[MOD] Miscellaneous OOZ Combat Tweaks

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w.evans
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[MOD] Miscellaneous OOZ Combat Tweaks

Post by w.evans » Sun, 15. Feb 15, 14:03

At the moment, the base mod only does the following changes:
  • Capital ship firing range now uses the maximum combat range of the ship rather than ship size + big bertha range.
  • Inserted parameters introduced in X:R v3.50 Beta 1 in easy-to-tweak format. (from v0.03 onwards)
  • Crew skills affect maximum range and damage inflicted OOZ. (from v0.05 onwards)
  • Captain's/Pilot's skills reduce damage taken OOZ.
  • Ships and stations use combat drones OOZ.
  • OOZ Combat rebalanced. Slower OOZ combat in general. One-shot kills are extremely rare. Relative pilot skill and relative ship speed play a huge role in OOZ combat.
  • Captains working for the player send reports via the cockpit display when they come under-fire while OOZ.
  • Priority alerts are sent when player-owned ships are in serious danger OOZ.
More changes are implemented in a series of supplemental files which are described below.

_____
Miscellaneous OOZ Combat Tweaks is up, and is available here:

http://www.nexusmods.com/xrebirth/mods/447

http://steamcommunity.com/sharedfiles/f ... =478790162

_____
Important:

As of MOCT v0.26.1, all text moved to t-files, ready for translation.

Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_moc-t\t\0001.xml

Thus far, text localized for Deutsch and русского языка.

Thank you very much to UniTrader, alexalsp, and DaveDee for your excellent work!

_____
What's New?

27.February 2016 - Miscellaneous OOZ Combat Tweaks updated to v0.29

Fixed a compatibility issue with XR 4.0

.......
12.December.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.28

- Return of the UniBar! Thank you again to UniTrader for the code that led to this, and to Egosoft for making it so that (ab)using these characters to print the UniBar no longer corrupts the save file.
- An internal change in the X:R 4.0 Beta that allows searching for class.null broke the filter that was filtering out alerts from pilots of player-owned small ships and drones that get in trouble OOZ. This has been fixed.
- Captains of player-owned capships and managers of player-owned stations that are destroyed OOZ have now set automated messages to send you the moment that they die. Unlike other alerts, these will be printed to your logbook.

.......
1.November.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.27

Fighters and other small ships under attack OOZ will no longer send reports.

Thanks to Monster for the feedback leading to this change.

.......
20.September 2015 - MOCT_supp4 updated to v0.05

Astrobee dps OOZ and IZ are now identical.
Missiles launched from capship-mounted Astrobee turrets divide into 32 submunitions, each one dealing 1000 damage (same total dps as vanilla).
The Skunk's Astrobees are now identical to those launched from capship turrets.

...
The former nerf to Astrobee OOZ damage is now unnecessary due to a fix implemented by Egosoft with X:R 3.61 RC3. (Yay!) However, I got rather used to the fireworks that Astrobee launchers push out IZ. This changes it such that Astrobee launchers still launch many submunitions, but in such a way that IZ and OOZ dps are now the same.

There were reports of fps dropping whenever Astrobees launch IZ due to the increased number of submunitions. Due to these reports, Astrobee launchers now launch 32 instead of 64 submunitions. This, in combination with all submunitions being launched in one go as opposed to 8 times in quick succession should result in a reduced, hopefully negligible, fps hit. Reports on this would be greatly appreciated.

In vanilla, the Skunk's Astrobees are more powerful than those launched by capship turrets. This has been changed such that the Skunk now launches Astrobees that are identical to those launched by NPC ships.

Because this was done as a way to compensate for a problem in the vanilla OOZ calculations, and that problem has now been addressed, this supplement is now unnecessary. As such, it will be removed from the MCT uploaded at the Steam Workshop after X:R 3.61 is out. If Steam users would like to avail of this supplement, you could simply download MOCT_supp4 from the Nexus, and install the assets folder into your extensions\w.e_mct\ folder.

_____
Mod Details:

The skills of your crew affect range and damage output OOZ.

Capital Ships:

The Defence Officer's combat and leadership skills,
the Captain's navigation skill,
and the Engineer's engineering skill

all contribute to the maximum range at which a ship can fire.

A capital ship with a 1/1/1 Captain, a 1/1/1 Defence Officer, and a 1 rank Engineer have maximum range reduced to 60% of what the ship is capable of.
With a 5/5/5 Captain, a 5/5/5 DO, and a 5 rank Engineer, maximum range is at 100% of nominal range.

The Defence Officer's primary skills (combined skill using the default Egosoft calculation) alters the damage that a capital ship is capable of inflicting OOZ.

A 0/0/0 DO will inflict 20% damage. (He/she'll miss a lot.)
A 4/4/4 DO will inflict 100% damage.
A 5/5/5 DO will inflict 120% damage.

Stations:

A 0/0/0 Defence Officer will fire at 50% maximum range, and will inflict 20% damage. (Uses DO combat and leadership skills for range calc.)
A 5/5/5 DO will fire at 100% maximum range, and will inflict 120% damage.

Fighters:

A 0/0/0 Pilot will fire at 50% maximum range, and will inflict 20% damage. (Uses Pilot's combat and navigation skills for range calc.)
A 5/5/5 Pilot will fire at 100% maximum range, and will inflict 120% damage.

Damage inflicted for all 3 categories will, of course, still be further modified by the new parameters introduced by Egosoft in X:R v3.50 Beta 1.

Affects all ships and stations fighting OOZ.

.......
deprecated:
  • Feedback on OOZ battles involving player-owned ships or stations output to the PDA and the logbook. (NOT from v0.02 onwards)
  • The Drostan torpedo bomber nerfed. (Balor-class torpedoes replaced with shorter-ranged less powerful torpedoes which the Drostan also fires. It still launches 12 torpedoes per salvo.) (NOT from v0.03 onwards)
  • Increased the Sucellus' IHC range to 12000 from 8000, and makes it fire only one round per reload cycle instead of 3, but with damage of that one round multiplied by 3. IZ DPS is unchanged, but OOZ DPS is increased considerably. This effectively compensates for the Sucellus' inability to carry drones. (in v0.04 to v0.06. from v0.07 onwards, moved to MOCT_supp3)
  • Engagement range (torpedo range and radar range) of the Balor doubled. (from v0.07 onwards, moved to MOCT_supp3)
_____
The three supplements are fully optional. They can be used together, or separately, as you will.

........
supplement 1:

Makes the Sucellus cost roughly double. With this, the Sucellus is considerably more expensive than the Taranis. Costs somewhere between an Olmekron and a Fulmekron on average.

This file is available in optional files as MOCT_supp1.

........
supplement 2:

Xenon 2.0 - The Branch 9 Xenon have recently evolved an update to Xenon 2.0 which are active in all Xenon made since the update was brought on-line. Makes all newly-spawned Xenon have a minimum of 3 stars in all skills.

As of MOCT_supp2_v0.04, skill levels of NPC captains, pilots, engineers, and defence officers are also increased according to faction as follows:

Code: Select all

Stat Ranges
            Combat      Leadership  Morale      Navigation  Engineering Total
Xenon       3-5         3-5         3-5         3-5         3-5         15-25       40
Split       3-5         2-4         2-5         2-4         2-5         11-23       34
Split (new) 5-5         4-5         4-5         4-4         0-4         17-23       40
Teladi      2-4         3-5         2-4         2-5         2-5         11-23       34

Military    2-5         2-5         2-5         2-4         2-5         10-24       34
Pirate      1-5         3-5         1-5         2-5         2-5          9-25       34
Corporate   2-4         2-4         3-5         2-5         2-5         11-23       34
* Military Factions = Heart of Albion, Argon Government, Reivers
* Pirate Factions = Sovereign Syndicate, Heretic Vanguards
* Corporate/Civilian Factions = PMC, Albion Corporations, Omicron Lyrae Corporations, Canterans

Split, Reiver, and Pirate engineers should also now actually have some engineering skill.

New stats will only be applied to newly-spawned characters.

With MOC-T, this will tend to increase damage that NPC ships and stations can do OOZ, and the range at which they can project that damage.

For those of you who are also using MICT, this will have the additional effect of increasing the likelihood of NPC ships of all factions operating according to MICT doctrine. This will also make it a lot harder to cap those Titurels! (Hint: Jump Drives are now a high-priority target!)

The effects of this supplement are described in a bit more detail here.

This file is available in optional files as MOCT_supp2.

........
supplement 3:

Increases Sucellus IHC range to 18,000. Fires one round per reload cycle instead of 3, but damage per round increased three-fold. (dps unchanged)
Balor torpedo range increased to 24,000. Balor radar range increased to 48,000.

This file is available in optional files as MOCT_supp3.

........
supplement 4:

- Astrobee dps OOZ and IZ are now identical.
- Missiles launched from capship-mounted Astrobee turrets divide into 32 submunitions, each one dealing 1000 damage (same total dps as vanilla).
- The Skunk's Astrobees are now identical to those launched from capship turrets.

This file is available in optional files as MOCT_supp4.

........
I do not, by any means, view this mod as THE OOZ combat mod, and I hope that someone else will come up with that one of these days. (Which I can then play with and not have to maintain! Yay! - update: it looks like Egosoft just wrote THE OOZ mod!) Rather, it's a collection of tweaks which impact OOZ combat that I very subjectively like, and I decided to make it available in the off chance that someone else might want to try it out.

_____
Miscellaneous OOZ Combat Tweaks is up, and is available here:

http://www.nexusmods.com/xrebirth/mods/447

http://steamcommunity.com/sharedfiles/f ... =478790162

_____
Installation:

Nexus:

Extract into your extensions directory.

In case you want just one or more of the supplements, but not the base mod:

1. Extract the base mod into your extensions directory.
2. Delete everything in \extensions\w.e_moc-t\ except content.xml
3. Extract supplement/s into your extensions directory.

Steam:

Click the big, green button marked "Subscribe."

_____
Uninstallation:

Make sure that none of your 4/4/4 or better ship crews are in battle, and deactivate in your in-game "Extensions" menu, or delete from your extensions directory.

_____
Compatibility:

While this mod is still current as of X-Rebirth v3.50 Beta 2, the changes made may have been made less relevant due to changes in OOZ combat. All changes, however, as detailed in the section immediately above this one, are still active.

This mod is broken as of X:R 4.00 Beta 6
Compatible with X:R 3.61

When compatibility with X:R 4.00 Beta 6 and above versions is done, I will announce it on this thread.

Compatible with Windows, Linux, and Mac versions of X Rebirth.

Does not alter save files.

_____
Research stuff that used to be here, with the data-gathering code and the preliminary data from X:R 3.50b1 moved here

........
[3.60 RC2 + MOCT v0.24 and MOCT_supp4] turret dps per ship type per quadrant

........
[3.60 RC2 + MOCT v0.14] OOZ Combat testing with MOCT v0.14

........
[3.60 Beta 2] Bullet speed testing involving pirate Sucellus with changed bullet speeds.

........
[3.60 Beta 2] Blow-by-blow OOZ battle between a Gangrene Chaser and a Xenon I (running MICT).

........
[X:R 3.50b1] data testing attack strength changing depending on target position relative to ship orientation, and following a battle between a Marauding Sucellus and some PMC assets including a station and a Taranis.

........
[X:R 3.50b1] data from a running battle following a Xenon Branch 9 Destroyer K on a rampage.

........
[X:R 3.20] data from a battle between a station and a squadron of pirate fighters a couple of posts down.

........
Data from X:R v3.20 can be found here.

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changelog:

7.September 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.26.1

Text localized for Deutsch and русского языка.

Thank you very much to UniTrader, alexalsp, and DaveDee for your excellent work!

.......
Miscellaneous OOZ Combat Tweaks updated to v0.26

All text moved to t-files, ready for translation.

Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_moc-t\t\0001.xml

.......
4.September 2015 - experimental MOCT v0.25.1x uploaded to Miscellaneous Files (below Optional Files)

OOZ combat damage scaled back up to vanilla levels.

This will overwrite the MOCT main mod. Feedback on balance and effect on gameplay would be greatly appreciated.

.......
3.September 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.25

- All damage from integrated primary weapons, integrated missile launchers and turrets slightly increased. Now set to 40% of vanilla.
- non-MICT capital ships don't use drones against anything other than fighters IZ, so now they don't do it OOZ either.
- Effect of combat drones on OOZ damage reverted to use vanilla values.

.......
30.August 2015 - MOCT_supp4 updated to v0.04

Skunk's Astrobees divide into 64 submunitions instead of 8. Damage per submunition reduced such that total damage per salvo is unchanged.

.......
MOCT_supp4 updated to v0.03

Skunk's Astrobees divide into 64 submunitions instead of 8. Damage per submunition reduced such that total damage per salvo is unchanged. (didn't work!)

.......
25.August 2015 - MOCT_supp4 updated to v0.02

Fudged a copy-paste job. Turret-mounted and player Astrobees should now be doing less damage per submunition as intended.

.......
Miscellaneous OOZ Combat Tweaks updated to v0.24

- All damage from integrated primary weapons, integrated missile launchers and turrets set to 30% of vanilla.
- maxsize parameter set to 50. All ships bigger than 50 meters will be treated as being 50 meters big for OOZ combat calculations.
- effect of crew skill (both bonus and penalty) on OOZ combat increased.
- effect of relative speed (penalty only) on OOZ combat increased.

.......
initial release of MOCT_supp4

Changes Astrobees such that OOZ dps is dropped by a factor of 8, but 8 times the projectiles are launched IZ. IZ dps, assuming all projectiles hit, is unchanged.
Same change to the Skunk's Astrobees.

.......
20.August 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.23.1

Reduced OOZ combat penalty due to actual relative speed.

.......
19.August 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.23

UniBar was causing serious problems. Removed it for now. :(

.......
Miscellaneous OZ Combat Tweaks updated to v0.22

OOZ Battle Display shortened to 7 lines from 9.
Font fix by UniTrader for Rufont. Those playing with RU-localization should now actually see the UniBar! (Thanks, Uni!)

.......
17.August 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.21

OOZ Battle Display made more concise for games with extremely long ship names.

If anyone can still not see a green/red bar at the bottom of the info display when OOZ reports are made, please let me know.

.......
15.August 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.20

- Enter the UniBar! Shield and Hull status of ships in trouble OOZ are now displayed in a status bar. Green = Shields, Red = Hull. Thanks and Kudos go to UniTrader for the UniBar.
- Initial reports should now no longer be overly cautious. All Threat Levels reflect actual battlefield conditions.

.......
13.August.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.19

Drones and XS class ships will no longer send reports when accosted OOZ.

Thanks to Scoob for pointing this out.

.......
MOCT_supp2 updated to 0.04

Having been hammered relentlessly by the Xenon for 25 years, Family Ryak, already formidable warriors, have developed a warrior culture of peerless resilience and tenacity.

Why?

Lore: They're Split. They're supposed to be awesome warriors, but suck at pretty much everything else.

Gameplay: Particularly with a fairly large percentage of Xenon running MICT with MOCT_supp2, there's a tendency for Family Ryak to get blasted to within an inch of extinction; that inch thanks only to the fact that stations are indestructible without mods that change that. And while they ought to have the fight of their lives, I think that it would be a shame if they were extinguished before the player even gets to see them.

Besides, they're Split.

What does this mean in gameplay terms?

Split captains, pilots, and defence officers will tend to be excellent. Split of other trades, not so much.

For those also running MICT, Split ships would almost always fly MICT, except their engineers kinda suck. Why do they suck?

1) Remember how Split ships are awesome implements of war, but not so awesome pieces of engineering? These are the engineers that designed those.

2) Lore holds that the really smart Split are the women, and all the Split engineers in the game are male.

That said, NPC ships spawned with Split crews have the highest chance to operate according to MICT doctrine.

Juicy Data:

Code: Select all

Stat Ranges
            Combat      Leadership  Morale      Navigation  Engineering Total
Xenon       3-5         3-5         3-5         3-5         3-5         15-25       40
Split       3-5         2-4         2-5         2-4         2-5         11-23       34
Split (new) 5-5         4-5         4-5         4-4         0-4         17-23       40
Teladi      2-4         3-5         2-4         2-5         2-5         11-23       34

Military    2-5         2-5         2-5         2-4         2-5         10-24       34
Pirate      1-5         3-5         1-5         2-5         2-5          9-25       34
Corporate   2-4         2-4         3-5         2-5         2-5         11-23       34

Mean
            Combat      Leadership  Morale      Navigation  Engineering Total
Xenon       4           4           4           4           4           20
Split       4           3           3.5         3           3.5         17
Split (new) 5           4.5         4.5         4           2           20
Teladi      3           4           3           3.5         3.5         17

Military    3.5         3.5         3.5         3           3.5         17
Pirate      3           4           3           3.5         3.5         17
Corporate   3           3           4           3.5         3.5         17

MICT Chance
            Combat      Leadership  Morale      Navigation  Engineering % Chance
Xenon       0.67        0.67        0.67        0.67        0.67        13.5%
Split       0.67        0.33        0.5         0.33        0.5          1.8%
Split (new) 1.00        1.00        1.00        1.00        0.2         20.0%
Teladi      0.33        0.67        0.33        0.5         0.5          1.8%

Military    0.5         0.5         0.5         0.33        0.5          2.1%
Pirate      0.4         0.67        0.4         0.5         0.5          2.7%
Corporate   0.33        0.33        0.67        0.5         0.5          1.8%
* Military Factions = Heart of Albion, Argon Government, Reivers
* Pirate Factions = Sovereign Syndicate, Heretic Vanguards
* Corporate/Civilian Factions = PMC, Albion Corporations, Omicron Lyrae Corporations, Canterans

.......
Miscellaneous OOZ Combat Tweaks updated to v0.18

A few changes to how the Battle Display works with regard to battles OOZ:
  • The initial threat assessments that your crews make to OOZ threats assume that the threat will do the maximum amount of damage that it possibly can.
  • Following threat assessments take only the amount of damage that a hostile threat did in its last salvo, and projects that into a survivability threshold.
  • IF that threshold later drops, such that the Threat Level is elevated to Level 4, the affected captain starts sending a steady stream of reports with real-time updates of the status of their shields and hull.
  • If the threshold drops further, such that the Threat Level is elevated to Level 5 and above, the affected captain starts sending urgent reports, and Betty reinforces those reports by sounding the Skunk's klaxon which should be very hard to miss.

Also cleaned up and optimized the code in general, although it wasn't very resource-intensive in the first place.

Happy 13th, everyone!

.......
11.Aug.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.17

The great MICT captain, iWARR, lamented the loss of the Talorcan's brave pilot who very recently devised a most ingenious means of increasing his battlefield awareness. Blaming the young Teladi pilot's demise on the seeming lack of alertness on the part of the player who has a penchant for digging through obscure menus while his brethren are risking their necks, Captain iWARR thought it only fair that the same stick-and-bucket system be installed on the Skunk. He looks forward to the player being at least aware when his comrades face danger in parts unknown.

Priority alerts are now much harder to miss when player-owned ships and stations face threats OOZ with Threat Levels 5 or above.

Thanks to iWARR for suggesting this.

.......
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.

.......
Miscellaneous OOZ Combat Tweaks updated to v0.15

Bugfix. Thanks to xrook for spotting and reporting the tell-tale debug spew.

.......
9.Aug.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.14

None of Ego's parameters were reducing damage due to relative 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.

.......
Miscellaneous OOZ Combat Tweaks updated to v0.13

If a defender has a pilot, the pilot's skill is taken into account.

Damage done OOZ is reduced by up to 40%, depending on defending pilots' skill.

.......
Miscellaneous OOZ Combat Tweaks updated to v0.12

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.

Details:

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

.......
26.Jul.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.11

Rather drastic rebalancing of OOZ combat:

Turret damage reduced to 0.1 from 1.0

Drone primary damage reduced to 0.035 from 0.35
Drone secondary damage reduced to 0.02 from 0.2

Maneouverability factor (effect that relative speed has on defence) increased to 0.84 from 0.42

Rebalancing is always tricky, and extremely subjective. In this case, fighter survivability OOZ is increased, but they still don't do a whole lot of damage. OOZ combat in general also takes longer since capship-to-capship, capship-to-station, and station-to-capship damage is reduced. Not much is one-shotted anymore, and there should be more time for automated (if/when it comes) and manual response.

Feedback welcome.

.......
14.Jul.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.10

Ships and stations use combat drones OOZ.

.......
5.Jul.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.09

Effect of NPC skill on OOZ range tweaked and capped to 100%.

.......
5.Jul.2015 - MOCT_supp2_v0.03 is up!

In addition to improved Xenon, NPC commander and defence officer stats are also increased according to faction.

.......
28.Jun.2015 - updated to v0.08

Compatibility update. Main mod and all supplements are now compatible with Linux and Mac versions.

.......
24.Mar.2015 - MOCT_supp3_v0.03 is up!

Incorporated IHC bullet speed increase from MICT_supp2. Adjusted so that bullet is correctly live only up to 18,000m.

Thanks to NocturnalS1n for pointing out the range error.

........
4.Mar.2015 - MOCT_supp3_v0.02 is up!

Increased lifetime of Sucellus IHC bullets and Balor torpedoes so that they could actually fire over their increased ranges IZ. (Thanks to Simoom for pointing out this problem.)

........
1.Mar.2015 - v0.07 and MOCT_supp3 are up!

Removed the changes to the Balor and the Sucellus. Those are now in MOCT_supp3.

Please DELETE the folder "extensions\w.e_MOC-T" before installing this, particularly if you want to play without the changes to the Balor and the Sucellus.

........
supp3_v0.01 uploaded in Optional Files

Increases Sucellus IHC range to 18,000.
Fires one round per reload cycle instead of 3, but damage increased three-fold. (DPS unaffected)

Balor torpedo range increased to 24,000.
Balor radar range increased to 48,000.

........
24.Feb.2015 - v0.06 is up!

Adjusted the effect that crew have on attack strength.
Otherwise identical to v0.05

Found that some defence officers and fighter pilots are spawned with 0 skills. With the v0.05 changes, this effectively prevented them from doing any damage OOZ. While fun, this has been changed in v0.06 by adjusting the effect that DO or pilot skill has on OOZ attack strength.

A 0/0/0 station- or capship-based defence officer or a 0/0/0 fighter pilot will inflict 20% damage per shot OOZ.
A DO or pilot with 4/4/4 skills will inflict 100% damage OOZ.
A DO or pilot with 5/5/5 skills will inflict 120% damage OOZ.

........
supp2_v0.01 uploaded in Optional Files

Makes all newly-spawned Xenon superior to most of the pulpy fleshbags in the Universe. Train your crews before facing these Xenon.

Simply extract into your extensions directory. Should add a single file in extensions/w.e_MOC-T/libraries

Thanks to Sparky Sparkycorp for this suggestion!

........
22.Feb.2015 - v0.05 is up!

Takes crew skills into account in OOZ combat.

The skills of your crew affect range and damage output OOZ.

Capital Ships:

The Defence Officer's combat and leadership skills,
the Captain's navigation skill,
and the Engineer's engineering skill

all contribute to the maximum range at which a ship can fire.

A capital ship with a 1/1/1 Captain, a 1/1/1 Defence Officer, and a 1 rank Engineer have maximum range reduced to 60% of what the ship is capable of.
With a 5/5/5 Captain, a 5/5/5 DO, and a 5 rank Engineer, maximum range is increased by 40%.

The Defence Officer's primary skills (combined skill using the default Egosoft calculation) alters the damage that a capital ship is capable of inflicting OOZ.

A 1/1/1 DO will inflict 20% damage. (He/she'll miss a lot.)
A 5/5/5 DO will inflict 100% damage.

Stations:

A 1/1/1 Defence Officer will fire at 60% maximum range, and will inflict 20% damage. (Uses DO combat and leadership skills for range calc.)
A 5/5/5 DO will fire at 140% maximum range, and will inflict 100% damage.

Fighters:

A 1/1/1 Pilot will fire at 60% maximum range, and will inflict 20% damage. (Uses Pilot's combat and navigation skills for range calc.)
A 5/5/5 Pilot will fire at 140% maximum range, and will inflict 100% damage.

Damage inflicted for all 3 categories will, of course, still be further modified by the new parameters introduced by Egosoft in X:R v3.50 Beta 1.

Affects all ships and stations fighting OOZ.

........
21.Feb.2015 - v0.04 is up!

Increased Sucellus IHC range to 12000 from 8000.
IHC fires one round instead of 3 per reload cycle, but damage of that one round multiplied by 3.
Otherwise identical to v0.03

Found that the Sucellus is at a disadvantage to other capital ships due to its inability to carry drones. Balanced this way, a Sucellus is more powerful than all other capital ships if those capital ships do not carry drones. With drones, however, other combat capital ships are more in parity, if not more powerful, than the Sucellus.

........
supp1_v0.01 uploaded in Optional Files

Makes the Sucellus cost roughly double. With this, the Sucellus is considerably more expensive than the Taranis. Costs somewhere between an Olmekron and a Fulmekron on average.

Has the incidental effect of making the DeVries shipyard require more resources from NPC-initiated builds.

Simply extract into your extensions directory. Should add a single file in extensions/w.e_MOC-T/libraries

Thanks to Sparky Sparkycorp for this suggestion!

........
20.Feb.2015 - v0.03 is up!

Tweaker special!
* Inserted the new parameters from X:R v3.50 Beta 1 in ready-to-tweak format, but all commented out (in case any of you don't like to tweak.)
* Removed the Drostan nerf.
* Otherwise identical to v0.02

The following parameters were inserted for our tweaking pleasure by Egosoft:

Code: Select all

<attack firingarea="36000000" primaryweaponfactor="1.0" secondaryweaponfactor="1.0" turretfactor="1.0" droneprimaryfactor="0.35" dronesecondaryfactor="0.20" minspeed="100"/>
<defence maneouverfactor="0.42" minspeed="50" maxsize="500.0" sizefactor="0.5" capshipfactor="0.6" dronedistractionfactor="0.003" dronedamageamount="200000"/>
I was about to start playing with these new toys, when I thought to myself, wouldn't it be so much more fun if we all started poking at these new playthings together? So these were added to this mod in ready-to-tweak format:

Code: Select all

    <!--Effective area for turrets to fire from, limiting damage from very large obects-->
    <replace sel="parameters/lowattentioncombat/attack/@firingarea">36000000</replace>
    <!--Multiplier for primary weapon damage-->
    <replace sel="parameters/lowattentioncombat/attack/@primaryweaponfactor">1.0</replace>
    <!--Multiplier for secondary weapon damage-->
    <replace sel="parameters/lowattentioncombat/attack/@secondaryweaponfactor">1.0</replace>
    <!--Multiplier for turret damage-->
    <replace sel="parameters/lowattentioncombat/attack/@turretfactor">1.0</replace>
    <!--Multiplier for defence drone (not attack) primary damage-->
    <replace sel="parameters/lowattentioncombat/attack/@droneprimaryfactor">0.35</replace>
    <!--Multiplier for defence drone (not attack) primary damage-->
    <replace sel="parameters/lowattentioncombat/attack/@dronesecondaryfactor">0.20</replace>
    <!--The minimum speed of the attacker, used for evasion calculations. Slower or immobile objects will use this value-->
    <replace sel="parameters/lowattentioncombat/attack/@minspeed">100</replace>

    <!--Factor of how much of a difference the speed between the attacker and defender affects the hit chance-->
    <replace sel="parameters/lowattentioncombat/defence/@maneouverfactor">0.42</replace>
    <!--The minimum speed of the defender, used for evasion calculations. Slower or immobile objects will use this value-->
    <replace sel="parameters/lowattentioncombat/defence/@minspeed">50</replace>
    <!--The minimum size of the defender, used for hit chance calculations. Very large objects will use this value-->
    <replace sel="parameters/lowattentioncombat/defence/@maxsize">500.0</replace>
    <!--Factor of how much of a difference the object size and 'maxsize' affects the hit chance-->
    <replace sel="parameters/lowattentioncombat/defence/@sizefactor">0.5</replace>
    <!--Factor of how much turret damage against a defending capitalship is negated. Simulating the high attention wandering of capships which slows the battle-->
    <replace sel="parameters/lowattentioncombat/defence/@capshipfactor">0.6</replace>
    <!--Factor of how much damage a single defence drone will negate by distracting the attacker. Total result clamped between 0.5 and 1.0-->
    <replace sel="parameters/lowattentioncombat/defence/@dronedistractionfactor">0.003</replace>
    <!--Amount of damage needed to be dealt to destroy one defence drone-->
    <replace sel="parameters/lowattentioncombat/defence/@dronedamageamount">200000</replace>
Tweak parameters are in libraries\parameters.xml
Parameter descriptions are from libraries\parameters.xsd

All parameters are commented out in this mod by default. A commented-out line will look like this:

Code: Select all

<!--<replace sel="parameters/lowattentioncombat/defence/@dronedistractionfactor">0.003</replace>-->
Uncomment it to make it active:

Code: Select all

<replace sel="parameters/lowattentioncombat/defence/@dronedistractionfactor">0.003</replace>
And tweak the number to alter OOZ behavior:

Code: Select all

<replace sel="parameters/lowattentioncombat/defence/@dronedistractionfactor">1.000</replace>
(in this case, possibly making ships attacking drone-defended ships incapable of firing on the capital ship?)

Thank you to Xenon_Slayer for spelling out these changes in so much detail, and possibly for being instrumental in their being made!

........
18.Feb.2015 - v0.02 is up!

Commented out all feedback to in-game display and logbook. Otherwise identical to 0.01


_____
Miscellaneous OOZ Combat Tweaks is up, and is available here:

http://www.nexusmods.com/xrebirth/mods/447

http://steamcommunity.com/sharedfiles/f ... =478790162

_____
Check out my other mods for X Rebirth:
MarineRebalance,
BetterAutoAim,
SmalltalkHack,
Epic Capital Ship Shields,
Station Engineers,
Engineer Drone Fix,
Slightly More Useful Plot Station,
DockAllDrones,
Miscellaneous IZ Combat Tweaks,
DifficultyHack
Last edited by w.evans on Tue, 1. Mar 16, 08:17, edited 152 times in total.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 15. Feb 15, 15:14

Hiya - great stuff :)

I am not sure if you had seen it but a Dev wrote some stuff about OOZ drone use sometime around 3.10 beta, IIRC. Probably in a beta thread and maybe about OOZ ship losses. I don't think it contained much details but it might be interesting if new.

Random though: Since ships launch drones in batches over time, perhaps the OOZ tests require a longer duration for drone losses to begin to express themselves.

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Post by w.evans » Sun, 15. Feb 15, 15:20

Hi Sparky,
Sparky Sparkycorp wrote:I am not sure if you had seen it but a Dev wrote some stuff about OOZ drone use sometime around 3.10 beta, IIRC. Probably in a beta thread and maybe about OOZ ship losses. I don't think it contained much details but it might be interesting if new.
Did not know that. Thanks! Will do some digging.
Sparky Sparkycorp wrote:Random though: Since ships launch drones in batches over time, perhaps the OOZ tests require a longer duration for drone losses to begin to express themselves.
I agree. Some effects of damage would also be more apparent then. Doing a longer test next with feedback filtered a bit to give me info only on OOZ battles that involve player-owned ships and stations. (Unfiltered, it outputs a LOT of data per second, then chokes for a bit.) Should also help limit the variables a bit since I'll know exactly how those ships and stations are configured.

edit: Just remembered, it doesn't look like ships nor stations launch drones OOZ at all. At the thread that I mentioned at the OP, Night Nord mentioned that it's likely that drone usage is abstracted into the <get_attackstrength ... /> function. It's very plausible, but hard to isolate and test for.

edit 2: I think I might have found the thread that you mentioned? Interesting read.

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Post by vadiolive » Sun, 15. Feb 15, 22:46

and Drones? since i start losing ship i set 10 assault 10 cargo lifter 10 construction and 10 figther mk2 (and 20 scoop or surface mk2 if miner)

w.evans
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Post by w.evans » Sun, 15. Feb 15, 22:55

Hi vadiolive,

Unfortunately, there's nothing conclusive on what effect drone usage has on OOZ combat yet; unless it's there, and I just don't see it. While there are cases where attack strength appears to change in proportion to number of drones, there are also cases where number of drones change without changes in attack strength.

A possibility is that number and type of drones does alter attack strength, but this isn't updated over the course of a battle. This is more wishful thinking, though, and nothing in the data backs that up.

edit: I do keep 40 to 70 combat drones in all of my ships and stations, but I don't know if they help at all OOZ.

vadiolive
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Post by vadiolive » Sun, 15. Feb 15, 23:25

well better buy somes drostan and leave in patrol mode in overcrowed zones

Numbers enemy ships respaw based sum worth goods in all ships in "zone"
Zones like my buried treasure in ascedancy can respaw 3 titurel in same "tick" ( 3 drostan in patrol mode fix this issues)

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Post by w.evans » Sun, 15. Feb 15, 23:28

Yeah, Drostans are extremely powerful OOZ. They're also extremely fragile however -- I guess that's the counterbalance. They will most likely get one-shotted by a capital ship that gets in range. Very effective when escorted by faster ships, but then you'd have to keep replacing the escorts.

Sabre6
Posts: 89
Joined: Wed, 18. Apr 07, 02:04
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Post by Sabre6 » Mon, 16. Feb 15, 04:05

Man, Great work and very informative. I am going to give this a shot.

Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
xr

Post by Rubini » Mon, 16. Feb 15, 04:29

Great and necessary stuff here. I will stay more and help here as soon as I get some OOZ combat into the game. I´m yet so green and in early plot to say much.

Hummm ...this situation recalls me Silent Hunter 3 that I liked so much since first minutes in game and then only stopped to modded it 6 years after first time on it - also an unfined game from Devs . Then after that 6 years I played the entire game for the first time . Seems that X:R will go on the same trail! Oh God!! 8) :roll: :twisted: :P :D

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Post by w.evans » Mon, 16. Feb 15, 12:19

@Sabre6 and Rubini, Thanks! Hope it helps. And would appreciate any input.

Managed to record a battle between a squadron of pirate fighters and a station of mine. The pirate squadron is comprised of Maelchons, Cennelaths, and Domelchs (no idea how many of each). I narrowed down the record to the individual shots involving the Maelchons. There appear to be two Maelchons, but there's no way to tell OOZ since they aren't named. The station, Albion Crystal Fabrication, is a player-owned fully-upgraded Crystal Supplier with all of the Targon Tracers and weapons built, and 130 combat drones (60 Interceptors Mk2, and 70 Overruns Mk2). edit: Station defence officer set to attack.

Battle started at time=421562.546 and last entry is at time=421929.979 (Not sure what these numbers mean. Seconds from game start?)

Maelchon closed to 0 range at time=421659.121. Maelchon fired its first shot at time=421762.738.

edit: this should be clearer:

time=421562.546 - t - Battle started
time=421659.121 - t + 96.575 - Maelchon closed to 0 range
time=421762.738 - t + 200.192 - Maelchon fired its first shot
time=421909.579 - t + 347.033 - Station attack strength increased to 29993.602
time=421929.979 - t + 367.433 - Last entry

I'm pretty sure that the battle was still on-going when I exited the game.

notes: shouldn't that Maelchon be spacedust after a minute of sustained fire? Surely after 3 minutes which it took to fire its first shot? And why did it take almost two minutes between closing to range 0 and firing? And why did it have to close to range 0 at all?

Code: Select all

                                Target                          Attack Strength Firing Range    Engaged at      Combat Drones
Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           17916           130
                                                                                                16908
                                                                                                17000
                                                                                                13048
                                                                                                15662
                                                                                                13666
                                                                                                9004
                                                                                                13084
                                                                                                11800
                                                                                                5623
                                                                                                9870
                                                                                                8182
                                                                                                0
                                                                                                197
                                                                                                197
                                                                                                0
                                                                                                197
                                                                                                197
                                                                                                0
                                                                                                197
                                                                                                197
                                                                                                0
                                                                                                197
                                                                                                197
                                                                                                0
                                                                                                197
                                                                                                197
                                                                                                0
                                                                                                197
                                                                                                197

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            790
                                                                                                1109.25

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           169.969         130

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            1228.75
                                                                                                1228.75

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           1228.75         130

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            1228.75

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           501.125         130

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            1228.75

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           1124.75         130
                                                                                                0
                                                                                                892.25
                                                                                                391.75
                                                                                                0
                                                                                                197
                                                                                                391.75
                                                                                                0
                                                                                                197
                                                                                                391.75

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            1101.25
                                                                                                1407.75
                                                                                                1678
                                                                                                1812.25
                                                                                                1824
                                                                                                1824

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           1121            130
                                                                                                981.625
                                                                                                197
                                                                                                0
                                                                                                375.5
                                                                                                197

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            1174
                                                                                                1507.5
                                                                                                1832.75
                                                                                                2141.5

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           2366.5          130

SS Raiding Party Maelchon       Albion Crystal Fabrication      28800           5000            2456

Albion Crystal Fabrication      SS Raiding Party Maelchon       3528            19796           898.75          130
                                                                29993.602                       995.5
                                                                                                0
                                                                                                1456.5
                                                                                                190.531
                                                                                                0
Not sure what that drastic increase in the station's attack strength at the very end means. Drones launched? Plasma/MA and/or HIVI/MA turrets firing? Missiles launching?

ps. Don't know if the table displays properly with all monitors. Could someone who is not using a widescreen monitor please let me know if the lines wrap?

Code: Select all

                                Target                          Attack Strength Firing Range    Engaged at      Combat Drones
should all be in one line.

edit: The attack strength calculation might have something to do with the target? This same station later fired at a pirate Titurel at range 20388m (beyond max firing range) at attack strength 73852.797

A few seconds later, the station is firing at attack strength 265464.594 at range 18076. This is still beyond the Titurel's firing range, so it can't, and isn't, firing back.
Last edited by w.evans on Mon, 16. Feb 15, 17:01, edited 3 times in total.

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Post by Sparky Sparkycorp » Mon, 16. Feb 15, 13:17

Sound's like units might be fractions of seconds. Does assuming the Maelchon is travelling at full listed speed towards the station lead to a more sensible time unit? Might need to assume max station range as the trigger for starting the battle and as the position of the Maelchon at t zero.

HIT/AM is rather short ranged and tracks fighters well IZ. Perhaps they have a higher DPS OOZ than their raw IZ stats suggest?

That thread you found is a good one. I am not sure it was it though as I couldn't see the Dev post I was thinking of where there was a statement about drones not being launched OOZ but instead, factored into the equation. Sorry I am not being as helpful as I would wish with this. For a few days I'm llimited to a mobile so searching's a bit of a pain.

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Post by w.evans » Mon, 16. Feb 15, 13:29

Sparky Sparkycorp wrote:Sound's like units might be fractions of seconds. Does assuming the Maelchon is travelling at full listed speed towards the station lead to a more sensible time unit? Might need to assume max station range as the trigger for starting the battle and as the position of the Maelchon at t zero.
Makes sense. Have to head out, but I can look up the Maelchon's rated speed and calculate time to move from 17916 to 0

Forgot to mention that the station DO was set to attack. Station fired its first shot when Maelchon was 17916 away from the station -- fairly close to maximum engagement range (19796), and fired several times before Maelchon closed to 0. (Maelchon should have started to fire at distance 5000.)
Sparky Sparkycorp wrote:HIT/AM is rather short ranged and tracks fighters well IZ. Perhaps they have a higher DPS OOZ than their raw IZ stats suggest?
Attack strength 3528 is very low, though, even if only HIT/MA turrets are fired.
Sparky Sparkycorp wrote:Sorry I am not being as helpful as I would wish with this. For a few days I'm llimited to a mobile so searching's a bit of a pain.
Every datum helps. Thanks!

edit: Maelchon max speed is 305 (m/s?) Assuming that it's already going at max speed towards the station, it'll take 58.741 seconds to close to 0 (m?)

Noted that 17916m is beyond the Maelchon's radar range (15000m), so what likely happened is that it had not detected the station yet when the station fired, after which the fighter squadron turned and started to accelerate towards the station. Turning and accelerating could account for the extra ~40 seconds.

The Maelchon's max forward acceleration is 102m/s^2 which allows it to accelerate from complete stop to 305m/s in 2.990 seconds. Leaves around 37 seconds to realize that it's been fired upon and turn.

Also, we're not sure how many Maelchons there are. Looks like two, but could be more.

edit 2: Yup.

Code: Select all

<group name="sos_heavy_fighter">
  <select macro="units_size_s_ship_pirate_01_macro" weight="20"/>
  <select macro="units_size_s_ship_pirate_02_macro" weight="40"/>
  <select macro="units_size_s_ship_pirate_03_macro" weight="40"/>
</group>
Most likely 1 Domelch, 2 Cennelaths, and 2 Maelchons in a squadron.

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Post by w.evans » Mon, 16. Feb 15, 16:20

Encounter between a pirate Titurel and one of my Titurels (named UT 21).

UT 21 has a 5/5/5 Captain, a 5/5/5 Defence Officer, and 40 Interceptors Mk2. DO is in defensive mode. It is fully repaired, and all of its turrets are functional.

HV Marauder Titurel has no combat drones.

HV Marauder Titurel attacks at range 7617 with attack strength 10416.
UT 21 fires back at range 7649 with attack strength 6188.

Something weird going on here.

Unfortunately, the attack strength calculation itself is hard-coded, using the <get_attackstrength ... /> and <apply_attackstrength ... /> functions. Bonus to pirates? Penalty to player? Bonus to attacker?

Considered that some of UT 21's turrets might have gotten damaged after that first salvo, but the detail monitor shows all of its turrets and force field generators still operational.

edit: Battle's over, and looks like UT 21 won. Noticed that UT 21 fired 9 times. HV Marauder Titurel fired twice. Marauder Titurel was probably under fire, and firing at, an NPC station though since UT 21 is running euclid's AutoTrader, and they tend to stay close to stations.

edit 2: he he. Was running the mod I posted at the OP with the Balor's range doubled and the Drostan's range nerfed. One of my patrolling Balors just one-shotted a squad with 4 Domelchs and a Drostan.

Am giving the Drostan it's teeth back, but halving it's radar range so it at least doesn't have first-strike capability at 16km. It'll chew anything up at range if it survives the first salvo though.

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Post by Lander1979 » Mon, 16. Feb 15, 20:27

Sparky Sparkycorp wrote:Hiya - great stuff :)

I am not sure if you had seen it but a Dev wrote some stuff about OOZ drone use sometime around 3.10 beta, IIRC. Probably in a beta thread and maybe about OOZ ship losses. I don't think it contained much details but it might be interesting if new.

Random though: Since ships launch drones in batches over time, perhaps the OOZ tests require a longer duration for drone losses to begin to express themselves.
I think this was the post; http://forum.egosoft.com/viewtopic.php? ... sc&start=0 Dev input is on page 4.

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Post by w.evans » Mon, 16. Feb 15, 20:31

Didn't go back that far. Thanks, Lander1979! (I searched Lunar Lander 1979 expecting a reference to one of the later Apollo landers, and the search turned up the Atari game Lunar Lander! AND just found out that the Apollo program was finished in 1972. Us kids nowadays...)

edit: Uh huh.

(It's a link! Go ahead! Click on it!)

Would explain a lot of the variance we're seeing in attack strengths. Could also explain the big jump in attack strength we saw in the Station vs. Fighter squadron scenario a few posts up. Time taken for HIVI/MA turrets to turn, track, and fire?

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Post by Sabre6 » Mon, 16. Feb 15, 21:24

I watch my Balor take out a Xeon K9. The xeon was out to kill my Tit and fired a few shots at the Balor. Bad decision on his part Balor launched at him point blank range. i would like to know how to get the info for these battles. Do I need to go and run the Debug log is is their a different way??

w.evans
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Post by w.evans » Mon, 16. Feb 15, 21:33

Sabre6 wrote:I watch my Balor take out a Xeon K9. The xeon was out to kill my Tit and fired a few shots at the Balor. Bad decision on his part Balor launched at him point blank range. i would like to know how to get the info for these battles. Do I need to go and run the Debug log is is their a different way??
Hey Sabre6,

If you're running the mod, it should be in your logbook. And the contents of that should be in your save file.

If you're not running the mod, and want just the feedback:

download the mod,
delete everything except the "aiscripts" folder,
and delete this line:

Code: Select all

<replace sel="//attention[@min='unknown']/actions/set_value[@name='$FiringRange']/@exact">this.ship.maxcombatrange.all + this.ship.size</replace>
from aiscripts\fight.attack.object.capital.xml

edit: Was that OOZ, though? No feedback is generated for battles IZ.

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Simoom
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Post by Simoom » Tue, 17. Feb 15, 00:20

Hey w.evans! I am really enjoying the mod, but was wondering if there's a way to disable the in-game notifications & log book record? I have destroyers patrolling every sector so the logbook and event monitor literally gets flooded with non-stop notifications about OOZ battles.

Never mind, took a quick look at the scripts and looks like the command for log entries is right there. ^_^

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Post by w.evans » Tue, 17. Feb 15, 00:23

Hey Simoom,

sorry for taking over your cockpit display!

If you're handy with an editor, you could delete this node:

Code: Select all

	<add sel="//do_if[@value='this.ship.distanceto.{$target} lt ($FiringRange + $target.size/2.0)']">
		<!--<do_if value="(this.ship.owner == faction.player) or this.ship.macro.ismacro.{macro.units_size_l_single_attack_ship_macro} or this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro} or (this.ship.units.{unitcategory.attack}.count ge 1) or (this.ship.units.{unitcategory.defence}.count ge 1)">-->
		<!--<do_if value="this.ship.macro.ismacro.{macro.units_size_l_single_attack_ship_macro} or this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro}">-->
		<do_if value="(this.ship.owner == faction.player) or ($target.owner == faction.player)">
			<show_notification caption="'=== Capital Ship OOZ ==='" details="'%1 fighting %2 OOZ \n at Range: %3 \n Attack Strength: %4 \n Firing Range: %5 \n has %6 combat drones'.[this.ship.knownname, $target.knownname, this.ship.distanceto.{$target}, $result, $FiringRange, this.ship.units.{unitcategory.defence}.count]" queued="true" priority="9" sound="notification_generic"/>
			<write_to_logbook category="general" text="'%1 fighting %2 OOZ \n at Range: %3 \n Attack Strength: %4 \n Firing Range: %5 \n has %6 combat drones'.[this.ship.knownname, $target.knownname, this.ship.distanceto.{$target}, $result, $FiringRange, this.ship.units.{unitcategory.defence}.count]"/>
		</do_if>
	</add>
from fight.attack.object.capital.xml

and delete everything else in the aiscripts folder.

If you're not, let me know and I'll upload a version without the clutter.

Glad you're enjoying the mod!

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Lander1979
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Post by Lander1979 » Tue, 17. Feb 15, 05:12

I think a version of this that just gives some nice easy to read text and data to the logbook about who shot who, kind of a more verbose OOZ combat feedback system mod would be handy.

Maybe even have it display the info as messages on the lower part of the screen as an option that can be turned on and off.

And possibly even with an alert sound that can also be turned on or off. Icing on the cake would be to be able to trigger the alarm in the Skunks cockpit (the one that is seen in the beginning of the plot when PMC ships exit the nearby highway) whenever a player asset has initially sustained a pre-definable amount of damage to either hull or shields.

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