- 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.
_____
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
* 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.
_____
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%
* 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"/>
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>
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>-->
Code: Select all
<replace sel="parameters/lowattentioncombat/defence/@dronedistractionfactor">0.003</replace>
Code: Select all
<replace sel="parameters/lowattentioncombat/defence/@dronedistractionfactor">1.000</replace>
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