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Posted: Thu, 3. Nov 16, 18:15
by SirDeathwalker
if at first you don't succeed, /do else instead?

Posted: Sun, 18. Dec 16, 15:04
by CptAWatts
I was thinking about the economy and was wondering if there could be mod that acted like an economic adviser. It could scan the economy to find where there is a gap in production and suggest system-sectors where you could build a station that would fill the gap in production for a certain ware. Maybe you would have to pay a certain amount based on how much research you wanted, System level or Universe level.

Not sure if there already is a mod out there for this. Thanks.

Posted: Tue, 21. Feb 17, 12:46
by Warnoise
Hi all, is there a mod, or a possibility to modify the game to nullify exploding ships damage?

Since the AI is too stupid to escape from exploding ships, it is too frustrating watching your ships dying to one dead Xenon K explosion.

Posted: Tue, 21. Feb 17, 13:32
by iforgotmysocks
Warnoise wrote:Hi all, is there a mod, or a possibility to modify the game to nullify exploding ships damage?

Since the AI is too stupid to escape from exploding ships, it is too frustrating watching your ships dying to one dead Xenon K explosion.
Done quickly, but needs to change a value in every ship macro, which means newly added ships via other mods need to be changed by urself. It's simple though, so shouldn't be an issue.

noexplosiondmg

Posted: Tue, 21. Feb 17, 15:16
by Warnoise
iforgotmysocks wrote:
Warnoise wrote:Hi all, is there a mod, or a possibility to modify the game to nullify exploding ships damage?

Since the AI is too stupid to escape from exploding ships, it is too frustrating watching your ships dying to one dead Xenon K explosion.
Done quickly, but needs to change a value in every ship macro, which means newly added ships via other mods need to be changed by urself. It's simple though, so shouldn't be an issue.

noexplosiondmg
Wow thanks man i really appreciate it!

Posted: Thu, 2. Mar 17, 17:06
by alexalsp
Hello. Who knows commands for defense officer?

Attack all enemies?

Posted: Wed, 8. Mar 17, 07:18
by vadiolive
1 - Mass X/XL ships request
2 - increase Shield/HP from S/M ships in 20x and add enginner on it

Posted: Wed, 8. Mar 17, 18:07
by X3TC-Spieler
Hi, does anybody know how i can change the animation of turrets, or where i can find it? When i import the body to 3DS Max, i can see no animation. I only see something in the xml file of the turret, which says in what part of the animation the turret is active, or inactive.

Posted: Wed, 8. Mar 17, 18:11
by UniTrader
Animations are not implemented (yet) in the importer/eporter from arc_, so currently no chance except you want to look into this in detail and want to expand said program or write your own..

Posted: Wed, 15. Mar 17, 02:22
by Sparky Sparkycorp
alexalsp wrote:Hello. Who knows commands for defense officer?

Attack all enemies?
Hi there,

The 2 Defense Officer settings are on the wiki combat page.

The related combat orders for issuing ot Pilots and Captains are on the wiki key bindings page under "COMM: OWNED SHIP COMMANDS", "BROADCAST TO MULTIPLE SHIPS" and "NEW ORDER MENU".

Posted: Wed, 15. Mar 17, 08:39
by alexalsp
Sparky Sparkycorp wrote:
alexalsp wrote:Hello. Who knows commands for defense officer?

Attack all enemies?
Hi there,

The 2 Defense Officer settings are on the wiki combat page.

The related combat orders for issuing ot Pilots and Captains are on the wiki key bindings page under "COMM: OWNED SHIP COMMANDS", "BROADCAST TO MULTIPLE SHIPS" and "NEW ORDER MENU".
Thanks Sparky Sparkycorp

Posted: Wed, 15. Mar 17, 10:05
by Sparky Sparkycorp
No prob! :)

Posted: Thu, 30. Mar 17, 02:18
by Meme Turtle
Hi,

Are there any mods that make fighters/drones more viable? Specifically, I am looking for mods that do one of the following things:
1) removal of ship explosion damage
2) increase of fighter/drone hp and damage
3) autonomous fighter repairs

Posted: Thu, 30. Mar 17, 06:53
by alexalsp
matveich[EG] wrote:Hi,

Are there any mods that make fighters/drones more viable? Specifically, I am looking for mods that do one of the following things:
1) removal of ship explosion damage
2) increase of fighter/drone hp and damage
3) autonomous fighter repairs
А какой в этом смысл , дроны это расходный материал, не вижу в этом нужды.

1) бессмертные дроны, как я понял, не интересно.
2) увеличить корпус , тут можно , к примеру раза в два , это не много труда .
3) починка дрона - только если присобачить кокпит , который не известно , можно ли , и садить инженера , либо кто то напишет скрипт , но не думаю , что ради дрона , кто то будет этим заниматься .

Вообще считаю затея не стоит и одного яйца ))


Возможно кто то , когда то и сделает такой мод . :P

Posted: Thu, 30. Mar 17, 07:11
by Meme Turtle
alexalsp wrote:
matveich[EG] wrote:Hi,

Are there any mods that make fighters/drones more viable? Specifically, I am looking for mods that do one of the following things:
1) removal of ship explosion damage
2) increase of fighter/drone hp and damage
3) autonomous fighter repairs
А какой в этом смысл , дроны это расходный материал, не вижу в этом нужды.

1) бессмертные дроны, как я понял, не интересно.
2) увеличить корпус , тут можно , к примеру раза в два , это не много труда .
3) починка дрона - только если присобачить кокпит , который не известно , можно ли , и садить инженера , либо кто то напишет скрипт , но не думаю , что ради дрона , кто то будет этим заниматься .

Вообще считаю затея не стоит и одного яйца ))


Возможно кто то , когда то и сделает такой мод . :P
I believe using Russian lang in this sub-forum might be against the rules so I'd stick to English:

1) Cap ship explosions are the biggest threat to s/m ships. Whenever an enemy cap ship dies it takes half of attacking fighters/drones, so I am looking for a way to reduce damage and/or radius of the explosion blast.
2) Again, main problem is explosion damage so hp increase is needed only if it is not possible to adjust ship explosion blast.
3) There used to be a mod: astromech droids, which added an engineer to every fighter, however it seems to be incompatible with the latest game version.

In any case my actual mod request is to adjust ship explosion damage. As I understand it should be a library with a single <replace sel>, which adjusts explosiondamage value in macros/macro name=*/properties to 0. If only I remembered how to write those..


And another question/request about a dedicated tanker ship. So far I have not found a mod containing one, while it would be nice to have a ship with lots of space for fuel cells to resupply your fleet.

Posted: Thu, 30. Mar 17, 17:11
by UniTrader
matveich[EG] wrote:In any case my actual mod request is to adjust ship explosion damage. As I understand it should be a library with a single <replace sel>, which adjusts explosiondamage value in macros/macro name=*/properties to 0. If only I remembered how to write those..
Nope, you have to do this for every Ship seperately. but if you are clever with the Path you can just reate the File once and then copy and Rename it, so it can be done pretty fast.

matveich[EG] wrote:And another question/request about a dedicated tanker ship. So far I have not found a mod containing one, while it would be nice to have a ship with lots of space for fuel cells to resupply your fleet.
i made a Mod which makes Energy Storage also compatible with Fuel - sadly it turned out the Vanilla AI didnt like this change because it liked to fill the whole Fuel Storage with Fuel and no Energy was remaining... i dont intend to fix this because i have no intention on relying on Vanilla Scripts and my own Scripts can account for this (with some space for improvement though ^^)

Posted: Thu, 30. Mar 17, 18:36
by Meme Turtle
UniTrader wrote:
matveich[EG] wrote:In any case my actual mod request is to adjust ship explosion damage. As I understand it should be a library with a single <replace sel>, which adjusts explosiondamage value in macros/macro name=*/properties to 0. If only I remembered how to write those..
Nope, you have to do this for every Ship seperately. but if you are clever with the Path you can just reate the File once and then copy and Rename it, so it can be done pretty fast.
So, it is one line replacement per xml patch. That is unfortunate as I will have to write a ton of patches not only for vanilla ships but for every ship pack I am using. Could you remind me if it matters where the patch is located? Is it fine to organize all these patches in library dir or they must be located in assets/units/macros?

UniTrader wrote:
matveich[EG] wrote:And another question/request about a dedicated tanker ship. So far I have not found a mod containing one, while it would be nice to have a ship with lots of space for fuel cells to resupply your fleet.
i made a Mod which makes Energy Storage also compatible with Fuel - sadly it turned out the Vanilla AI didnt like this change because it liked to fill the whole Fuel Storage with Fuel and no Energy was remaining... i dont intend to fix this because i have no intention on relying on Vanilla Scripts and my own Scripts can account for this (with some space for improvement though ^^)
Thanks, that's good to know. By a brief a look it seems that some ships mod contains dedicated tanker ships, but I have not checked that yet. In any case I can always write a patch to increase Rahanas E fuel storage and pretend it is a tanker ship.

Posted: Thu, 30. Mar 17, 19:01
by UniTrader
matveich[EG] wrote:So, it is one line replacement per xml patch. That is unfortunate as I will have to write a ton of patches not only for vanilla ships but for every ship pack I am using. Could you remind me if it matters where the patch is located? Is it fine to organize all these patches in library dir or they must be located in assets/units/macros?
the path of the patch files in the mod must be the same as the original file in the game root. so the location for each file is pretty much fixed. but as i already stated you dont have to write an individual patch for each of them, you just have to copy the same file over and over and remanme it if you are clever with your xpaths:

Code: Select all

<diff><replace sel="//properties/explosiondamage/@value">0</replace></diff>
- which can of course be automated by batch (or bash :D) Scripts ;)

Posted: Sun, 2. Apr 17, 11:22
by Meme Turtle
I have run several experiments to determine how to improve fighters and
it looks like the biggest issue with them is their slow speed relative to projectiles. Nerfing plasma/jet turret turn speed and projectile speed while increasing speed of fighters improves fighters odds of survival. However, ai scripts do not seem to like this speed increase and fighters start bumping into hull quite often. I have some ideas on how to modify attack script, but I could use some help:

1) How sequences work? Specifically:

Code: Select all

<move_to object="this.ship" destination="this.ship.zone" flightbehaviour="$fb" forcesteering="true">
    <position object="this.ship" min="500m" max="1km"/>
What is the purpose of position code block?
2) Any convenient way to replace vanilla script completely without extracting?
3) Can small ships boost? move_to has option to force ship to boost but I am not sure if it is applicable to small craft.
4) Where can I find description of flight behaviours and control models?
5) I have not noticed any checks for pilot stats in fighter.bigtarget script. Does this mean that stats have no effect on small crafts?

And a rhetorical question: any way to have custom dll, not just xml scripts with hooks for engine functions?

Posted: Sun, 2. Apr 17, 13:13
by UniTrader
1. in this context it means move somewhere within the current zone and where the position is 500m to 1km away, direction doesnt matter.

2. subst_01.cat/dat - for testing ok, but i discourage this method for released Mods if there are other ways because it causes more incompatibilities than xml patches.
Also for entirely changing Vanilla Scripts i recommend to redirecting to another Script early in the Script (via a single replace) - this way you can change anything you want and reverting back to Vanilla works without breaking anything. If you change the Order of Blocking Actions and/or Labels in Vanilla Scripts the next Update from EGO will break it entierly. (also you have to maintain some upwards compatibility from Vanilla)
Example for move.generic redirection:
https://github.com/UniTrader/UTCommandA ... /aiscripts
(especially files move.generic for the replace action an move.generic.wrapper which accounts for the replaced move.undock and redirects further to my own nav script if applicable to the Ship Type - you could skip the wrapper part though)

3. afaik yes, but they only use these to flee currently, not for Travel

4. there is a list of both in the scriptproperties.html - but regarding flight control models only two (in rare cases threee) will be relevant: spline, steering and in very rare cases possibly linear - best reset them to default whenever you forced a certain one for some purpose (dont forget the on_abort case)

5. see libraries/parameters.xml:

Code: Select all

  <aiflight>
    <skills>
      <skill value="0" strafespeed="0.5" strafeacc="0.5" steeringspeed="0.5" steeringacc="0.5" reactiontime="1.0" />
      <skill value="1" strafespeed="0.6" strafeacc="0.6" steeringspeed="0.6" steeringacc="0.6" reactiontime="0.8" />
      <skill value="2" strafespeed="0.7" strafeacc="0.7" steeringspeed="0.7" steeringacc="0.7" reactiontime="0.6" />
      <skill value="3" strafespeed="0.8" strafeacc="0.8" steeringspeed="0.8" steeringacc="0.8" reactiontime="0.4" />
      <skill value="4" strafespeed="0.9" strafeacc="0.9" steeringspeed="0.9" steeringacc="0.9" reactiontime="0.2" />
      <skill value="5" strafespeed="1.0" strafeacc="1.0" steeringspeed="1.0" steeringacc="1.0" reactiontime="0.0" />
    </skills>
  </aiflight>