OOS Combat Resolution (Was: OOS Missile firing test.)

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googlemeier
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Post by googlemeier » Thu, 28. Jun 07, 15:30

the fleet of 20K (plus fighters) is installed in 347 and 472 now. (see above)

during the last 2 hours the xenon weren't really interested (they had given up 347 anyway) apart from a weak try of a J plus the usual lot.
But that's random.
It was swallowed without any scratch by one of my Ks which fired one hornet, though.

does it matter if you buy or earn your capitals?
maybe the AI does some double thinking...

odd: when combat mode was set to "AAE" the Xeon-Station was pulverized immediately.
with "PSS" they don't care at all.

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Post by zazie » Thu, 28. Jun 07, 15:39

googlemeier wrote:odd: when combat mode was set to "AAE" the Xeon-Station was pulverized immediately.
with "PSS" they don't care at all.
AFAIK this happens only from TLs upwards (it does not for M6 or smaller)

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wyvern11
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Post by wyvern11 » Thu, 28. Jun 07, 16:04

@jlehtone

sector map often open but not sure in this case
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googlemeier
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Post by googlemeier » Thu, 28. Jun 07, 17:33

I had this test with a phoenix (comparable to a J):

http://forum.egosoft.com/viewtopic.php? ... t=#2044945

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Post by jlehtone » Thu, 28. Jun 07, 23:22

wyvern11 wrote:sector map often open but not sure in this case
I did ask, because the hits were in 10 second intervals, and when I watch station menu of Pirate Base I see hits in 30 second intervals. I would guess that station menu is not "watching" and that "watched OOS" might resolve attacks more frequently, although 10 seconds is not same as the 5 seconds of "galaxy flight timestep". If "watched" indeed resolves attacks with 10 second timestep then it does clearly differ from the "nonwatched" (smaller hits, but can kill three times more small targets per minute).


One more attack on Pirate Base. Dragon, one AIRE, missile probability at 100%.

Attack one: Typhoons. Each hit was pretty close to 30 MJ. Since the Base recharges about 22 MJ between hits, it would eventually die, but ... stopped after use of 8 missiles.

Attack two: Firestorms. Hits were not exactly 1000 MJ each, but very close. Unfortunately, the Base did not withstand statistical amount of hits. :roll:

Very small sample, but one could think that the missiles are likely to cause very close to their nominal damage, while guns on smaller ships seem to make more random and below max damage. ~30 MJ per Typhoon makes one think that swarms only use one warhead. :(

Firestorms can be produced and seem effective killers. But only BigShips can use them. Next missile is the Thunderbolt, with 75 MJ damage. I think fully kitted LX will survive two hits though. :S There is a big gap in OOS missiles, so guns still rule.
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wyvern11
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Post by wyvern11 » Fri, 29. Jun 07, 08:22

@jlehtone & googlemeyer

after your questions i did a test if there are differences between
- watching sectormap
- not watching sectormap (only ocassionally watching logbook)

i took hitpoint-log as well to see damage dealt easily and concerning ttls remark what may or may not influence OOS-combat i made some really really strange observations, --- for those of you who do not want to know exactly, on which silken thread the fate of their ships, crew and credits hang, i would have put the info in spoilers but "code" is always yellow :(

i will give the results without comment or opinion - read it and think for yourself

EDIT: Table may have systematic error - details see next post

Code: Select all

percentage of player wins (40 replays):
0,45 = 45%

             |  1280x768       |  1280x768        |   1024x768      |   1024x768       
             |  fullscreen     |  windowed *      |   windowed      |   fullscreen         
---------------------------------------------------------------------------------------
map          |                 |                  |                 |  
watched      |      0,45       |      0,22        |     0,425       |     0,46
             |                 |                  |                 |  
---------------------------------------------------------------------------------------
map not      |                 |                  |                 |  
watched      |      0,35 (0,25)|      0,15 (!)    |     0,25        |     0,2 
             |                 |                  |                 |         		
---------------------------------------------------------------------------------------

* for some reason only got botched windowed mode
overall sucess rate when watching 0,39
when not watching 0,23 (160 replays each)

info about my machine: ath64 3200+ 1GB ram x800GTO

this was under a beginning player, argon trader out of the box, combat scripted - for my regular save, upper table contains rate in (...)

we'll see which info can be gotten out of hitpoints-tables in a while
Last edited by wyvern11 on Fri, 29. Jun 07, 11:54, edited 1 time in total.
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Post by jlehtone » Fri, 29. Jun 07, 09:11

wyvern11 wrote:this was under a beginning player, argon trader out of the box,
That is good. Rank, playtime, and property are all near 0, so their influence is counted out. I was about to suggest that setup, but forgot. What about using Xenon L vs identical player L as the combatants in one OOS sector and then adding player M2's to second OOS sector? The combatant (M3) would not add player property significantly, and M2's with no commands do not run any scripts nor need rendering, thus not add much CPU load. That ought to show if the count of player M2's does count.

Those hitpoint-tables ought to reveal (easily) how often attacks are resolved in each case. Average damage per attack and variation of that damage are there too, but need more number crunching.

Your efforts are much appreciated, wyvern11. 8)


Edit: Drones. Fighter Drones. Traders do launch them when attacked, both in sector and OOS. Is that limited to TS/TP? And does it even matter as the distraction may be too little and too late?
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wyvern11
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Post by wyvern11 » Fri, 29. Jun 07, 10:51

xenon L ? maybe

if you can provide me with a rough estimate, how long the fight will take - or if you are interested to know hitpoints or not (i think this will be a one shot one kill situation)

any idea of an unknown sector, where spawn of not-so-innocent-bystanders is most unlikely?

in my real combats i use disco's as drone-replacements (although it is difficult to measure the effect i believe that there is even OOS the outcome better because J/K might attack a disco instead of M2 which it will most definitely kill in one shot)


EDIT !!!! Important - i found a clue in the list of hits, why non-watching makes a difference:
at non-watching
- nothing happens during first 30sec
- since i break off at 40sec fight may not be over then
- because xenon will allways be on position two, it will be overrepresented

correspondingly having different resos not matching optimal combat may become even more laggy -> even more xenon overreps!!


EDIT2: hitlist looks like
- hints for damage taken sort of like grouped in bands - difficult to sort out
better take a ship with single battery / front / back mounted wapon only and large shields - transport for example

another Edit: from the damage in non-watch situations it looks like it isn't higher but as if similar combat occurs, only six times slower
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Post by wyvern11 » Fri, 29. Jun 07, 19:27

rather than making the next edit i'll open a new post

- it was as i feared - forget my table between watched and non-watched fights

both rates are fairly equal - my fault was, that in some cases (nonwatching) i ended the battle when both ships were still alive - counting top down, xenon was always last in map - so xenon was awarded the win incorrectly

so 0,45 is the rate for a beginning player in OOS combat whatsoever

as i thought watched an unwatched are fairly the same - nonwatched yields same damage, but 6 times slower (5sec : 30 sec). main difference is shield recharge is watched and unwatched every 3sec

hitpoints on a larger number of cases now rather resembles an uniform distribution an not the expected bands - details tomorrow

i will provide some examples tomorrow
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Post by jlehtone » Fri, 29. Jun 07, 19:47

wyvern11 wrote:as i thought watched an unwatched are fairly the same - nonwatched yields same damage, but 6 times slower (5sec : 30 sec).
Interesting, same damage per hit, regardless how often you shoot? Kind of logical, but if "hit" would represent result of combat from a period of fighting, then it is not so logical.


Dragon, only AIRE in turret, 100% on Thunderbolts. This time I watched the sector map and timed the disappearance of the Pirate Base: 5:39. 67 missiles were consumed in that time. Damage value of Thunderbolt is 75k. Thus, 60 of them would consume all of original shield and hull, if they do full damage. Base can recharge about 251 MJ in that time, which would require four additional full strength missiles. Since three more than that was consumed, the missile damage is close, but not quite the nominal. So a missile every 5 seconds for watching the map.

Raptor, now 4 AHEPT and 2 BPAC, one in each turret. Looking at Base, the shield drops every 30 seconds, so turrets do not seem to fire independently. Shield down in 5:41. Bit slower than with 6 AHEPT, as expected.
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Post by googlemeier » Sat, 30. Jun 07, 00:43

Meantime the fleet has only 7 and 6 K left, the survivors fired up to 5 hornets each - firing set to 80%.
Added torpedoes and changed to 100%.

slowly I run out of Ks...

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Post by eladan » Sat, 30. Jun 07, 04:42

Very interesting stuff indeed.

@wyvern, are you setting fightskill on the ships? IIRC, ships are given a random value for fightskill if one isn't set.

I'm rather interested whether it has any effect OOS - the things it supposedly affects would be more useful for IS combat - attack run length, dodging ability, etc. (though it's supposed to affect missile usage as well.)

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Post by wyvern11 » Sat, 30. Jun 07, 07:18

no - did not take fightskill into account.
found the command to change it but had no idea which value to assign
do you ?

in my regular game i did not notice that long running patrols performed better than fresh ones though
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Post by eladan » Sat, 30. Jun 07, 07:50

It's used in the combat scripts plugin.acp.xxx... where the maximum FS used is approx. 24 (ish - can't recall exactly, and don't have the files to hand.) There are 7 discrete levels used, where it takes a FS range and applies fight values. E.g. at the lowest setting, with FS=0-2(?), it's speed is roughly half the max speed for that type of ship, and has a very low (5%?) missile chance, amongst other settings. At the highest setting with FS~24 speed is maxed out or close to it, and missile chance is in the upper range as well.

I haven't done enough testing, either IS or OOS to see how much of a difference it makes, but have been told it works, at least IS. I very much doubt those scripts are used OOS, but the game engine may well use FS in its own OOS calculations. In that case though, I have no idea what the maximum value it uses would be. If testing it, I'd probably try FS=100.

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Post by jlehtone » Sat, 30. Jun 07, 09:27

fight.attack.object calls plugin.acp.fight.attack.object only if this ship is Fighter, Drone, M6, or M7. Never with M1 or M2. And skill is used only on plugin.acp.*. Thus, M1 and M2 behaviour is not affected by skill, not even in sector.

NPC ships can dynamically adjust their missile firing probability in certain situations. The base chance is defined by the skill. About 95% of claimed Xenon fighters have missile probability at 0%. But some ships have it even as high as 100%.
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