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

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thunderai
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Post by thunderai »

I know when I code in PHP on a Pepsi bindge, I can look at my code hours latter and wounder what I did. Everything I did works, it is just confusing.
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wyvern11
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Post by wyvern11 »

My GTR EVO-copy just arrived - so, no sweat
I'm off to the Nordschleife...

Still interested in TC though, ... a little ...

EDIT:
some further observations : I ruled out one reason for dying rays : my attack all enemies-command somehow gone amiss

obviously even a rebalanced M2 dies in sitting duck mode...

But even an aggressive ray can spectacularly fail against 7 PX sometimes.

As a rule 7 PX die without loss of more than a third of shields

In some cases 2-3 die and then the rest remain, slowly stripping the ray's shield and hull - a horrible end
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Post by BlackRain »

Is this working better then stock?
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Post by strude »

I haven't used laser tower in great deal, but often remember seeing posts that they were ineffective during OOS combat. I see no mention of laser towers in this thread. If the laser towers are an issue during OOS use, will they (or even can they) be given some consideration by the time of the final release?
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Raumkraut93
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Post by Raumkraut93 »

when i start a game then theres a message saying "MARS not installed, Data not found" but i have installed it!!! :?

I also have the MARS Update for Combat Mod.
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Lancefighter
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Post by Lancefighter »

MARS does not initiate until you reload a saved game with MARS.

For example - You start a new game with MARS and the OOS rebalance

When you start the game, it will tell you it cant find the arrays
Save the game
When you load that save, MARS will install, and make the arrays, and display that it was installed.
someone else
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Post by someone else »

BlackRain wrote:Is this working better then stock?
better than Vanilla? Yes.

it is more CPU-intensive though... manly because it logs any battle for testing purposes. (it is an Alpha after all)
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AdmiralWarron
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Post by AdmiralWarron »

I think this completly broke in my game for some reason.
My game keeps freezing a few seconds after i load and it seems to be an endless loop in oos combat. I understand the file log01338.txt is generated from this script. Mine was a bit more than 2 gb large....
It looks pretty normal at first but then it breaks and goes on and on and on.

The log01337 seems to have related info:

Code: Select all

54961;KM5LI-98;Kha'ak Scout;Get config data;Main Ver;30;My Ver; 30;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 30, 57402, 54067, null, null, ... )
      Battery  0  Light   ARRAY ( 168, 84, 0, 54931 )
      Battery  1  Medium  ARRAY ( 0, 0, 0, 54931 )
      Battery  2  Heavy   ARRAY ( 0, 0, 0, 54931 )
54961;IDOEP-85;Pirate Base(Unknown Sector);Get config data;Main Ver;30;My Ver; 30;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 30, 56158, 55022, null, null, ... )
      Battery  0  Light   ARRAY ( 0, 0, 0, 0 )
      Battery  1  Medium  ARRAY ( 0, 0, 0, 0 )
      Battery  2  Heavy   ARRAY ( 0, 0, 0, 0 )
Anyway this is the important part:

Code: Select all

54961;KM5LI-98;Kha'ak Scout;ATTACK;Unknown Sector;IDOEP-85;Pirate Base(Unknown Sector)
54961;KM5LI-98;Kha'ak Scout;fire missile;Sting;survival chance;70;hit perc1;100;hit perc2;70;dmg index;100
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;4000;Shields;-0;Hull;-0;MISS
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;Msl Dmg;4000;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;Msl Dmg;Msl Dmg;4000;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;Msl Dmg;Msl Dmg;Msl Dmg;4000;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS

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Gazz
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Post by Gazz »

Hmm, yes. Missile combat could theoretically break. Never encountered that but there needs to be a check for that.


Version 0.31 released.

Possible infinite loop fixed.
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wyvern11
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Post by wyvern11 »

Code: Select all

36270;YM6CD-81;Thingol 18;Lasers fired at;XM2UL-85;Xenon K;Shields left;
5436677 !!!
;Hull left;600000
836270;XM2UL-85;Xenon K;CF POSSIBLE;Target;YM6CD-81;Thingol 18;Highest batt index;
5436677 !!!
Hi Gazz, any chance this is *not* an incorrect variable??
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KaZTek
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Post by KaZTek »

Gazz, does your script offer support for custom ships?
--
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Gazz
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Post by Gazz »

wyvern11 wrote:36270;YM6CD-81;Thingol 18;Lasers fired at;XM2UL-85;Xenon K;Shields left;
5436677 !!!
;Hull left;600000
That a K has 5436677 shields left is perfectly possible.
836270;XM2UL-85;Xenon K;CF POSSIBLE;Target;YM6CD-81;Thingol 18;Highest batt index;
5436677 !!!
That however is a clear bug.
A battery index should be 0-2, not 5436677.

KaZTek wrote:Gazz, does your script offer support for custom ships?
No. Ships are completely irrelevant.
Custom lasers need support through a MARS laser data file.


PS: This project is pretty much on hold at the moment.
Due to an unforseen development it may be replaced with something better.
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enenra
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Post by enenra »

Sounds promising, Gazz. Just make sure that other scripters can influence the system with their scripts in some ways. For example making some ships more powerful in some ways because they are running CODEA, which costs credits and thus they should be a little better. The same with support for bigger changes in weapons, shields, missiles, respectively general balancing.
While I'm sure you are already considering these things, I still want to point them out, just to be sure. :)
Dreez
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Post by Dreez »

A Question concerning the OOS-script.

Since i use a lot of M1's as sectorpatrollers and guards, how will this script
affect their effectiveness OOS compared to vanilla?. I know from experience
that IS, an M1 with 40+ fighters on 'attack closest' will vaporize any ship
getting too close if the fighters are equipped with missiles and a high rate of fire.

But how would it change the situation if a Q or Galleon jumped into a sector
that a Colossus or Raptor is guarding with 60 fighters?.

I haven't played X3TC since a Galleon 1shotted my 10GJ Phoenix in 2 seconds
so this script might be the thing that makes me return to the game.
Last edited by Dreez on Sat, 18. Jul 09, 13:16, edited 1 time in total.
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Gazz
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Post by Gazz »

Lucike's pilots set their "fight skill" variable to a value he thinks is fair.

I don't know how high it is but I don't care either.
If his fighters all have a (max) FS of 30 - fine with me.

Dreez wrote:I haven't played X3TC since a Galleon 1shotted my 10GJ Phoenix in 2 seconds
Using vanilla rules every M7 can (rarely) annihilate a 10GJ ship in 1ms.
Some M6 can likewise destroy an M7 in 1ms and an M2 in 2 or 3 rounds.

With this script, a lone M7 attacking an M2 is toast. Plain and simple.
Bring 3-4 M7 if you want to take out an M2 without losses.
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wyvern11
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Post by wyvern11 »

some heavy M6 and a M7 should do the trick too, but not without losses...

4 Katana and a Tiger vs. a K --> 1 Katana lost to the K.
Due to an unforseen development it may be replaced with something better.
you re optimistic !! Let's hope
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Troubleshooter11
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Post by Troubleshooter11 »

So, lets say im using CMOD 3.

I would need to install

1. CMOD 3 v1.03
2. MARS v4.68
3. Mars data for Cmod3 v1.03
4. oos_damage_tc

Is that the correct order? :oops:
lrd99
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Post by lrd99 »

Gazz, if this project is on hold, can you make a version without logging? This script is much better than vanilla so some speeding up would be helpful.
7ate9tin11s
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Post by 7ate9tin11s »

lrd99 wrote:Gazz, if this project is on hold, can you make a version without logging? This script is much better than vanilla so some speeding up would be helpful.
If you open 'setup.plugin.gz.oos.damage' in the script editor and comment out the '$Debug = 1337' line there will be no more logging. For those unfamiliar with the script editor:

1. Open the script editor from your ships autopilot command window, the default hotkey is 's'
2. Press enter to skip the intro if shows up, then press enter on the first option to bring up the scripts list
3. Find 'setup.plugin.gz.oos.damage' in the list, select it and press enter to open the file
4. select the line which says '$Debug = 1337' and press the '.' key to comment it out, it should turn grey and have an * in front of it.
5. Press the esc key and choose yes to save changes.
6. Press esc until you get completely out of the script editor (should be just twice more)
7. Save your game and reload it to have no more logging :D


One question for Gazz, is there a way to tell OOS combat and MARS not to mess with the turret scripts on a single ship? I have an AI controlled ship with custom turret scripts and having them changed to the missile defense script or AI mars messes things up :shock:
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Gazz
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Post by Gazz »

Troubleshooter11 wrote:I would need to install

1. CMOD 3 v1.03
2. MARS v4.68
3. Mars data for Cmod3 v1.03
4. oos_damage_tc
As long as step 3 is the last one the order doesn't matter.

7ate9tin11s wrote:One question for Gazz, is there a way to tell OOS combat and MARS not to mess with the turret scripts on a single ship? I have an AI controlled ship with custom turret scripts and having them changed to the missile defense script or AI mars messes things up :shock:
OOS combat and MARS do not actively start any turret scripts on AI ships (unless you enable AI MARS).

X3 loads the default (2 kinds) turret scripts when an AI ship is created in / enters the active sector.
If you want a special turret script, you'll have to use a script that starts your turret script in such a case.

Missile Defense Mk2 is part of MARS and bends the pointer of those 2 default scripts so AI ships spawn with something... usable.
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