
Thanks for confirming the fix worked.
I Love It When A Plan Comes Together etc.
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<xs:enumeration value="unknown"/>
<xs:enumeration value="ingalaxy"/>
<xs:enumeration value="incluster"/>
<xs:enumeration value="insector"/>
<xs:enumeration value="visible"/>
<xs:enumeration value="inzone"/>
<xs:enumeration value="nearby"/>
Objects can have the visible attention level when in adjacent zones. It's not really based on rendering so it doesn't mean whether the object is on screen, just that it could potentially become seen.w.evans wrote:There are several attention levels, but ai scripts use either attention min="visible" or attention min="unknown". I always just assumed that "visible" refers to in-zone while "unknown" refers to everything else but, come to think of it, there is an attention level called "inzone" that is a level up from "visible". Maybe "visible" is defined by rendering distance without regard to whether something is within a zone or not?
Thanks for the clarification!Xenon_Slayer wrote:Objects can have the visible attention level when in adjacent zones. It's not really based on rendering so it doesn't mean whether the object is on screen, just that it could potentially become seen.w.evans wrote:There are several attention levels, but ai scripts use either attention min="visible" or attention min="unknown". I always just assumed that "visible" refers to in-zone while "unknown" refers to everything else but, come to think of it, there is an attention level called "inzone" that is a level up from "visible". Maybe "visible" is defined by rendering distance without regard to whether something is within a zone or not?
Thanks a lot for the advice.w.evans wrote:Hi ezra-r,
Thanks for your feedback.
The base mod shouldn't affect performance much, certainly not the animations. Exactly two new calculations are added, and those aren't very taxing. Just straightforward arithmetic which the engine should be able to handle without any problems. No searches through extensive lists or anything like that which can add considerable load. Also been playing a bit the past couple of days, and haven't noticed performance degradation with MOCT, and my specs kind of suck so if the game ran any slower, the game wouldn't be playable at all.
That said, I'll certainly give the code a once-over just to be sure there aren't any never-ending loops, paradoxes, or other logic problems. I don't expect to find anything, though, because base MOCT is actually very simple.
One thing that could help narrow it down: could you please move the folder we.moc-t\aiscripts to somewhere outside of the game structure (say, to your desktop) to see if that helps?
EDIT: one thing I just though of: one change is to slow OOZ combat down to give the player time to react. A side-effect of this is an increase in number of simultaneous OOZ battles happening. You could try MOC-T v0.25.1x (in Miscellaneous Files at the Nexus). 0.25.1x speeds up OOZ combat back to vanilla levels, and might address the problem if that is indeed the cause.
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<show_notification caption="{97523, 2000}"
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<write_to_logbook category="general" text="({97523, 2100} + {97523, 2121}).[this.defensible.knownname, $target.knownname, this.zone.knownname, $MOCT_ThreatReport, $target.shieldpercentage, $target.hullpercentage]"/>
Oof! I have no idea what w.e-0.01 might be!birdtable wrote:Incompatible Version
-w.e_mict (w.e-0.01) missing