[MOD] BetterTurrets. Updated 20.12.2014

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w.evans
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Post by w.evans »

cicero111 wrote:Have found a better way to get ship classifications for carriers btw? Ship specific "this.ship.macro.ismacro.{macro.units_size_xl_capital_destroyer_1_macro}" (it just roll off the tounge :P ) stuff is not very expansion friendly.
Sadly, no. And dps won't work for that because the Arawn has a rather high dps. Actually learned a few tricks from your code when someone requested that I make an exception to prescan when facing Balors for my MarineRebalance thing. Had to specify it directly until I figured out the wonders of dialogue options thereby passing the burden on to the player. (As it should be, in that case, I think.)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

w.evans wrote:
cicero111 wrote:Have found a better way to get ship classifications for carriers btw? Ship specific "this.ship.macro.ismacro.{macro.units_size_xl_capital_destroyer_1_macro}" (it just roll off the tounge :P ) stuff is not very expansion friendly.
Sadly, no. And dps won't work for that because the Arawn has a rather high dps. Actually learned a few tricks from your code when someone requested that I make an exception to prescan when facing Balors for my MarineRebalance thing. Had to specify it directly until I figured out the wonders of dialogue options thereby passing the burden on to the player. (As it should be, in that case, I think.)
I haven't written any code since Basic so take the following idea with a due sense of scepticism :)

Could carriers be identified modules? IIRC, Arawn is only ship with 2 drone bays and Suls are only combat-classified ships with 300,000 of shields. If those stats are inaccurate, maybe some other permutations.
w.evans
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Post by w.evans »

Just managed to upload a screenshot of ~200 drones docking after a battle involving an Arawn.

http://steamcommunity.com/sharedfiles/f ... =382919676

They all managed to eventually dock, but it took a VERY long time. Not a good idea to launch that many drones when trying to hit and run.
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Baconnaise
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Post by Baconnaise »

How does this work with WWX mod? Awesome?
w.evans
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Post by w.evans »

@Baconnaise, don't know. I don't run WWX (yet).

@cicero111, the code I posted above for launching lots and lots of drones is not safe. Just crashed my game with 357 MB of this:
debuglog wrote:[General] *** aicontext<fight.attack.object.drone.leader,0x449f>: 352041.51Interceptor URV Mk2 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: 0x3edf, isoperational?: 1
That was with 4 Arawns in-zone with around 200 combat drones each.

Maybe if more drones are assigned per drone leader?
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Simoom
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Post by Simoom »

is this working with XR 3.20? I tried installing it but the capitals in my squad won't fire (I tried leaving the zone and coming back to reload the script, as instructed, but that didn't work)
Sabre6
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Post by Sabre6 »

Yes, I have been using it. What is your Defense officer set on??
oliverjanda
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Post by oliverjanda »

When will this mod be available on steam workshop?
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Simoom
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Post by Simoom »

Sabre6 wrote:Yes, I have been using it. What is your Defense officer set on??
Solved the issue - had to remove the DO then reassign her back. Seems to be attacking properly now. :)
HyperCube
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Post by HyperCube »

Hello,

First, i would like to thank you for your efforts in improving the player's experience.

I really want to use this MOD, however, before installing it, i have a question:

I already have Captain AI overhaul (cicero111) MOD installed ( i really need it to fix the balor and sulecus behaviour), if i install this mod would it overwrite the previous code and return their behaviour to its previous state (charging at the enemy full boost)
Conbadicus
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Post by Conbadicus »

Does this work with 3.51 ?
Rubini
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Post by Rubini »

HyperCube wrote:Hello,

First, i would like to thank you for your efforts in improving the player's experience.

I really want to use this MOD, however, before installing it, i have a question:

I already have Captain AI overhaul (cicero111) MOD installed ( i really need it to fix the balor and sulecus behaviour), if i install this mod would it overwrite the previous code and return their behaviour to its previous state (charging at the enemy full boost)
I´m using and testing this mod extensively last days and can say that it works (including the new 3.53 rc1) and works very well. Captain Ai overhaul and Better Turrets works yet better when using both at same time. They use diferent files and are complementar to each other.
Rubini
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Post by Rubini »

Conbadicus wrote:Does this work with 3.51 ?
Yes, even tested on 3.53RC1. Please just note that you need a very skilled Defence Officer (4/4/4 or 5/5/5) to the mod works well. If using a bad skilled DO it will not always work as you expected (an intentional limitation into this mod code that I don´t liked; for my taste it´s unnecessary and lead untolded ppl to think that the mod isn´t working)
Conbadicus
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Post by Conbadicus »

Read that it works with up to 3.53, the 3.0 version?
plynak
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Post by plynak »

Any news regarding functionality under 3.60?
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beaver1981
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Post by beaver1981 »

Has anyone tested this with 4.0?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

beaver1981 wrote:Has anyone tested this with 4.0?
It was last reported as working in v3.53 by Rubini with no reports of it being broken subsequently.

If you were to try out the mod to see if it worked as described in the OP, please could you report back your findings?
beaver1981
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Post by beaver1981 »

@ Sparky Sparkycorp

So far debug-log seems to be clean. Will do further tests this week.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Thanks! :thumb_up:
beaver1981
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Post by beaver1981 »

@ Sparky Sparkycorp

Based on ingame experience this should work fine with 3.61 and 4.0 up to b6hf1.

For personal use I replaced the IZ section of fight.attack.object.capital with that from m.evans MICT script + some modifications. Works very nice.

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