly abstracted, and the balancing available really is only damage done/incurred, and maneouverfactor was purely a damage buff for when ships are faster. Fine, I guess, except I was looking for a way for ships to get less damage when they're faster, and although that's what the documentation says it's supposed to do, it doesn't.
The sizefactor attribute that I used instead is supposed to also reduce damage for ships of different sizes, but turns out, it does the same thing: damage buff depending on size.
So decided to write my own function which does exactly what I think is needed: reduce damage depending on relative speed. Testing now.
OOZ combat is very highly abstracted, and the balancing available really is only damage done/incurred, and maneouverfactor was purely a damage buff for when ships are faster. Fine, I guess, except I was looking for a way for ships to get less damage when they're faster, and although that's what the documentation says it's supposed to do, it doesn't.
The sizefactor attribute that I used instead is supposed to also reduce damage for ships of different sizes, but turns out, it does the same thing: damage buff depending on size.
So decided to write my own function which does exactly what I think is needed: reduce damage depending on relative speed. Testing now.
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
9.Aug.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.14
None of Ego's parameters were reducing damage due to speed, so wrote one.
Slower ships (and stations, of course) will do less damage to faster ships.
Changes to balance, yet again:
primaryweaponfactor changed to 0.35 (vanilla: 1.0)
secondaryweaponfactor changed to 0.35 (vanilla: 1.0)
turretfactor changed to 0.30 (vanilla: 1.0)
droneprimaryfactor changed to 0.07 (vanilla: 0.35)
dronesecondaryfactor changed to 0.04 (vanilla: 0.20)
The rest of the parameters set back to vanilla.
Effect of pilot skill on defence implemented in MOCT_v0.13, and the much earlier effect of crew skill on attack are, of course, still in effect.
And just to remind: drones from capital ships and stations are still used in the OOZ calculations, although effect per drone is much reduced as compared to vanilla.
Quite happy with this one, so unless someone notices something really weird, should stay with this for a while.
None of Ego's parameters were reducing damage due to speed, so wrote one.
Slower ships (and stations, of course) will do less damage to faster ships.
Changes to balance, yet again:
primaryweaponfactor changed to 0.35 (vanilla: 1.0)
secondaryweaponfactor changed to 0.35 (vanilla: 1.0)
turretfactor changed to 0.30 (vanilla: 1.0)
droneprimaryfactor changed to 0.07 (vanilla: 0.35)
dronesecondaryfactor changed to 0.04 (vanilla: 0.20)
The rest of the parameters set back to vanilla.
Effect of pilot skill on defence implemented in MOCT_v0.13, and the much earlier effect of crew skill on attack are, of course, still in effect.
And just to remind: drones from capital ships and stations are still used in the OOZ calculations, although effect per drone is much reduced as compared to vanilla.
Quite happy with this one, so unless someone notices something really weird, should stay with this for a while.
-
- Posts: 197
- Joined: Sat, 17. Mar 12, 17:40
i'm trying to turn off the ooz $MICT_Feedback*
looks like there is no code in this mod doing it, the closest match i think is in ur another in-zone mod
i tried
for both
MICT.move.attack.object.capital.xml
MICT.move.escort.capital.xml
but it's not working, i still getting the feedback
how to turn it off? i need the radar in-game, it's being flooded by the feedback
looks like there is no code in this mod doing it, the closest match i think is in ur another in-zone mod
i tried
Code: Select all
<remove sel="//do_if[contains(@value='@$MICT_FeedbackAll')]"/>
<replace sel="//set_value[@name='$MICT_FeedbackBattleDisplay' and @exact='true']/@exact">false</replace>
<replace sel="//set_value[@name='$MICT_FeedbackAll' and @exact='true']/@exact">false</replace>
<replace sel="//set_value[@name='$MICT_FeedbackMisc' and @exact='true']/@exact">false</replace>
MICT.move.attack.object.capital.xml
MICT.move.escort.capital.xml
but it's not working, i still getting the feedback
how to turn it off? i need the radar in-game, it's being flooded by the feedback
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
In MICT.move.attack.object.capital, change:
<set_value name="$MICT_FeedbackBattleDisplay" exact="true"/>
to
<set_value name="$MICT_FeedbackBattleDisplay" exact="false"/>
Haven't yet found a way to isolate in-zone data, so it will display data from combat involving all player-owned MICT ships at the moment.
edit: to do it via diff, your path will have to be a bit more specific:
<replace sel="//do_if[@value='this.ship.owner == faction.player']/set_value[@name='$MICT_FeedbackBattleDisplay']/@exact">false</replace>
.......
edit: had a eureka moment while typing that message. Fixed in MICT.
edit 2: since I changed the do_if condition, that xpath I posted above is now obsolete. To remove the battle display (possibly for humanitarian reasons?) via diff, you'll now need:
<replace sel="//do_if[@value='(this.ship.owner == faction.player) and (this.ship.zone == player.zone)']/set_value[@name='$MICT_FeedbackBattleDisplay']/@exact">false</replace>
<set_value name="$MICT_FeedbackBattleDisplay" exact="true"/>
to
<set_value name="$MICT_FeedbackBattleDisplay" exact="false"/>
Haven't yet found a way to isolate in-zone data, so it will display data from combat involving all player-owned MICT ships at the moment.
edit: to do it via diff, your path will have to be a bit more specific:
<replace sel="//do_if[@value='this.ship.owner == faction.player']/set_value[@name='$MICT_FeedbackBattleDisplay']/@exact">false</replace>
.......
edit: had a eureka moment while typing that message. Fixed in MICT.
edit 2: since I changed the do_if condition, that xpath I posted above is now obsolete. To remove the battle display (possibly for humanitarian reasons?) via diff, you'll now need:
<replace sel="//do_if[@value='(this.ship.owner == faction.player) and (this.ship.zone == player.zone)']/set_value[@name='$MICT_FeedbackBattleDisplay']/@exact">false</replace>
Last edited by w.evans on Mon, 10. Aug 15, 10:19, edited 1 time in total.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
=== OOZ Analysis: MOCT v0.14 ===
This is only a selection of the data I gathered on last run because the data ran to 717 lines, and I doubt that anyone's going to be that interested in how OOZ combat works.
Damage done penalized from 7603.351 to 2509.106 due to a combination of it being slower than its target, and its crew being bad, especially in comparison to the captain of its target. Base Attack Strength would have been higher if it had combat drones.
The damage that CVs and stations do to fighters much reduced due to them not moving at all, and firing at fast-moving targets. This is somewhat mitigated in these cases by their having excellent crews, and their carrying combat drones.
Note how base damage (the vanilla calculation) already takes target speed into account. However, I felt that the effect is so small as to be ineffectual. Also, note how the resultant attack strength doesn't vary in direct proportion to the changes in base attack strength. This is due to taking actual target maneouvering and the skill of the target's pilot into account.
Stromvoks don't do much damage to begin with. In addition, this is somewhat penalized in this example due to their firing on much faster ships. However, the penalty is much lower as compared to the much slower Sucellus firing on a similar target:
However, since the Sucellus starts out with a much higher attack strength due to having more weaponry and having more drones at its disposal, it lands more damage on the target even with the heftier penalties.
Vanilla OOZ combat already takes damaged turrets and relative position into account, thus causing varying amounts of damage done due to these factors. In addition to this, MOCT takes actual present speed into account, thus causing greater variation in damage done due to maneouvering.
Turret damage increased compared to pre-MOCT v0.14, but still much lower than vanilla. Damage from primary weapons and missiles lowered to scale. Effect is lowered damage in general compared to vanilla, with OOZ combat taking longer, and taking relative maneouverability and relative crew skill into account. Hardly anything one-shots anything else, and notifications informing the player that someone needs help often comes with time to spare to actually do something about it.
This is only a selection of the data I gathered on last run because the data ran to 717 lines, and I doubt that anyone's going to be that interested in how OOZ combat works.
Code: Select all
Time Attacker Defender Range Quadrant BaseAttStr AttStr NumDrones DO Skill TargShields TargHull
861810.851 CAR Marauder Phoenix ST(B) 01 - Styrvok 6261 FLU 7603.351 2509.106 0 35 290705.25 899996.688
Code: Select all
861816.517 CNST Albion 12 REI Raiding Party Cennelath 1042.5 FLU 8486.791 1645.088 30 100 10261.643 19000
861824.29 DeVries Gas Station Lava Flow REI Raiding Party Maelchon BRU 26868.322 5835.41 49 100 15164.59 29000
861839.118 DeVries Gas Station Lava Flow REI Raiding Party Cennelath BRU 26799.967 6415.376 49 100 7584.624 19000
861867.61 DeVries Gas Station Lava Flow REI Raiding Party Domelch BRU 25870.893 5796.794 49 100 924.286 11000
861920.516 DeVries Gas Station Lava Flow REI Raiding Party Domelch BRU 25834.82 5913.724 49 100 2086.276 11000
Note how base damage (the vanilla calculation) already takes target speed into account. However, I felt that the effect is so small as to be ineffectual. Also, note how the resultant attack strength doesn't vary in direct proportion to the changes in base attack strength. This is due to taking actual target maneouvering and the skill of the target's pilot into account.
Code: Select all
861842.472 F3/FGT 02 - Stromvok REI Raiding Party Maelchon 5152 BLU 5233.488 3494.478 5 100 5833.828 29000
861843.568 F3/FGT 01 - Stromvok REI Raiding Party Maelchon 7552 BLU 2425.488 2025.768 0 100 269.466 29000
Code: Select all
861835.133 F3/STK 01 - Sucellus REI Raiding Party Maelchon 15706 FLU 30174.789 6075.189 56 100 10190.962 29000
Code: Select all
861854.034 F3/FGT 01 - Stromvok REI Raiding Party Cennelath 1538.25 BLD 287.651 262.338 0 100 13002.693 19000
861854.088 F3/FGT 01 - Stromvok REI Raiding Party Domelch 1320.5 BLU 703.902 655.474 0 100 5508.142 11000
861856.992 F3/FGT 01 - Stromvok REI Raiding Party Cennelath 2538 BLU 846.834 360.855 0 100 12194.974 19000
861857.037 F3/FGT 01 - Stromvok REI Raiding Party Domelch 1432.75 BLD 239.1 87.5492 0 100 7751.259 11000
Turret damage increased compared to pre-MOCT v0.14, but still much lower than vanilla. Damage from primary weapons and missiles lowered to scale. Effect is lowered damage in general compared to vanilla, with OOZ combat taking longer, and taking relative maneouverability and relative crew skill into account. Hardly anything one-shots anything else, and notifications informing the player that someone needs help often comes with time to spare to actually do something about it.
-
- Posts: 205
- Joined: Fri, 31. Jul 15, 01:25
its either your updated OOZ, libmj, UFO, or the UIfix mod (because these are the only recent mod i installed) that im getting these spam on debug
Code: Select all
[General] ======================================
[=ERROR=] Script error: Invalid data types for arithmetic operation! 1843.25m * 2.92743s
* Expression: $result * $waittime
[General] ======================================
[General] ======================================
[=ERROR=] Script error: Could not find suitable data type for conversion! Value: 1856.857m
* Expression: $result * $waittime
[General] ======================================
[General] ======================================
[=ERROR=] Script error: Invalid data types for arithmetic operation! 1856.857m * 2.80358s
* Expression: $result * $waittime
[General] ======================================
[General] ======================================
[=ERROR=] Script error: Could not find suitable data type for conversion! Value: 2189.079m
* Expression: $result * $waittime
[General] ======================================
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
10.Aug.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.16
Enter the Battle Display.
Player-owned ships and stations that come under fire while the player is out-of-zone notify the player with a threat assessment and a live status display.
Threat Assessment is on a scale from 1-5, with 1 being the least threatening, and 5 being the most threatening.
Threat Levels:
1 - No threat, we can handle it.
2
3 - We're about evenly matched. Think about sending reinforcements.
4
5 - We're up against stiff opposition. SEND HELP NOW!
6 - We're doomed! Tell them... tell them that... AHHHH!
Thanks to iWARR for pointing out that this is, in fact, a good idea.
Enter the Battle Display.
Player-owned ships and stations that come under fire while the player is out-of-zone notify the player with a threat assessment and a live status display.
Threat Assessment is on a scale from 1-5, with 1 being the least threatening, and 5 being the most threatening.
Threat Levels:
1 - No threat, we can handle it.
2
3 - We're about evenly matched. Think about sending reinforcements.
4
5 - We're up against stiff opposition. SEND HELP NOW!
6 - We're doomed! Tell them... tell them that... AHHHH!
Thanks to iWARR for pointing out that this is, in fact, a good idea.
-
- Posts: 69
- Joined: Mon, 10. Aug 15, 15:11
w.evans
I'm test your last changes a bit and found that everithing is OK: good balance and comfortable message flow. Great job.
Is there ability to fill by color the "Level" of danger or increase text size in the Skunk monitor just for this tip? Or may be big graphics icons for the numbers 1...5?
Green for "1," red for "5" and "6," and yellow-green, yellow, and orange for "2," "3," and "4."
Thanks!
I'm test your last changes a bit and found that everithing is OK: good balance and comfortable message flow. Great job.
Is there ability to fill by color the "Level" of danger or increase text size in the Skunk monitor just for this tip? Or may be big graphics icons for the numbers 1...5?
Green for "1," red for "5" and "6," and yellow-green, yellow, and orange for "2," "3," and "4."
Thanks!
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
-
- Posts: 69
- Joined: Mon, 10. Aug 15, 15:11
w.evans
Also, you can support the "Level" of danger event with a sound, for example like this one: http://ge.tt/15O9v1M2/v/0
(if a pilot get stuck deep inside somewhere in the menues)
Yes, why not?Do you find the threat levels reported accurate?
Also, you can support the "Level" of danger event with a sound, for example like this one: http://ge.tt/15O9v1M2/v/0
(if a pilot get stuck deep inside somewhere in the menues)
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
Hi iWARR,
Thanks, but I'd like to keep the notifications low-key for now. It is actually possible to trigger the flashing lights and alarm sounds that sometimes happen in the plot, but some players have LOTS of ships, and if you get spammed with those special effects lots of times, could get really irritating. Kind of like the speech confirmations when you send orders to ships. Really cool the first time, ok the next couple dozen times, really irritating after the nth time, n depending on one's tolerance for that kind of thing.
Thanks, but I'd like to keep the notifications low-key for now. It is actually possible to trigger the flashing lights and alarm sounds that sometimes happen in the plot, but some players have LOTS of ships, and if you get spammed with those special effects lots of times, could get really irritating. Kind of like the speech confirmations when you send orders to ships. Really cool the first time, ok the next couple dozen times, really irritating after the nth time, n depending on one's tolerance for that kind of thing.