[MOD] Miscellaneous IZ Combat Tweaks

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BlackRain
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Post by BlackRain » Thu, 20. Aug 15, 02:36

w.evans wrote:Sorry, should have gone into a little more detail.

The main differences between the LR code and the normal code is that LR ships face their target (rather than pointing the side that has the most turrets), and they use the range of their long-ranged weapons (primary and secondary rather than turrets) to determine optimal ranges. Since Astrobee launchers and HIVI are both turrets, I don't think you'll want them on the LR code. Unless you've modified them to use integrated launchers and fire forward?

Will go ahead and add:

macro.units_size_xl_van_destroyer_macro

but will wait for your go-ahead to release, in case you want the others added after all.
Ah ok, then no for the others! Hehe

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Post by w.evans » Thu, 20. Aug 15, 03:27

20.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.32

Improved compatibility with IHC armed ships from other mods.

.......
@BlackRain, sorry took so long. Specifying the macro was causing it to spam the debuglog multiple times per second, so I had to get a little creative. Anything using a primary weapon with a range of 8000 meters or greater will use the LR movement code. The Balor is still specified by macro to avoid getting the Xenon I from using the LR code.

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Post by BlackRain » Thu, 20. Aug 15, 03:52

Great news! Thanks

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Post by w.evans » Thu, 20. Aug 15, 11:37

20.August 2015 - MICT_supp4 updated to v0.10

Bugfix

There was a variable inconsistency in the function that determines how many drones of a type to purchase. Should be more consistent now.

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Post by w.evans » Thu, 20. Aug 15, 13:09

I'm curious. How do you organize your fleet(s)?

I tend to organize them by roles which kind of grew from just playing.

First off are the light interdiction squadrons:

1 Sucellus
2 Stromvoks

Have three of these squadrons. They do light patrols, the occasional escort duty, and gang up when facing larger groups. The Sucellus does the killing from range, and the Stromvoks mostly harass, draw fire, whittle down, and destroy fighters, keeping hostile ships from acquiring the Sucellus. Extremely mobile.

.......
Then there are the carrier wings:

1 Arawn
3 Drostans
4 Katanas

each Drostan leads a wing of 4-5 Talorcans, Hesus, or Vasio, although I'm now in the process of gradually replacing losses with Eterscels.

These provide area control. With a scanner range of 36,000 meters, the Arawn can detect hostile targets over a fairly large area, and the fighters are then slaved to the Arawn's fire control. So they go after ships when the Arawn does, but get there much faster to soften it up and for general harassment. Keep hostile fighters off of the Arawn's back pretty effectively too.

And carriers are cool.

.......
My pride-and-joy: the hunter-killer squadron

3 Sucellus
8 Balors

Their job is to destroy a large amount of hostile forces in nix time. I keep them on a tight leash, though, to minimize risk of friendly fire. Their job is to go berserk, demolish everything in sight, then leave. This squadron is not used for patrols. Pretty fire-and-forget, if you're absolutely sure that everything in a zone has to go.

.......
And last, my special task force:

4 Taranis
1 Light Sul

Attached to the Light Sul are:

1 Drostan
6 Katanas

The Drostan is escorted by every single pirate fighter I've managed to capture so far. Comes out pretty well-balanced since Maelchons appear to be quite effective IZ, while Cennelaths and Domelchs are actually more effective OOZ -- OOZ, damage is heavily skewed towards raw dps, and the Maelchon's armament is geared towards actually hitting what it shoots at, which only counts IZ. Takes a while to deploy and recover them, so I keep the fighters docked unless I actually want to use them. This task force seems to work well with hit and destroy missions where I can't or don't want to use my hunter-killer squadron. They quickly swoop in, destroy everything, then briefly hold a zone until reinforcements can arrive. Decidedly not fire-and-forget, though, since those Taranis have to get close to be effective, and the Sul is brittle. Requires preparation and some planning to use effectively.

When not on active assignment, they're usually patrolling somewhere close to where I expect danger, but not right where I expect danger. Most often used to reinforce the light interdiction squadrons when they bite off a bit more than they could chew.

And they make a pretty cool honor guard.

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Post by Sparky Sparkycorp » Thu, 20. Aug 15, 13:33

Those ideas basically match mine, although I am further behind on the ship front as I've focused on the plot, supporting plot stations, and setting up few other player stations in DV. I basically have two 'fleets' :)

Fleet 1: Light Sul (care of PMC) with two Balor escorts, which look so cool together fly in tight formation. That basically get's left to patrol either Lava Flow for the jump beacon (early game) or Extinct Torch (after NPC shipyard construction), or I have called it to help with some Xenon Ks.

Fleet 2: A solo Taranis (plot 'prison ship' lol), which is normally left to patrol Heartache Mist (jump beacon) or is similarly called to support me on occasion.

Lastly, a 3rd Balor that is a general taxi/mission support ship (taking care, like with vanilla, to try to avoid collateral damage from blast areas or stray missiles).

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Post by w.evans » Thu, 20. Aug 15, 13:57

20.August 2015 - MICT_supp2 updated to v0.28

MICT Fighters escorting capital ships now correctly use the capital ships' scanners to acquire targets.
MICT Fighters escorting Drostans now always scan for hostile targets, and attack them when found.
MICT Fighters escorting other fighters (m- or s- class) only engage at half their own scanner range to maintain unit cohesion until the very last moment.

.......
@Sparky, yeah, I remember how big a leap in firepower acquiring that plot Taranis was. Can't remember how I started out putting the fleet together, though; although I do remember that Taranis being it for a fairly long time, and spending lots of time capping Titurels.

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Post by w.evans » Thu, 20. Aug 15, 15:23

A thing of beauty:

Code: Select all

<!-- MICT: launch drones from each drone bay in relay.
	Add a sorted list.  Drones should only engage targets within 100m of each other. -->
<do_if value="$dronetargets.count gt 0 and this.ship.availableunits.{unitcategory.defence}.count gt 0">
	<do_if value="player.age" min="$lastdronelaunch + 3s">
		<create_group groupname="$MICT_CapDroneTargets"/>
		<do_all exact="$dronetargets.count" counter="$i">
			<do_if value="$dronetargets.{$i}.isoperational">
				<do_if value="@$MICT_CapDronePrimTarget">
					<do_if value="this.ship.distanceto.{$dronetargets.{$i}} lt this.ship.distanceto.{$MICT_CapDronePrimTarget}">
						<set_value name="$MICT_CapDronePrimTarget" exact="$dronetargets.{$i}"/>
					</do_if>
				</do_if>
				<do_elseif value="this.ship.distanceto.{$dronetargets.{$i}} le 8km">
					<set_value name="$MICT_CapDronePrimTarget" exact="$dronetargets.{$i}"/>
				</do_elseif>
			</do_if>
		</do_all>
		<do_if value="@$MICT_CapDronePrimTarget and this.ship.availableunits.{unitcategory.defence}.count gt 0">
			<add_to_group groupname="$MICT_CapDroneTargets" object="$MICT_CapDronePrimTarget"/>
			<do_all exact="$dronetargets.count" counter="$i">
				<do_if value="$dronetargets.{$i} != $MICT_CapDronePrimTarget">
					<do_if value="$dronetargets.{$i}.isoperational">
						<do_if value="$MICT_CapDronePrimTarget.distanceto.{$dronetargets.{$i}} le 500m">
							<add_to_group groupname="$MICT_CapDroneTargets" object="$dronetargets.{$i}"/>
						</do_if>
					</do_if>
				</do_if>
			</do_all>
			<set_value name="$lastdronelaunch" exact="player.age"/>
			<find_object_component groupname="$MICT_CapDronePads" object="this.ship" class="class.dronelaunchpad" multiple="true" checkoperational="true"/>
			<set_value name="$MICT_CapMaxBays" exact="$MICT_CapDronePads.count"/>
			<set_value name="$MICT_CapUseBay" exact="0"/>
			<do_all exact="$MICT_CapDroneTargets.count" counter="$j">
				<do_if value="this.ship.availableunits.{unitcategory.defence}.count gt 0 and $MICT_CapDroneTargets.{$j}.exists and $MICT_CapDroneTargets.{$j}.isoperational">
					<do_if value="$MICT_CapMaxBays ge 1">
						<set_value name="$MICT_CapUseBay" operation="add"/>
					</do_if>
					<do_if value="$MICT_CapUseBay ge 1">
						<launch_drone name="$drone" object="$MICT_CapDronePads.{$MICT_CapUseBay}" exact="3" group="unitcategory.defence"/>
						<do_if value="$drone">
							<start_script object="$drone.pilot" name="'fight.attack.object.drone.leader'">
								<param name="target" value="$MICT_CapDroneTargets.{$j}"/>
								<param name="additionaltargets" value="$MICT_CapDroneTargets"/>
								<param name="checkrelation" value="$checkrelation"/>
							</start_script>
						</do_if>
						<show_notification caption="'=== MICT Targeting ==='" details="'%1 \n\n Launching drones. \n Primary Target: %3 \n Drone target count: %2 \n\n NODE 4'.[this.ship.knownname, 1 + $MICT_CapDroneTargets.count, $MICT_CapDroneTargets.{$j}.knownname]" queued="false" priority="9"/>
						<write_to_logbook category="general" text="'%1 \n\n Launching drones. \n Primary Target: %3 \n Drone target count: %2 \n\n NODE 4'.[this.ship.knownname, 1 + $MICT_CapDroneTargets.count, $MICT_CapDroneTargets.{$j}.knownname]"/>
					</do_if>
					<do_else>
						<continue/>
					</do_else>
					<do_if value="$MICT_CapUseBay" exact="$MICT_CapMaxBays">
						<wait min="157ms" sinceversion="3"/>
						<set_value name="$MICT_CapUseBay" exact="0"/>
					</do_if>
				</do_if>
			</do_all>
			<remove_value name="$MICT_CapUseBay"/>
			<remove_value name="$MICT_CapMaxBays"/>
			<remove_value name="$MICT_CapDronePads"/>
			<remove_value name="$MICT_CapDroneTargets"/>
			<remove_value name="$MICT_CapDronePrimTarget"/>
		</do_if>
	</do_if>
</do_if>
Been killing time this morning playing with capship drone launching. The initial release of MICT capship drone launching was, how shall we say, underwhelming. So spruced it up a bit.

- Capship DO looks for priority surface elements or fighters within 8km.
- If any are found, it looks for priority surface elements that are closer, and designates the closest one as ground zero.
- It then searches for any priority targets within 500 meters of ground zero.
- Priority targets acquired, it fires multiple groups of combat drones, each group consisting of three drones.
- If the capship has multiple drone bays (Marvin mentioned a mod that has a capship with 24!), it launches drones in relays from each drone bay, each group targeting a priority target within 500 meters of ground zero.

Thanks again to Marvin Martian for lending me his relay drone launch code.

Looks good so far, but I have to leave for an appointment in a bit, so further testing and release will have to wait.

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Post by BlackRain » Thu, 20. Aug 15, 17:11

Is all of this intended?

Code: Select all

[General] *** aicontext<fight.attack.object.drone.leader,0x5a890>: 16824.873Overrun URV Mk1 droneleaderscript. No targets on DO blackboard?, going home
[General] *** aicontext<fight.attack.object.drone.leader,0x5b80e>: 16834.43Interceptor URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null
[General] *** aicontext<fight.attack.object.drone.leader,0x5b80e>: 16834.43Interceptor URV Mk1 droneleaderscript. No targets on DO blackboard?, going home
[General] *** aicontext<fight.attack.object.drone.leader,0x5b827>: 16834.58Interceptor URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null
[General] *** aicontext<fight.attack.object.drone.leader,0x5b827>: 16834.58Interceptor URV Mk1 droneleaderscript. No targets on DO blackboard?, going home
[General] *** aicontext<fight.attack.object.drone.leader,0x5cd5b>: 16858.67Interceptor URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null
[General] *** aicontext<fight.attack.object.drone.leader,0x5cd5b>: 16858.67Interceptor URV Mk1 droneleaderscript. No targets on DO blackboard?, going home
[General] *** aicontext<fight.attack.object.drone.leader,0x5cd42>: 16862.499Overrun URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null
[General] *** aicontext<fight.attack.object.drone.leader,0x5cd42>: 16862.499Overrun URV Mk1 droneleaderscript. No targets on DO blackboard?, going home
[General] ======================================
[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Error in AI script fight.attack.object.capital on entity 0x683a: Property lookup failed: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
* Expression: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.[this.ship.knownname, $target.knownname, this.zone.knownname, $target.shieldpercentage, $target.hullpercentage, $MOCT_ThreatReport]
[General] ======================================

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Post by w.evans » Thu, 20. Aug 15, 17:15

BlackRain wrote:Is all of this intended?
Sorta. It's mostly this:

Code: Select all

[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
which is caused by "%4%" which are so that it'll display, for example, "91.4351%" rather than just "91.4351" (because this last doesn't make any sense)

Necessary evil right now. Should go away once everything's moved to t-files.

EDIT: If you want to get rid of the error messages while you're troubleshooting CWIR, just change

%4% and %5% to

%4 and %5

in the MOCT fight scripts.

.......
I haven't seen these before:

Code: Select all

[General] *** aicontext<fight.attack.object.drone.leader,0x5b80e>: 16834.43Interceptor URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null 
Might be the BT code. I seem to remember it having a fight.attack.object.drone.leader. More likely caused by whatever has been causing things in general to lose targets in CWIR, though. You've posted error reports showing missing targets from capship DOs, station DOs, and now drones which are all error messages thrown due to lost targets, targets not existing, or just generally target == null.
Last edited by w.evans on Thu, 20. Aug 15, 17:21, edited 1 time in total.

BlackRain
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Post by BlackRain » Thu, 20. Aug 15, 17:20

w.evans wrote:
BlackRain wrote:Is all of this intended?
Sorta. It's mostly this:

Code: Select all

[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
which is caused by "%4%" which are so that it'll display, for example, "91.4351%" rather than just "91.4351"

Necessary evil right now. Should go away once everything's moved to t-files.

I haven't seen these before:

Code: Select all

[General] *** aicontext<fight.attack.object.drone.leader,0x5b80e>: 16834.43Interceptor URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null 

My Arawn was fighting some ships (Arawn has a lot of drones)

Kept getting these kind of errors. Maybe because Arawn kept boosting and jumping around? Drones kept flying towards Arawn whenever it jumped or boosted and getting blown up by the enemy as they passed by. I guess they attack when they initially come out, but then stopped and flew back to arawn but get destroyed in transit heh

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Post by w.evans » Thu, 20. Aug 15, 17:22

BlackRain wrote:
w.evans wrote:
BlackRain wrote:Is all of this intended?
Sorta. It's mostly this:

Code: Select all

[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
which is caused by "%4%" which are so that it'll display, for example, "91.4351%" rather than just "91.4351"

Necessary evil right now. Should go away once everything's moved to t-files.

I haven't seen these before:

Code: Select all

[General] *** aicontext<fight.attack.object.drone.leader,0x5b80e>: 16834.43Interceptor URV Mk1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: null, isoperational?: null 

My Arawn was fighting some ships (Arawn has a lot of drones)

Kept getting these kind of errors. Maybe because Arawn kept boosting and jumping around? Drones kept flying towards Arawn whenever it jumped or boosted and getting blown up by the enemy as they passed by. I guess they attack when they initially come out, but then stopped and flew back to arawn but get destroyed in transit heh
Could be, but they're showing the drones not having a target. If it's destroyed while it's targeted, the script should be able to handle that, but these are just gone while they're targeted.

I'll keep an eye on my debug log to see if they crop up.

edit: there's an edit on the post before your last one on how to get rid of the nuisance debug spew from MOCT.

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Post by BlackRain » Thu, 20. Aug 15, 17:25

I removed the "BT" code because we are trying to fix the errors we saw before about not being able to target stuff (as you noticed)

So I am testing now with no "BT" code

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Post by w.evans » Thu, 20. Aug 15, 17:37

Just checked BT. It's generating those debug messages on purpose before and after a node that checks to see if the drone can acquire new targets.

Code: Select all

		<do_if value="this.ship.isplayerowned">
			<debug_text text="player.age + '%1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: %2, isoperational?: %3'.[this.ship.name, @this.ship.commander.defencenpc.$newdronetarget, @this.ship.commander.defencenpc.$newdronetarget.isoperational]" chance="100" filter="general" />
		</do_if>
		<do_if value="@this.ship.commander.defencenpc.$newdronetarget.isoperational">
			<set_value name="$target" exact="this.ship.commander.defencenpc.$newdronetarget" />
			<!--goto start attack-->
			<resume label="fireandmaneuver" />
		</do_if>
		<do_if value="this.ship.isplayerowned">
			<debug_text text="player.age + '%1 droneleaderscript. No targets on DO blackboard?, going home'.[this.ship.name]" chance="100" filter="general" />
		</do_if>
Looks like the debug spew's working as intended. You could just strip out those two <debug_text /> nodes to get rid of the debug spew.

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Post by UniTrader » Thu, 20. Aug 15, 17:38

w.evans wrote:Sorta. It's mostly this:

Code: Select all

[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
which is caused by "%4%" which are so that it'll display, for example, "91.4351%" rather than just "91.4351"

Necessary evil right now. Should go away once everything's moved to t-files.
what about turning the % into a %7 and adding a '%' into the replacement list?
like
'%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4%7 Hull: %5%7'.[$attacker,this.ship.name,this.zone.name,this.ship.shieldpercent,this.ship.hullpercent,$threatlevel,'%']
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I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by iWARR » Thu, 20. Aug 15, 17:38

UNIVERSE BREAKING NEWS

• Splits say that shields system obsolete • Xenons developed a new virus? • Malfunctions of defence systems continue expanding •

[ external image ]

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Post by w.evans » Thu, 20. Aug 15, 17:41

UniTrader wrote:
w.evans wrote:Sorta. It's mostly this:

Code: Select all

[=ERROR=] Invalid parameter index found in format string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
[General] ======================================
[=ERROR=] Character '%' found at the end of the string: '%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4% Hull: %5%'.['REI Sennin Frigate Raider','Arawn','Heartache Mist',91.4351f,100f,1]
[General] ======================================
which is caused by "%4%" which are so that it'll display, for example, "91.4351%" rather than just "91.4351"

Necessary evil right now. Should go away once everything's moved to t-files.
what about turning the % into a %7 and adding a '%' into the replacement list?
like
'%2 \n In %3 \n Taking fire from %1 \n\n Threat Level: %6 \n\n Shields: %4%7 Hull: %5%7'.[$attacker,this.ship.name,this.zone.name,this.ship.shieldpercent,this.ship.hullpercent,$threatlevel,'%']
Thanks, Uni. Would work for those particular nodes, but some of them have the full 9 variables, so will require some restructuring. Would be redundant since I intend to move to t-files anyway. But will take a look to see if some variables could be trimmed off.

w.evans
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Post by w.evans » Thu, 20. Aug 15, 17:48

iWARR wrote:UNIVERSE BREAKING NEWS

• Splits say that shields system obsolete • Xenons developed a new virus? • Malfunctions of defence systems continue expanding •
Nice infopic! I'll take a look. I think xrook also reported before that hull is getting hit directly without touching shields. But I probably won't find anything because I can't alter the actual function that applies OOZ damage because that's hard-coded.

About the result, though, could very well be due to the modifiers applied in MOCT since that takes relative speed and crew skill into consideration. Is the Tyrant faster than the Mammoth?

Just to be clear, MOCT modifies the AMOUNT of damage done, but it doesn't (can't!) touch HOW that damage is applied. And in testing, it always has to get rid of shields first before touching the hull. Surface elements can be removed before hull shields are gone, but the actual hull can't be touched without going through shields first.

.......
edit: just looked at your infopic again, and it turns out that shields are hit before shields. Misunderstood your saying that "shields system obsolete." Really though, could be any number of things since OOZ takes more things in consideration than just dps vs shields + hull. Maneouvering (actual position and orientation affects which turrets fire, and which surface elements are hit), Speed (actual speed, so a fast ship that isn't moving won't get any bonuses), Crew Skill (both bonus and penalty)

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iWARR
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Post by iWARR » Thu, 20. Aug 15, 17:59

w.evans
I thought BEFORE that Hull was untouched, but there is trouble with Vanilla "Main Info" window. The Map shows Hull and Shields right, in real time and it's completely valid.

We have problems in some other things, including Vanilla battle-style, Main Info and your IZ/OOZ for now. Analize this pic carefully.
Is the Tyrant faster than the Mammoth?
No. And in this test Mammoth-T have command to "Wait" (stays at the same place). See the picture.
Tyrant - 100 m/s
Mammoth-T - 120 m/s
Last edited by iWARR on Thu, 20. Aug 15, 18:04, edited 1 time in total.

w.evans
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Post by w.evans » Thu, 20. Aug 15, 18:02

iWARR wrote:w.evans
I thought BEFORE that Hull was untouched, but there is trouble with Vanilla "Main Info" window. The Map shows Hull and Shields right, in real time and it's completely valid.
Yup, the ship details most likely has a delay. That's UI, though, so I wouldn't know first-hand. The MOCT display should be reliable though since it polls the ship's actual status right as it generates the message.
iWARR wrote:We have problems in some other things, including Vanilla battle-style, Main Info and your IZ/OOZ for now. Analize this pic carefully.
Don't worry, I am. It's purty.

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