[MOD] Miscellaneous OOZ Combat Tweaks

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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Hi Lander,

Thanks very much for finding that thread and post :)

Sparks
NightlinerSGS
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Post by NightlinerSGS »

I've just installed your mod because I just had to ragequit a game after I found out that once again a single Drostan managed to instagib one of my Titurels, despite having Automated Emergency Jump active.

I'll test this for a bit and report back when I got some results. If this will fix those bloody Drostans I'll be happy :D

Edit: lol. The first message I get after loading my savegame was that one of my Construction Vessels is currently having a fistfight with a Xenon K. I seriously don't understand why such events are not reported to the player...

Anyway, even though I only have 3 stations and 6 ships, the mod is spamming reports like it's gone insane. I realise this is because it's WIP, but it would be very nice if you could provide a version without (or reduced) logging. Until then I'll modify it as you posted above.
Last edited by NightlinerSGS on Tue, 17. Feb 15, 19:47, edited 1 time in total.
w.evans
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Post by w.evans »

NightlinerSGS wrote:I'll test this for a bit and report back when I got some results. If this will fix those bloody Drostans I'll be happy :D
Looking forward to your feedback!

While the Drostans are still very powerful (their raw attack strength OOZ is higher than a Xenon I, the highest in the game I think, and still is in the mod), the Drostans' range is cut down to 4,080 from 8,000. Since first-strike, and the power of that first strike, seems to be decisive OOZ, this does cut down their effectiveness quite a bit, possibly to the point where they're not really useful for anything anymore. They're still threatening when grouped with other fighters, though, especially if they survive long enough to get close and launch that barrage.

In my game, I have them set back to the same range as Balors, but with their radar range nerfed. I've been working on something else though, so I haven't gotten any time to test it yet.

With this mod, Balors work very well when set to "attack." Their only advantage is range and the power of that first strike. If they don't strike first, they're probably dead (unless there's a Taranis or something bulkier to absorb that first strike.)

Would also recommend playing this with Epic Capital Ship Shields. Makes capships in general survive longer, especially in relation to fighter swarms.

edit:
NightlinerSGS wrote:Anyway, even though I only have 3 stations and 6 ships, the mod is spamming reports like it's gone insane. I realise this is because it's WIP, but it would be very nice if you could provide a version without logging. Until then I'll modify it as you posted above.
Sorry about that. I'll just get this thing that I'm working on figured out, test the version of MOCT that I have now, and upload that without so much noise.

@all, Is one notification per attack something we want to keep, though? Or would you rather no notifications whatsoever?

edit 2:
Lander1979 wrote:I think a version of this that just gives some nice easy to read text and data to the logbook about who shot who, kind of a more verbose OOZ combat feedback system mod would be handy.

Maybe even have it display the info as messages on the lower part of the screen as an option that can be turned on and off.

And possibly even with an alert sound that can also be turned on or off. Icing on the cake would be to be able to trigger the alarm in the Skunks cockpit (the one that is seen in the beginning of the plot when PMC ships exit the nearby highway) whenever a player asset has initially sustained a pre-definable amount of damage to either hull or shields.
Sorry, missed this. Thanks for the suggestions. The "can also be turned on or off" part is still a bit iffy. Any changes to the UI still require some rather esoteric LUA scripting with arcane incantations and mystical hand gestures. Still beyond my skills at the moment. But single notifications per OOZ encounter should be doable.
Sabre6
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Post by Sabre6 »

I like the 1 notice per attack. It seems like I get a 1 notice per ship engaging a target. "Vanguard is attacking whatever". Then the Vanguards Escort attack and I get a message from each of them. I control 1 Sector with 8 stations and for some reason. I think it is all the freighter traffic i get tons of Tit marauders and raiding parties. Before you know i am being spammed out.
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Post by Xenon_Slayer »

Hi guys,

Just a heads up, the next beta will have a pretty major change when it comes to OOZ combat. We'll really be interested in what changes you see. Once it's available we'll let you know in the beta forum what changes we expect to see.

Suffice it to say, torp bombers no longer OP OOZ :roll:

Also, modders will have access to some parameters to affect the damage calculations in the engine.
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Post by w.evans »

Thanks, Xenon_Slayer!
Xenon_Slayer wrote:Just a heads up, the next beta will have a pretty major change when it comes to OOZ combat. We'll really be interested in what changes you see. Once it's available we'll let you know in the beta forum what changes we expect to see.

Suffice it to say, torp bombers no longer OP OOZ :roll:

Also, modders will have access to some parameters to affect the damage calculations in the engine.
Very good news! At the very least, we'll be able to better understand what's happening!

@all, Update coming up. Figured that 1 notification per engagement should be possible by tying the feedback to target acquisition rather than shots fired; but decided to comment out all of the feedback because now that Marvin Martian's Carrier mod is out, it's feasible to field a carrier with 80 fighters plus escorts. That's 81+ notifications per target per engagement, and is likely too noisy to be useful. So feedback commented out, but the files where the feedback nodes are will be kept in so that those curious could reactivate them, and so that people could still install the update by simply extracting the zip in the extensions folder.

Keeping the latest Drostan tweaks to myself for now. Got a CTD, and haven't been able to verify if it's from having weapon range > radar range, or if it was caused by this other thing. Or, er, some other thing.
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Post by w.evans »

18.Feb.2015 - v0.02 is up!

Commented out all feedback to in-game display and logbook. Otherwise identical to 0.01

........
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Lander1979
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Post by Lander1979 »

Downloaded and installed, Thankyou. :)
Xenon_Slayer
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Post by Xenon_Slayer »

3.50 Beta 1 is now out and with it are the OOZ balancing changes you may want to check out. Here is some info on what has changed.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Thanks! :)
w.evans
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Post by w.evans »

Xenon_Slayer wrote:3.50 Beta 1 is now out and with it are the OOZ balancing changes you may want to check out. Here is some info on what has changed.
Yay! Uh oh! Taking stock of the changes now.

Oh, off topic, but thanks for this:
3.50 Beta 1 changelog wrote:Fixed map not displaying objects around player property in some situations.
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Post by w.evans »

=== X:R v3.20 DATA ===

Please note that the data here is NO LONGER CURRENT as of X:R v3.50 Beta 1.

Stations:

Code: Select all

OLD SAVE                Attack Strength Firing Range    Engaged at      Combat Drones
LI Ship Tech Fab        3528            16316           182.188         48           
CAR Den I               355.6           9971.5          0               0            
CAR Den I               613.2           9971.5          0               0            
?? Lost Colony          462             10873           4341            0            
AES Cell Fab Matrix     5880            13890           2250.5          48           
AG Cell Recharge Fac    25300.801       14091           9666            32           
SE Solar Energy Array   38841.602       16170           14536           32           
AC Water Prep           24864           26612           6264            64           
                                                                                     
GAMESTART                                                                            
FP R&O Chem Lab         63047.602       18248           8900            64           
AES Energy Array        55204.801       17618           13068           32           
SE Solar Energy Array   65654.398       15078           12904           32           
WF Foodstuffs Supply    39648           15698           10478           64           
JSS Mega Cellfab        99540           18062           18692           48           
Li Civ Ship Dockyard    41630.398       16402           10798           16           
AES Cell Fab Matrix     5880            13890           174.906         48           
NL Med Dispensary       3528            16880           1579.5          48           
RoC Habitation          1078            6562            5182            16
From what I've read in the fora, I expected all stations to be all-seeing all-knowing all-powerful one-shotters OOZ, but was surprised to find that some stations' attack strength are actually rather low. Ranges for those stations without Targon Tracers are also low, as one would expect.

There are still some differences in attack strength which I don't understand, but this could be accounted for by not firing missiles. (There's some weirdness with missile firing by stations. There's a chance to reduce missile stocks, but this is written AFTER the attackstrength calculation. Not sure if this means that a chance to fire missiles is hard-coded into the <get_attackstrength ... /> function.)

Also interesting is how the JSS Mega Cellfab engaged it's target beyond its firing range. Drones? HIVI/MA not accounted for in the range calculation? Psionic long-range mind-melting? Dunno.

Data from the "OLD SAVE" category can be assumed to involve stations that had sustained some damage. Data from the "GAMESTART" category are fresh and undamaged.

........
Fighters:

Code: Select all

                        Attack Strength Firing Range    Engaged at
Maelchon                28800           5000            2057.5    
                                                                  
Domelch                 5600            2380            1617.25   
                                                                  
Drostan                 721400          8000            7512      
Drostan (post-patch)    561400          4080            1593.25   
                                                                  
Eterscel Raider         6035.322        2380            901       
                                                                  
Eterscel Sentinel       60096.66        5000            4512      
                                                                  
N                       25549.139       5000            4655      
N                       14800           5000            3119
Note the Drostan. Attack strength values are a lot higher than I expected; and firing range, particularly for missile-equipped fighters, is also higher than what I would expect. Fighters are all glass cannons, but none more so than the Drostan.

The thing with the Drostan is that it can launch four of the same torpedoes as the Balor PLUS 8 more torpedoes with less range and destructive capability. Since there is what I consider a problem with the capital ships' OOZ range calculation (whether or not this is a problem is debatable, of course) the Drostan actually outranges and seriously outguns the Balor. Gameplay-wise, it's fun: the Drostan is more of a glass cannon than pretty much anything in the game, particularly the Balor which depends on range and first-strike power; but lore-wise, it's funny.

The Drostan entry labelled "post-patch" swaps out the Balor torpedoes for the weaker shorter-ranged ones that the Drostan also has.

Also useful to know: targets appear to be engaged in the order in which they are acquired. Since Drostans tend to be spawned in squads with faster ships, it looks like it's almost always targeted last. Cause is conjecture, though. Certain is that it is almost always destroyed last OOZ.

........
Capital Ships:

Code: Select all

                        Attack Strength Firing Range    Engaged at      Combat Drones
Balor (x4)              1468061.625     6384.75         6210            0            
Balor                   369921          6384.75         5244            0            
Balor (post-patch)      368698.813      32000           21108           0            
                                                                                     
Fulmekron               78190.367       9408            7705            12           
Fulmekron               83210.375       9408            5527            14           
Fulmekron               88019.703       9408            4837            14           
Fulmekron               21009.492       9408            4656            14           
                                                                                     
Olmekron                60093.602       8565.5          9432            20           
Olmekron                60093.602       8565.5          5382            19           
Olmekron                60093.602       8565.5          3888            12           
Olmekron                53037.602       8565.5          8178            15           
Olmekron                33079.199       8565.5          3263.5          16           
                                                                                     
Heavy Sul               16766.4         7326.5          7908            36           
Heavy Sul               7795.2          7326.5          7972            36           
                                                                                     
Branch 9 Destroyer K    18259.5         7465                                         
Branch 9 Destroyer I    834745          10902                                        
                                                                                     
Phoenix                 27265           6433.5                                       
                                                                                     
HV Titurel              10416           7401                                         
HV Titurel              10729.717       7401                                         
HV Titurel              15316           7401                                         
SS Titurel              13846           7401                                         
SS Titurel              7817.976        7401                                         
SS Titurel              8128.122        7401                                         
UT 14                   7658            7401            4103            40           
UT 14                   11886           7401            3669            40           
                                                                                     
Fedhelm                 501.778         6946.5                                       
UM(B) 01                2007.11         6946.5          6499            70           
                                                                                     
Sequana                 1685.218        6823.75                                      
                                                                                     
CNST 02 (CV)            337.187         6850.5          7583            50
Note the Balor's puniness OOZ. It's powerful, but its range sucks, so it's liable to get blown up before it launches any torpedoes.

Ok, there's an odd thing here. The $FiringRange calculation properly uses this.ship.maxcombatrange.all, but OOZ, this is overridden by:

Code: Select all

<set_value name="$FiringRange" exact="this.ship.size + 5500m" comment="5500m should be the max weapons range (it's currently the big bertha range)"/>
I would guess that that's done to conserve processing power, except similar calculations with the stations and fighters are NOT overridden OOZ.

This is generally fine, except it rather seriously nerfs the Balor which depends on it's superior range and firepower.

The Balor entry labeled "post-patch" has its firing and radar range tweaked x4 for testing purposes, and with the $FiringRange calculation to use actual maximum weapons range rather than ship size plus 5500m. I've lowered the Balor's range increase to x2 in my game. (I like the Balor, and I think that this just strengthens it's only strength enough to make it actually useful.)

The Balor entry labeled "x4" is with the Balor launching 16 torpedoes instead of 4. Was fun, but abandoned it because it had the tendency to blow up the Balor that's launching the torpedoes IZ. (Was doing some strange things IZ. Is the Balor faster than novadrones?)

Also interesting, there appears to be nothing conclusive about drone usage OOZ. Note the Olmekrons having progressively less drones, but maintaining the exact same attack strength. Could be that the attackstrength isn't updated when drones are lost, but nothing certain.

Was also rather surprised to find my UT 14 weaker than pirate Titurels. That's a fully-functional Titurel with a 5/5/5 Defence Officer, a 5/5/5 Captain, and 40 Mk2 combat drones. Unfortunately, I wasn't able to record the number of combat drones the marauding Titurels had at those numbers.

........
updated Data is at the OP.
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Post by w.evans »

=== X:R 3.50 Beta 1 Data ===

Preliminary Fighter analysis:

Fighter stuff first:

Code: Select all

                                Engaged at:     Attack Strength Max Range
HV Riot Squad Drostan   Foltor  6120            6842.637        8000
HV Riot Squad Drostan   Foltor  5915            6842.637        8000
HV Riot Squad Drostan   Foltor  5743            6842.637        8000
HV Riot Squad Drostan   Foltor  5569            6842.637        8000
HV Riot Squad Drostan   Foltor  3982            6842.637        8000
HV Riot Squad Drostan   Foltor  3835            6842.637        8000
SS Riot Squad Drostan   N       3065.5          8272.162        8000
SS Riot Squad Drostan   N       2919.5          8272.162        8000
SS Riot Squad Drostan   Dwalin  5108            10507.467       8000
HV Riot Squad Drostan   Gigurum 4528            20405.836       8000
HV Riot Squad Drostan   Gigurum 4397            20405.836       8000
HV Riot Squad Drostan   Gigurum 4263            20405.836       8000
HV Riot Squad Drostan   Gigurum 4119            20405.836       8000
HV Riot Squad Drostan   Gigurum 3971            20405.836       8000
SS Riot Squad Drostan   N       1786.75         8272.162        8000
SS Riot Squad Drostan   N       2018            8272.162        8000
SS Riot Squad Drostan   N       2245.5          8272.162        8000
SS Riot Squad Drostan   N       2473.5          8272.162        8000
SS Riot Squad Drostan   M       5157            9327.236        8000
SS Riot Squad Drostan   station 5163            35374.023       8000
                                                
HV Riot Squad Cennelath         2912            4252.456        3000
HV Riot Squad Cennelath         2783.5          4252.456        3000
HV Riot Squad Cennelath         2680.5          4252.456        3000
HV Riot Squad Cennelath         2617            4252.456        3000
HV Riot Squad Cennelath         2593.5          4252.456        3000
HV Riot Squad Cennelath         2607            2127.069        3000
HV Riot Squad Cennelath         2352            2127.069        3000
HV Riot Squad Cennelath         2203            2127.069        3000
HV Riot Squad Cennelath         1995.75         2127.069        3000
HV Riot Squad Cennelath         1751.75         2127.069        3000
HV Riot Squad Cennelath         1529.25         2127.069        3000
HV Riot Squad Cennelath         1331.25         2127.069        3000
                                                
HV Riot Squad Maelchon          4605            6000            5000
HV Riot Squad Maelchon          3824.5          3488.813        5000
HV Riot Squad Maelchon          3731            3488.813        5000
HV Riot Squad Maelchon          3653            3488.813        5000
                                                
HV Riot Squad Domelch           1918.25         5600            2380
                                                
XEN Fighter Squadron M          2920.5          1943.472        5000
XEN Fighter Squadron M          2751.5          1943.472        5000
XEN Fighter Squadron M          2614.5          1943.472        5000
                                                
XEN Fighter Squadron N          3528.5          1943.472        5000
XEN Fighter Squadron N          2902            1943.472        5000
XEN Fighter Squadron N          3101.5          1943.472        5000
Looks like good news. The variance that we're seeing in attack strength looks like range is now taken into account, and, I'm hoping, not all missiles are fired every tick anymore. Note that while the Drostan is still capable of withering fire (20405.836), it only does so below a certain range. (Still have to check to see if the range of the rest of the Drostan's armament has been changed.)

Trimmed out some of the Xenon M and N data since there is no variance regardless of range.

And it looks like I saw what I had hoped to find in the Drostan data, and spoke too soon. While there is variance in the Drostan's attack strength, there does not appear to be any connection between attack strength and range. Looking into the raw data again, I did notice that there does appear to be a connection between the Drostan's attack strength and what it's shooting at.

Scrolling further down, found this:

SS Riot Squad Drostan fighting PMC Plutarch Exchange OOZ
at Range: 5163
Attack Strength: 35374.023
Firing Range: 8000

which is the incident with the highest Drostan attack strength so far.

Since attack strength also only varies with regard to those fighters that have missiles, I'll hazard a guess here, and say that the effect that missiles have on attack strength has been changed to take missile speed relative to target speed into effect. However, it looks like all of a fighter's weapons are still brought to bear regardless of range between ship and target, and effective weapon range.
Last edited by w.evans on Thu, 19. Feb 15, 21:14, edited 2 times in total.
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Post by w.evans »

=== X:R 3.50 Beta 1 Data ===

Preliminary Capital Ship Analysis:

Code: Select all

                                Engaged at:     Attack Strength Max Range       Drones
PMC Warden Carrier Light Sul    2804            96829.813       6909.5          75
PMC Warden Carrier Light Sul    5754            96817.219       6909.5          75
                                                                                
AG Fulmekron    Domelch         8982            31162.961       9408            14
AG Fulmekron    Drostan         8968            44407.477       9408            14
- LOOK HERE! SOMETHING HITTING A DROSTAN! -
AG Fulmekron    Maelchon        9388            41983.109       9408            20
AG Fulmekron    Titurel         10352           60284.863       9408            20
AG Fulmekron    Titurel         10206           60284.863       9408            20
AG Fulmekron    Titurel         10354           100650.984      9408            14
                                                                                
HOA Balor       SS Titurel      7107            6098.286        6384.75         0
HOA Balor       PMC Taranis     7001            8236            6384.75         0
HOA Balor       PMC Taranis     5173            10672           6384.75         0
HOA Balor       PMC Taranis     3268.5          8236            6384.75         0
HOA Balor       PMC Taranis     2750            10063           6384.75         0
HOA Balor       PMC Taranis     2308.5          9454            6384.75         0

XEN Branch 9 Destroyer I        8652            2090.668        10902           0
                                                                                
XEN Branch 9 Destroyer K        6486            5279.658        7465            0
XEN Branch 9 Destroyer K        6192            5279.658        7465            0
XEN Branch 9 Destroyer K        6030            5279.658        7465            0
XEN Branch 9 Destroyer K        5646            5279.658        7465            0
XEN Branch 9 Destroyer K        5330            5279.658        7465            0
XEN Branch 9 Destroyer K        5545            3551.47         7465            0
XEN Branch 9 Destroyer K        5190            3551.47         7465            0
XEN Branch 9 Destroyer K        5056            5279.658        7465            0
XEN Branch 9 Destroyer K        4043.5          3551.47         7465            0
XEN Branch 9 Destroyer K        4772            5279.658        7465            0
XEN Branch 9 Destroyer K        3103            3551.47         7465            0
                                                                                
TU Water Freighter Albatross    5422            4796.852        7889            0
TU Water Freighter Albatross    4683            4796.852        7889            0

CAR Marauder Phoenix v Manorina 5654            18503.947       6433.5          0
CAR Marauder Phoenix            5375            18503.947       6433.5          0
CAR Marauder Phoenix            5021            18503.947       6433.5          0
CAR Marauder Phoenix v Albatross6486            19363.717       6433.5          0
CAR Marauder Phoenix            7791            19363.717       6433.5          0
CAR Marauder Phoenix            6078            19363.717       6433.5          0
                                                                                
FP High-Tech Freighter Lyranea  8060            3002.743        7997            0
FP High-Tech Freighter Lyranea  7812            3002.743        7997            0
FP High-Tech Freighter Lyranea  7645            3002.743        7997            0
- further data cut. no variance -
                                                                                
SE Energy Freighter Lyramekron  8968            30594.174       10086           0
SE Energy Freighter Lyramekron  8912            30594.174       10086           0
SE Energy Freighter Lyramekron  8958            30594.174       10086           0
- further data cut. no variance -
                                                
NL Pharma Freighter Sanahar     7271            4265.486        6358.625        0
NL Pharma Freighter Sanahar     7190            4265.486        6358.625        0
NL Pharma Freighter Sanahar     7117            4265.486        6358.625        0
- further data cut. no variance -
                                                
SE Energy Freighter Lyramekron  8694            30594.174       10086           0
SE Energy Freighter Lyramekron  8732            30594.174       10086           0
                                                                                
HOA Energy Freighter Rahanas    1542.75         840             7165.5          0
                                                                                
SS Marauder Titurel     Gigurum 4929            16709.24        7401            0
SS Marauder Titurel             5214            16709.24        7401            0
HV Marauder Titurel     Lyranea 8262            7192            7401            0
HV Marauder Titurel     Hymir   6147            7495.198        7401            0
SS Marauder Titurel             5354            16709.24        7401            0
HV Marauder Titurel             6176            7495.198        7401            0
HV Marauder Titurel             7995            7192            7401            0
SS Marauder Titurel             5560            16709.24        7401            0
HV Marauder Titurel     Foltor  7120            3158.228        7401            0
HV Marauder Titurel             7075            3158.228        7401            0
HV Marauder Titurel             7805            7192            7401            0
HV Marauder Titurel     Gigurum 6799            16645.426       7401            0
HV Marauder Titurel             6183            7495.198        7401            0
HV Marauder Titurel             7600            7192            7401            0
SS Marauder Titurel     Artio   7138            1856.653        7401            0
First thing I noticed: the light Suls. It does look like combat drones pull their weight OOZ now.

Also interesting are the Fulmekron and Titurel numbers which appear to confirm that attack strength depends on what they're trying to shoot. Seems to shoot my missile theory down, though because, as far as I know, Titurels don't have missiles, do they? I got 6 different attack strength levels for the Titurel, and the Titurel is armed with, if I remember correctly, 6 banks of HIT/MA turrets with 3-4 turrets per bank, and 2 Plasma/MA turrets. Something else in play here.

One odd thing, though. I got several attack strength = 0 lines which I deleted from my table because I thought that the attack strength calculation might have glitched in those lines. When I looked closer, however, I found that attack strength = 0 occurs every single time a Titurel tries to fire at a station. This was from a fresh game start, so the Titurels couldn't have been damaged. Possible red flag here.

Plugged in some Balor data. Attack strength vs Titurel as opposed to vs Taranis is as I would expect, but there being 4 different attack strength values vs Taranis again indicate something other than just missile speed coming into play. Also, firing range being equal to ship size + 5500m is really crippling the Balor, in my opinion.

The mod's not as irrelevant as I thought after all, although it might be better with the Drostan gimping stuff taken out since the Drostan looks better balanced now.
Last edited by w.evans on Thu, 19. Feb 15, 22:56, edited 1 time in total.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Thanks!

Although Titurels don't have missiles, they have some asymmetric HIT/MA turrets, which combined with the ship angle-sensitive damage calculations should cause variable results.
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Post by w.evans »

Sparky Sparkycorp wrote:Thanks!

Although Titurels don't have missiles, they have some asymmetric HIT/MA turrets, which combined with the ship angle-sensitive damage calculations should cause variable results.
They're consistent vs target, though. Always 16709.24 vs Gigurums, always 7192 vs Lyraneas, always 7495.198 vs Hymirs, always 3158.228 vs Foltor fighters.

Ah! Just spotted an HV Marauder Titurel with an attack strength of 16645.426 attacking a Gigurum. The difference between 16709.24 and 16645.426 isn't all that large, and could be accounted for by particular situational differences like attack angle. But the big differences seem to consistently change depending on shooter vs target.

On the Balor vs Taranis numbers:

10672
10063
9454
8236

I feel like a conspiracy theorist finding out that the square of the circle surmounting an orb perched precisely on a monolith's point equals pi times the 53rd prime number divided by Tutankhamen's underwear size, but 10672-10063=609 10063-9454=609, 9454-8236=609*2

Each torpedo hits for 609 damage points, and a chance to hit is actually calculated per torpedo?

edit: Make that 609 points per torpedo fired from a Balor hitting a Taranis. I suspect a general multiplier depending on speed. Possibly relative speed. Whether relative between ship vs target speed, or bullet vs target speed isn't certain yet. Time to check and play with those parameters Xenon_Slayer mentioned.
Last edited by w.evans on Thu, 19. Feb 15, 23:17, edited 1 time in total.
UniTrader
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Post by UniTrader »

Sparky Sparkycorp wrote:Thanks!

Although Titurels don't have missiles, they have some asymmetric HIT/MA turrets, which combined with the ship angle-sensitive damage calculations should cause variable results.
to confirm or refute this it might be useful to add the quadrant of the Target to the output...
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Post by w.evans »

UniTrader wrote:to confirm or refute this it might be useful to add the quadrant of the Target to the output...
Quadrant and heading, yes. Would you happen to know how? It doesn't look like relative position is called anywhere in fight.attack.object.capital.xml, so I'm guessing this was a change in the internals of get/apply_attackstrength. (?)

edit: there are changes that look like they allow for tracking and engaging multiple targets, however. That in itself strengthens the capship side of the capship vs smallship equation by quite a bit.

And I seem to remember reading that not all turrets being applied on a target applies to stations? Easiest and most logical way to do that might be to treat each component of a station as a separate object for purposes of target acquisition and firing. If that's the case, then relative position and heading wouldn't necessarily come into play.
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Post by Xenon_Slayer »

I can shed a bit of light on how things stand at the moment (although I'm not near the code so it'll be brief and a bit vague).

Range to the target is not currently factored in, so you will not see that make a difference. The main reason for that is that pathing in low attention is so rudementary that it's simpler to just say 'target is in-range, fire'.

That said, we do take position into account when it comes to which turrets fire. A station/capship will not fire with all turret force at once. Depending on where the target is relative to it, it will use different groups of turrets. Given there are 6 'quadrants' a station may use 3 maximum sides of turrets to attack a target e.g. up, left, forward.

Take a look at libraries/parameters.xml. The XSD has some documentation on the different parameters so you get a better guage on what is factored into these calculations.
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Post by Sparky Sparkycorp »

In case it helps, I'm pretty sure the recent info about ship angles mattering came from a Dev such as Xenon_Slayer or Lino (it wasn't a guess by me).

Edit: Ninjaed by X_S himself :)
Last edited by Sparky Sparkycorp on Thu, 19. Feb 15, 23:30, edited 2 times in total.

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