Thanks very much for finding that thread and post

Sparks
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Looking forward to your feedback!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
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.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, 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.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.
Very good news! At the very least, we'll be able to better understand what's happening!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
Also, modders will have access to some parameters to affect the damage calculations in the engine.
Yay! Uh oh! Taking stock of the changes now.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.
3.50 Beta 1 changelog wrote:Fixed map not displaying objects around player property in some situations.
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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
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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
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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
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<set_value name="$FiringRange" exact="this.ship.size + 5500m" comment="5500m should be the max weapons range (it's currently the big bertha range)"/>
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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
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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
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.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...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.
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. (?)UniTrader wrote:to confirm or refute this it might be useful to add the quadrant of the Target to the output...