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Combat Tricks: Increasing Combat Challenge (OBS Mod and Guide)
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Tom5Cat





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PostPosted: Sat, 15. Feb 14, 04:57    Post subject: Reply with quote Print

Makes perfect sense. Thank you for your explanaition, Dr.B!

And I perfectly agree with your conclusion as to what changes the script would benefit from at higher levels.

Also, I really appreciate your willingness to alter those things in the script. I realise all to well you yourself will never benefit from them, according to your playing style (not going for those kills all the time, but rather stealing the cap ships). This is one of those things that typically define the greatness of this community. Something to look up to, for sure. Thank you!

Should I try some other settings and report on it, as to use for reference? Or did we pretty much cover everything now? I guess that, in my present settings, the MaxMultiplier is used no matter what, only taking into account the BigShipsOnlyThreshold. Not much more I can try, I think, without losing a number of cap ship targets.

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DrBullwinkle





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PostPosted: Sat, 15. Feb 14, 05:01    Post subject: Reply with quote Print

Yes, I think we have covered the bases, Tom5Cat. The bottom line is that "no additional fighters" is not sufficient at high fight ranks. I have to dig deeper and alter the M1 balance as well.

As you say, MaxMultiplier is the only one that affects you at this stage of your game.

Thanks for your enthusiastic tests and reports.


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Tom5Cat





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PostPosted: Sat, 15. Feb 14, 05:04    Post subject: Reply with quote Print

DrBullwinkle wrote:
Thanks for your enthusiastic tests and reports.

You're very welcome Smile

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Tom5Cat





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PostPosted: Sat, 15. Feb 14, 14:33    Post subject: Reply with quote Print

Sorry, something else too got me wandering, so another question...

DrBullwinkle wrote:
For example, when your fight rank is 1, then the default values give you:
4 + (1/3) = 4 (due to integer math).


That integer math calculation, is it like:
1/3=0
2/3=0
3/3=1
or like:
1/3=0
2/3=1
3/3=1
?
So I guess what I'm asking is, is it always rounding down, or up too?

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DrBullwinkle





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PostPosted: Sat, 15. Feb 14, 17:53    Post subject: Reply with quote Print

Always rounds down.


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Tom5Cat





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PostPosted: Sat, 15. Feb 14, 18:37    Post subject: Reply with quote Print

DrBullwinkle wrote:
Always rounds down.

Thank you.

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PostPosted: Sat, 15. Feb 14, 19:33    Post subject: Reply with quote Print

Tom5Cat wrote:
... is it always rounding down, or up too?


... always down, like the doc said, ´cause integer values are (afaik) 32-bit values, one bit is "space" for a "zero" or "one" (dual system)
... afaik 31 of those "bits" are space to store dual numbers and the first one is the "sign" ("+" or "-"), that´s the reason why (at least) terran conflict can count until 2147483647 (around 2 billion or 2^31)
examples:
--> player account
--> sector size: if you fly to coordinates x=2147483647 y=0 z=0, you will be "teleported" to x=-2147483648 y=0 z=0
--> shields with about 2GJ to 4GJ are defect (don´t function correctly, they will unload themselves)

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Tom5Cat





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PostPosted: Sun, 16. Feb 14, 04:17    Post subject: Reply with quote Print

So that's why... I always wondered, playing Reunion, why oh why they put a limit of 2 billion on the player account. Always thought it to be very silly. So it's the same in TC (didn't get there yet because mostly focussing on fighting). Rolling Eyes So it all comes down to 4 bytes.

Don't quite follow you on the shield thing though. What do you mean by that?

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DrBullwinkle





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PostPosted: Sun, 16. Feb 14, 04:19    Post subject: Reply with quote Print

He means that shields with greater than 2 billion Joules overflow. For the same reasons.


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Tom5Cat





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PostPosted: Sun, 16. Feb 14, 04:26    Post subject: Reply with quote Print

Ah, ok. But... wouldn't that be 1000 shields of 2 GJ? What ship or station has that anyway? But I do get your drift on the principle Smile

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DrBullwinkle





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PostPosted: Sun, 16. Feb 14, 04:27    Post subject: Reply with quote Print

GJ = GigaJoule = Billion Joules

So 2GJ is about the maximum that the game can calculate with signed (long) integers (which is what scripts use for all calculations).


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Tom5Cat





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PostPosted: Sun, 16. Feb 14, 05:16    Post subject: Reply with quote Print

I thought:
1 MJ = 1000 Joules
1 GJ = 1000 MJ = 1000000 Joules
so 1000 GJ = 1000000000 Joules

No? My bad!

But then how come my multiple 2 GJ shields on my scripted cap ship work just fine? And what about the 10 GJ shields in X3:Reunion?

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DrBullwinkle





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PostPosted: Sun, 16. Feb 14, 05:46    Post subject: Reply with quote Print

K = Kilo = thousand
M = Mega = Million
G = Giga = Billion

The integer limit is slightly greater than 2 billion, so 2 billion is a legal signed int. Programmers use a variety of tricks to do math on numbers that exceed the limits of certain data types. There are also other data types available that can handle larger numbers (in the game engine; not in scripts).

I don't know about Reunion, but there are several ways that larger shields could be made as long as the rest of the game supports them.


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Tom5Cat





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PostPosted: Sun, 16. Feb 14, 06:02    Post subject: Reply with quote Print

So it's confirmed... I AM an idiot! Wink
Of course, KB, MB, GB. I should've known! Sigh!
Thx for the heads up, again Wink

I know that in Reunion a strange occurrence took place when you pre-installed 10 GJ shields on a ship. They (indeed) wouldn't work... until you transported them over to another ship and back again, at which point they would start loading up. On the other hand, the Teladi Phoenix has a 10 GJ shield in Reunion (only one in the game that does) and it works just fine straight away buying the ship off a shipyard. But I guess this is stuff for another thread. We're getting way off base here Rolling Eyes

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Tom5Cat





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PostPosted: Sun, 23. Feb 14, 21:53    Post subject: Reply with quote Print

Hi DrB.
Was just wondering if you had made any progress yet adepting the script to solve the issues with higher fighting skill levels? Don't mean any disrespect! Don't know if you meant working on it somewhere in the future, or as we speak. Hence my question Smile

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