[MOD] Simple Order Fixes 1.2 Updated to 1.6

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Matterom
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[MOD] Simple Order Fixes 1.2 Updated to 1.6

Post by Matterom » Mon, 7. Jan 19, 05:24

This is a set of basic tweaks that aim to change several odd behaviors revolving around orders.

NOTE: Ships may require their orders to be reset for some of these changes to take effect

Changes
  • Ships under passive orders will not pursue a target beyond it's current sector ([1.2]No longer breaks from multiple attack orders, Might break if very close to gate or highway)
  • Ships should no longer try to attack invulnerable objects(EG: Kha'ak stations, build storage, wrecks, ect.) (Should be fully fixed, i implemented a half assed fix that.. did not truely solve the problem)
  • Ships will no longer respond to distress signals for ships being attacked by another allied faction. (I'm told this works reliably)
Future:
- Fix Boost to Target when out of range.

Please do not reupload without my permission

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Last edited by Matterom on Thu, 7. Feb 19, 07:26, edited 2 times in total.
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Buzz2005
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Re: [MOD] Simple Order Fixes 1.1

Post by Buzz2005 » Mon, 7. Jan 19, 09:28

Matterom wrote:
Mon, 7. Jan 19, 05:24
[*]EXPERIMENTAL: Ships will no longer respond to distress signals for ships being attacked by another allied faction. (i cannot test this reliably, please let me know if it does not work, or works too well)
Is this what they are doing all the time attacking across the sector disobeying orders, we all just trow accusations about them being dumb when they are honorable and brave
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

cole2839
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Re: [MOD] Simple Order Fixes 1.1

Post by cole2839 » Mon, 7. Jan 19, 15:21

I still classify it as being dumb.

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Matterom
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Re: [MOD] Simple Order Fixes 1.1

Post by Matterom » Mon, 7. Jan 19, 22:34

Buzz2005 wrote:
Mon, 7. Jan 19, 09:28
Matterom wrote:
Mon, 7. Jan 19, 05:24
[*]EXPERIMENTAL: Ships will no longer respond to distress signals for ships being attacked by another allied faction. (i cannot test this reliably, please let me know if it does not work, or works too well)
Is this what they are doing all the time attacking across the sector disobeying orders, we all just trow accusations about them being dumb when they are honorable and brave
Yes, it is what they are doing. i've watched it occur in my sectors.
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Azran_Zala
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Re: [MOD] Simple Order Fixes 1.1

Post by Azran_Zala » Thu, 10. Jan 19, 12:30

cole2839 wrote:
Mon, 7. Jan 19, 15:21
I still classify it as being dumb.
I wrote a song about it:

99 fighters in the fleet, 99 fighters in the fleet.
1 breaks rank, ignoring the primary, and flies off to dogfight an entire xenon fleet in a belt to save a miner.
98 fighters in the fleet.
*repeat*

its a WIP.

Something else that would help I think is an additional "Override or Primary" option in the r-click command context menu; so orders can be replaced or the command given is placed at the top of the order queue, instead of the bottom.
Having to keep cancelling cancelling orders first; to get groups of ships to behave is strenuous.

Another is having subordinates in a wing automatically perform the same command as their commander. I thought I saw a mod that included that, just cant remember where.
Matterom wrote:
Mon, 7. Jan 19, 05:24
[*]Ships under passive orders will not pursue a target beyond it's current sector
Thanks Matterom, this helps immensely; I often turn by back for a minute and then find my escorts gates away chasing down a lone fighter fleeing across the universe.

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Re: [MOD] Simple Order Fixes 1.1

Post by SMoOoVEeR » Thu, 10. Jan 19, 21:57

Matterom wrote:
Mon, 7. Jan 19, 05:24
  • EXPERIMENTAL: Ships will no longer respond to distress signals for ships being attacked by another allied faction. (i cannot test this reliably, please let me know if it does not work, or works too well)
feedback: my squad still gets split up by distress signals

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Re: [MOD] Simple Order Fixes 1.1

Post by Matterom » Fri, 11. Jan 19, 00:18

SMoOoVEeR wrote:
Thu, 10. Jan 19, 21:57
Matterom wrote:
Mon, 7. Jan 19, 05:24
  • EXPERIMENTAL: Ships will no longer respond to distress signals for ships being attacked by another allied faction. (i cannot test this reliably, please let me know if it does not work, or works too well)
feedback: my squad still gets split up by distress signals
Going to need more information, i didn't stop it entirely. i just added a second evaluation to check the antagonist against your allied factions
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StonedMajorTom
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Re: [MOD] Simple Order Fixes 1.1

Post by StonedMajorTom » Fri, 11. Jan 19, 05:44

Matterom wrote:
Mon, 7. Jan 19, 05:24

...
Changes
  • Ships under passive orders will not pursue a target beyond it's current sector
...
First, thank you for your mod!

until now it looks like my s/m/l/xl ships are not leaving the system to follow the enemy. many thanks!

but

can you add this please for the defend drones too? they are still leaving the system :(

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Re: [MOD] Simple Order Fixes 1.1

Post by SMoOoVEeR » Fri, 11. Jan 19, 17:35

Matterom wrote:
Fri, 11. Jan 19, 00:18
SMoOoVEeR wrote:
Thu, 10. Jan 19, 21:57
Matterom wrote:
Mon, 7. Jan 19, 05:24
  • EXPERIMENTAL: Ships will no longer respond to distress signals for ships being attacked by another allied faction. (i cannot test this reliably, please let me know if it does not work, or works too well)
feedback: my squad still gets split up by distress signals
Going to need more information, i didn't stop it entirely. i just added a second evaluation to check the antagonist against your allied factions
Alright, then its in intended range it seems.
Was allied with ANT and enemy with HOP which attacked Second Contact II and my fleet was in there. So while i was setting up a counterattack my ships flew off to attack the HOP ships

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Re: [MOD] Simple Order Fixes 1.1

Post by Matterom » Fri, 11. Jan 19, 19:13

Going to need to perform some edits to make this compatable with 1.51, It fixes several points on my list and on the list of things i had ready for SOF 1.2 it does basically wipe out most of this mod and the entirety of another mod of mine.
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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by StonedMajorTom » Fri, 11. Jan 19, 22:53

i have to correct me. i saw a fighter leaving the system.
I dont know if there is a conflict with the "aggressive ai" mod what i use too.

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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by Matterom » Sat, 12. Jan 19, 05:04

StonedMajorTom wrote:
Fri, 11. Jan 19, 22:53
i have to correct me. i saw a fighter leaving the system.
I dont know if there is a conflict with the "aggressive ai" mod what i use too.
There's a rare case of it still occurring due to queuing up a second attack order. I've been working on a more elegant solution to the situation and haven't finished it yet. Not sure if i need to as of 1.51
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ApoxNM
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Re: [MOD] Simple Order Fixes 1.1

Post by ApoxNM » Sat, 12. Jan 19, 10:45

Matterom wrote:
Fri, 11. Jan 19, 19:13
Going to need to perform some edits to make this compatable with 1.51, It fixes several points on my list and on the list of things i had ready for SOF 1.2 it does basically wipe out most of this mod and the entirety of another mod of mine.
What other mod is also redundant?

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Re: [MOD] Simple Order Fixes 1.1

Post by Matterom » Sun, 13. Jan 19, 06:05

ApoxNM wrote:
Sat, 12. Jan 19, 10:45
Matterom wrote:
Fri, 11. Jan 19, 19:13
Going to need to perform some edits to make this compatable with 1.51, It fixes several points on my list and on the list of things i had ready for SOF 1.2 it does basically wipe out most of this mod and the entirety of another mod of mine.
What other mod is also redundant?
Manager Credit Auto Transfer. Added a basic transferring of the credits.
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benc85
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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by benc85 » Sat, 2. Feb 19, 21:59

Having played 1.6 with and without your mod, I would say its still needed. My ships are still charging off into neighboring sectors, then attempting to retreat without your mod. I'd much prefer they just dont follow at all, which your mod seems to do perfectly.

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Matterom
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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by Matterom » Sun, 3. Feb 19, 03:45

Once i finish the project i'm working on, i'll go ahead and rework this. The fix i implemented is, honestly kinda shit. That and i've got a few other things to fix
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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by zebai » Sun, 3. Feb 19, 06:02

I think keeping combat ships from going out of sector would be great if you can get it working on 1.6. Supposedly egosoft fixed this however I still every now and then catch some of my ships deep in xenon space.

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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by benc85 » Tue, 5. Feb 19, 21:14

Matterom wrote:
Sun, 3. Feb 19, 03:45
Once i finish the project i'm working on, i'll go ahead and rework this. The fix i implemented is, honestly kinda shit. That and i've got a few other things to fix
Thats great news, but I'm not sure it really needs anything adjusting. It seems to work as intended as is atm :D

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Re: [MOD] Simple Order Fixes 1.1 (Mostly Unnecessary as of 1.51)

Post by Matterom » Tue, 5. Feb 19, 21:24

benc85 wrote:
Tue, 5. Feb 19, 21:14
Matterom wrote:
Sun, 3. Feb 19, 03:45
Once i finish the project i'm working on, i'll go ahead and rework this. The fix i implemented is, honestly kinda shit. That and i've got a few other things to fix
Thats great news, but I'm not sure it really needs anything adjusting. It seems to work as intended as is atm :D
Simply put, It gets confused when it gets more than one attack order, so ships can still go down the rabbit hole of dying in another sector. and my fix simply purges the order, rather than try a cleaner out that supports other features.
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Re: [MOD] Simple Order Fixes 1.2 Updated to 1.6

Post by Matterom » Thu, 7. Feb 19, 07:34

It should no longer get confused, i took the time to fix 1.6 incompatibilities with a few of the files and fix the multi attack order bit, as well as cleaning up a bit of the code. Discovered something that i'm going to need to hotfix later, but doesn't really break anything important, you'll just get an error in the log and it resumes as usual.
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