[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)

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Gazz
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Post by Gazz »

Cronos988 wrote:I guess Carriers would only launch those fighters that have a "guard" or similar combat command on the carrier.

I guess it would not require to much CPU Power to check docked ships's commands?
Actually it only takes 1 or 2 lines of script.

It's the fighters that launch themselves if the carrier is "being attacked".

It's completely sufficient to send the carrier advance notice.
Dear Sir or Madam, we are going to attack your ship in 6 minutes. Please cut your engines and prepare for destruction. Thank you and have a nice day.

Cronos988 wrote:But think about it this way: When you pu 30 discoveres on your carrier which launch when the carrier is attacked, you will have a very good distraction allowing your carrier to jump out ;)
Fighter drones would be far cheaper. But that's another thread...
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someone else
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Post by someone else »

Wohohoho! Great! New OOS is Born!

I found a Reunion script that tests OOS combat... just if you want to test without recurring to strange and foreign codes :D
yeah I know, it must be ported into TC... but well... better than nothing!
have a look!
http://forum.egosoft.com/viewtopic.php?t=179453
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
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SIDE/TOP/FRONT Ship Size Comparison
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Gazz
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Post by Gazz »

Mine was better.

And with this script here, no OOS combat takes place without my permission. =)
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ezra-r
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Post by ezra-r »

I applaud your dedication Gazz, maybe Xenon_Slayer should take a look around here and find something interesting for 2.2 :P
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Gazz
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Post by Gazz »

ezra-r wrote:Xenon_Slayer should take a look around here and find something interesting for 2.2 :P
Nah, he already said they would be "looking into it" and but only fix easily fixed issues.
No complete rewrite.



Version 0.23 released.
  • Skill level of CODEA / CAG / etc. pilots correctly detected
  • Lasers missing ammunition are not calculated
  • Logging of PreCF lists, this shows who's fighting who and at what range they engage
  • Routine Cleanup of PreCF lists every few min (unless in debug mode)
  • Counterfire at attacking ships that are smaller than max installed laser class

    No counterfire against ships larger than the laser class.

    Pirate Nova attacks Raptor. 24000 shield damage.
    Raptor returns 5 sec of medium + light laser fire. 286000 shield damage: [ external image ]
    (this is how it looks when a fighter attacks a split carrier bristling with Flak)
Last edited by Gazz on Sun, 7. Jun 09, 19:36, edited 3 times in total.
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thunderai
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Post by thunderai »

I'm no expert, but is OoS cacluated per ship or can it be done per wing, so that 10 M6 would take down a Raptor. Or can it be done only via 1 M6 vs 1 Raptor?
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Gazz
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Post by Gazz »

A wing is not an object in X3. It can not fire a laser.
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thunderai
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Post by thunderai »

Is an objects hull and shield level carried over until the next cycle? I cna't see how any object could kill an M1 or M2 if they arn't.
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Post by MutantDwarf »

Is an objects hull and shield level carried over until the next cycle? I cna't see how any object could kill an M1 or M2 if they arn't.
Of course. Why wouldn't it?
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wyvern11
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Post by wyvern11 »

@someone else

got something on the same line for x3tc - except that is spawns a given battle in every sector (ruining the game of course).

am gaming right now and am looking at the damage logs. They look rather well to me (my vanilla totally overrated springblossoms are dying like flies - which is a good sign (eSSW was a real killer, not anymore))

Code: Select all

739469;XM6VI-67;Xenon P;ATTACK;Xenon Sector 598;ATSBX-69;Argon Energy Transporter 
739469;XM6VI-67;Xenon P;add battery;2;shield DPS;0;hull DPS;0;pierce DPS;0;sec left;5;Effectivity Perc;10
739469;XM6VI-67;Xenon P;add battery;1;shield DPS;3589;hull DPS;1177;pierce DPS;0;sec left;5;Effectivity Perc;60
739469;XM6VI-67;Xenon P;add battery;0;shield DPS;17801;hull DPS;683;pierce DPS;0;sec left;5;Effectivity Perc;100
739469;XM6VI-67;Xenon P;total damage;Shield;99770;hull;6945;pierce;0
739469;XM6VI-67;Xenon P;Target status;ATSBX-69;Argon Energy Transporter ;Shields;39700;Hull;17000
739469;XM6VI-67;Xenon P;Lasers fired at;ATSBX-69;Argon Energy Transporter ;Shields left;0;Hull left;12860

good work gazz - seems that rebalance is on the right track
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Gazz
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Post by Gazz »

wyvern11 wrote:am gaming right now and am looking at the damage logs. They look rather well to me (my vanilla totally overrated springblossoms are dying like flies - which is a good sign (eSSW was a real killer, not anymore))
If I had known you'd be so happy about losing your M6 - I could have achieved that far easier! =P

The SB should still do very well against fighters or drones, especially with 0.23.

But if you order it to attack an M7 or M2 you got to ask yourself one question. Do I feel lucky? Well do ya, punk?


The highest damage I've seen so far from a Q was 2 or 3 millions. I think that was a full "2nd round", so a 30 seconds of fire.
This amassing of seconds could prove a problem. But a problem that can be fixed. $Seconds is just a variable and will do as I say.

The first round of an engagement (anything after a 45+ sec fire break) is capped at 5 sec.
Those are the initial shots fired at long range and this ends the combat round.
Enough to get the attention of your enemy but not instantly fatal.

I haven't seen enough Q vs M2 situations to see what will happen but I will tweak it so that an undamaged M7 has a fair chance against an undamaged M2. Which means one dead M7.

So far I've only had a kaleidoscopic look at the logs. I was more interested in the usability of the formatting than the actual values.
There was the pirate Nova attacking a Raptor (equally brave and stupid) a Disco valiantly poking at the shields of a station and an Elite, actually using 4 mass drivers and hurting that same station. Well, sometime next century but in principle it was hurting it.

One of the cool points is that a parked M2 without orders (or just passing through) is never taken out by a lone M4.
The M2 will shoot back. And an M4 is not dressed for that... occasion.
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wyvern11
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Post by wyvern11 »

The SB should still do very well against fighters or drones, especially with 0.23.
well, excellent ... just the right weapon to cheaply hold zyarth's dominion

##########################

Sector defense out of Service

Battle group under construction

##########################


gonna do a grep-search over "total-damage" to get a notion about the damage horizon to expect

some bits of info :
M6 armed with mainly battery2-types : 100K+ total damage (P, springblossom)
M6 armed with mainly battery1-types : 600K+ (PX)
M7 had some 700K+ to 1.2M+

Maybe more this evening (left it running for some hours)
M6
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wyvern11
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Post by wyvern11 »

or now :

damage averages look well balanced to me. A well equipped M7 would survive about three rounds against a destroyer and do significant shield damage - two to three would stand a chance to win with losses

Code: Select all


M1 :avg. shield damage : 577287 avg. hull damage 158059   max shield damage 1677000
M2 :avg. shield damage : 1081820 avg. hull damage 342825  max shield damage 2643852

M3 :avg. shield damage : 50724.5 avg. hull damage 6930.65  max shield damage 317216
M4 :avg. shield damage : 7475.84 avg. hull damage 293.732  max shield damage 98319
M5 : not enough data

M6 : avg. shield damage : 270852 avg. hull damage 28187.4  max shield damage 633952
M7 :avg. shield damage : 362354 avg. hull damage 84973.4  max shield damage 993152

EDIT


better bash for windows:

http://cygwin.com

has grep sed awk inbuilt - will test if my scripts run with cygwin-bash and report
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Gazz
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Post by Gazz »

The damage of a specific ship will be constant but it has 3 possible values.

Against little, big, and huge ships.

I have uploaded a new version that
adds target.size.class and seconds.of.fire to the ;total damage; log line.

That will make it easier to get a general idea on the damage output of ships in one line without any creative parsing.
Without knowing the burst length you could see anything from a 1 sec burst to a 30 sec burst...

The seconds.of.fire are not a constant. The script definitely adapts to the crazy timing of OOS combat.
I've seen some random M6 fire a 7 sec burst at something and I never assigned any such odd number.
It just... worked out that way.

target.size.class is also important because a given ship has up tp 3 different "damages".


Random observation:
M2 vs M3 is still a guaranteed instakill. Even a 3 sec burst of counterfire would take out an Eclipse.
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thunderai
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Post by thunderai »

I'ts probably a joke, but I don't recall Mass Drivers doing any damage against shields. If the elite and the mass drivers are all thats attacking the station wouldn't the shield regeneration of the station outweight the damage output of any single fighter weapon?
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Post by Lancefighter »

how does this mesh with oos combat?
I assume the game combat will somehow happen, even with your script... or does it manipulate the orders of oos ships somehow to achieve this effect?
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Post by aka1nas »

Lancefighter wrote:how does this mesh with oos combat?
I assume the game combat will somehow happen, even with your script... or does it manipulate the orders of oos ships somehow to achieve this effect?
Gazz can explain in more detail, but basically he is overriding the scripts that Ego uses to apply damage in OOS combat and replacing it with his script that does so in a more balanced manner.
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Post by Lancefighter »

aka1nas wrote:
Lancefighter wrote:how does this mesh with oos combat?
I assume the game combat will somehow happen, even with your script... or does it manipulate the orders of oos ships somehow to achieve this effect?
Gazz can explain in more detail, but basically he is overriding the scripts that Ego uses to apply damage in OOS combat and replacing it with his script that does so in a more balanced manner.
Ohh
so scripts run OOS combat? I never knew that, i figured it was part of the game code
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Gazz
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Post by Gazz »

thunderai wrote:I'ts probably a joke, but I don't recall Mass Drivers doing any damage against shields. If the elite and the mass drivers are all thats attacking the station wouldn't the shield regeneration of the station outweight the damage output of any single fighter weapon?
You're kinda contradicting yourself there.

Lancefighter wrote:Ohh
so scripts run OOS combat? I never knew that, i figured it was part of the game code
Well, it is hardcoded. I just decided to disable the whole OOS combat system and replace it with my own.

This script completely replaces all forms of OOS combat.
It happens at my conditions or not at all.

Only scripts that run their own fight routines (like CODEA) still use the old system and end up massivlely overpowered when fighting ships that do only their IS damage.
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wyvern11
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Post by wyvern11 »

Code: Select all

749016  XM7VI-61  Xenon_Q  total_damage  Shield  182640  hull  41824  pierce  0
749019  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749021  XM7XD-31  Xenon_Q  total_damage  Shield  45364  hull  10728  pierce  0
749051  XM7XD-31  Xenon_Q  total_damage  Shield  680460  hull  160920  pierce  0
749124  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749175  XM7GJ-40  Xenon_Q  total_damage  Shield  117570  hull  28185  pierce  0
749249  XM7VI-55  Xenon_Q  total_damage  Shield  115255  hull  27185  pierce  0
749255  XM7GJ-40  Xenon_Q  total_damage  Shield  117570  hull  28185  pierce  0
749267  XM7WI-36  Xenon_Q  total_damage  Shield  116350  hull  28320  pierce  0
749270  XM7NP-41  Xenon_Q  total_damage  Shield  112855  hull  26900  pierce  0
749281  XM7AJ-54  Xenon_Q  total_damage  Shield  113240  hull  25915  pierce  0
749297  XM7WI-36  Xenon_Q  total_damage  Shield  698100  hull  169920  pierce  0
749300  XM7NP-41  Xenon_Q  total_damage  Shield  677130  hull  161400  pierce  0
749319  XM7WI-36  Xenon_Q  total_damage  Shield  511940  hull  124608  pierce  0
749320  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749343  XM7WI-36  Xenon_Q  total_damage  Shield  558480  hull  135936  pierce  0
749349  XM7XD-31  Xenon_Q  total_damage  Shield  657778  hull  155556  pierce  0
749353  XM7WI-36  Xenon_Q  total_damage  Shield  232700  hull  56640  pierce  0
749377  XM7WI-36  Xenon_Q  total_damage  Shield  558480  hull  135936  pierce  0
749435  XM7NP-41  Xenon_Q  total_damage  Shield  112855  hull  26900  pierce  0
749465  XM7NP-41  Xenon_Q  total_damage  Shield  677130  hull  161400  pierce  0
749468  XM7WI-36  Xenon_Q  total_damage  Shield  499460  hull  101485  pierce  0
749481  XM7VI-55  Xenon_Q  total_damage  Shield  115255  hull  27185  pierce  0
749487  XM7VI-61  Xenon_Q  total_damage  Shield  114150  hull  26140  pierce  0
749499  XM7WI-36  Xenon_Q  total_damage  Shield  721370  hull  175584  pierce  0
749518  XM7VI-61  Xenon_Q  total_damage  Shield  707730  hull  162068  pierce  0
749530  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749530  XM7WI-36  Xenon_Q  total_damage  Shield  721370  hull  175584  pierce  0
749544  XM7XD-31  Xenon_Q  total_damage  Shield  317548  hull  75096  pierce  0
749592  XM7WI-36  Xenon_Q  total_damage  Shield  116350  hull  28320  pierce  0
749595  XM7WI-58  Xenon_Q  total_damage  Shield  113285  hull  27430  pierce  0
749657  XM7VI-61  Xenon_Q  total_damage  Shield  114150  hull  26140  pierce  0
749677  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749678  XM7WI-36  Xenon_Q  total_damage  Shield  116350  hull  28320  pierce  0
749688  XM7VI-61  Xenon_Q  total_damage  Shield  707730  hull  162068  pierce  0
749698  XM7WI-36  Xenon_Q  total_damage  Shield  465400  hull  113280  pierce  0
749708  XM7XD-31  Xenon_Q  total_damage  Shield  703142  hull  166284  pierce  0
749709  XM7NP-41  Xenon_Q  total_damage  Shield  112855  hull  26900  pierce  0
749719  XM7VI-61  Xenon_Q  total_damage  Shield  707730  hull  162068  pierce  0
749798  XM7VI-61  Xenon_Q  total_damage  Shield  114150  hull  26140  pierce  0
749799  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749822  XM7WI-36  Xenon_Q  total_damage  Shield  116350  hull  28320  pierce  0
749842  XM7WI-36  Xenon_Q  total_damage  Shield  465400  hull  113280  pierce  0
749898  XM7WI-36  Xenon_Q  total_damage  Shield  116350  hull  28320  pierce  0
749907  XM7WI-36  Xenon_Q  total_damage  Shield  209430  hull  50976  pierce  0
749929  XM7VI-61  Xenon_Q  total_damage  Shield  114150  hull  26140  pierce  0
749936  XM7GJ-40  Xenon_Q  total_damage  Shield  117570  hull  28185  pierce  0
749941  XM7GJ-40  Xenon_Q  total_damage  Shield  117570  hull  28185  pierce  0
749942  XM7XD-31  Xenon_Q  total_damage  Shield  113410  hull  26820  pierce  0
749951  XM7XD-31  Xenon_Q  total_damage  Shield  204138  hull  48276  pierce  0
749982  XM7XD-31  Xenon_Q  total_damage  Shield  703142  hull  166284  pierce  0
Targetsize and exposure time (seconds.of.fire) are nice to know - else calculation of damage.per.round is not as easy...

that means only IS-CODEA for me (which is OK) - and time to rethink / refit SRS (or make lucike rethink?? / repent ) :lol:
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