[MOD] Miscellaneous IZ Combat Tweaks

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Sindrali
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Post by Sindrali »

Thank you, but it's a good idea ! If you can make it only for our stations, I will like it ! :D
w.evans
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Post by w.evans »

6.Aug.2015 - MICT_supp2 updated to v0.24

Huge Bugfix - Due to a logic problem, MICT Squadron subordinates were not attacking when they were supposed to. Now they do.

Just to refresh: MICT Squadron subordinates are have orders to stay in formation unless their Squadron Commander gives them authorization to break off and attack.
This authorization is given when:
  • The MICT Squadron Commander has orders to attack a target,
  • attack all enemies,
  • or patrol;
  • or MICT ships are escorting a civilian vessel.
If authorization to attack is given, MICT Squadrons actively scan for hostile targets.
  • Capital ships in a MICT Squadron will use their own sensors, and will acquire hostile targets within their own sensor range,
  • Fighters will be guided by fire control in the capital ship that they are escorting.
If a hostile target is detected, and permission to fire is given, MICT Doctrine holds that MICT Squadrons must utilize their superior mobility. Therefore, they have orders to break formation and attack.

_____
@Sindrali, sorry for the misunderstanding. I'll see about putting it back in, then. To be honest, though, I found it annoying myself and deactivated it in my copy. It's fun when it's newly installed, but after a while, it's nice to have the map back again.
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xrook
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Post by xrook »

hi evens, will this mod make my small ships escort me like the mod MCE 0.20??
"escort and anyone who attacks me or my escorts will be shot down"

because im looking for a replacement
plynak
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Post by plynak »

Thank you for the boost fix. I experienced same behavior. When will the new verson be on Steam?
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
w.evans
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Post by w.evans »

Hi xrook,

Sparky asked me for that feature, I think on your behalf. However, it's not in at the moment. Explanation here. I am looking into a way to implement it while maintaining adequate control over our ships, however.

.......
Hy plynak,

Not at the moment. Should be up on Steam some time tomorrow.
Scoob
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Post by Scoob »

Hi,

Quick question; should I download Supp2 and overwrite the version of Supp2 included in BlackRains CWIR, or is it better to wait for him to incorporate it?

My understanding is that the only difference in BR's implementation is the crew level requirement?

Cheers,

Scoob.
w.evans
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Post by w.evans »

Hey Scoob,

you could get the new MICT_supp2, and copy MICT.move.escort.capital over to CWIR. BlackRain and Rubini will probably incorporate it into their next update, but it should be exactly the same file, so no harm in doing so if you want it earlier.
Scoob
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Post by Scoob »

w.evans wrote:Hey Scoob,

you could get the new MICT_supp2, and copy MICT.move.escort.capital over to CWIR. BlackRain and Rubini will probably incorporate it into their next update, but it should be exactly the same file, so no harm in doing so if you want it earlier.
Hi. Cool, I'm guessing it's just that one file you changed in this release then? I'll copy that over later today and test. Cheers :)

Scoob.
w.evans
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Post by w.evans »

Yup. It's also the only file from supp2 that's read in CWIR.

move.escort.capital is a hold-over from before I externalized the escort movement script to MICT.move.escort.capital, and is now blank -- only included for people who got MICT before I externalized the escort movement script. It is not included in the MCT in the steam workshop.

move.escort is where the vanilla scripts are redirected to the MICT escort script contingent upon meeting the crew requirements. CWIR has its own method of redirecting, and this file isn't read in CWIR.
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xrook
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Post by xrook »

w.evans wrote:Hi xrook,

Sparky asked me for that feature, I think on your behalf. However, it's not in at the moment. Explanation here. I am looking into a way to implement it while maintaining adequate control over our ships, however.

.......
Hy plynak,

Not at the moment. Should be up on Steam some time tomorrow.
awsome, i wasnt even aware of this happening, i guess im stuck with MCE for now but i cant just uninstall it since the save file will become "incompatible"

why does, oh why did the UFO mod have to die :(
w.evans
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Post by w.evans »

xrook wrote:why does, oh why did the UFO mod have to die :(
It's not dead! Working fine on my build. You'll have to fix up the UI, though, since official support for UI modding was initiated shortly after the last update of UFO, and it necessitated some structural changes to how the UI is hooked into. Instructions in this thread.
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xrook
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Post by xrook »

well cuz when i installed it (both libmj and ufo) and opened the new menu, all i got was nothing and i cant move my ship.

i dont know how to update the UI and in their steam, egosoft and nexus topic they said it doesnt work and needs update since after 3.50
Scoob
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Post by Scoob »

Btw: the latest version of MICT shows the following in-game when you examine Extensions:

Description: w.e_mict
Author:
Date:
Location: w.e_mict\
ID: w.e_mict
Version: 0.01

:)

Scoob.
w.evans
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Post by w.evans »

Hi Scoob,

It looks like you might have it installed without the content.xml in the base mod? Could happen if you download and extract a supp file without extracting the base file.

The content.xml in the latest update reads:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="w.e_MICT" name="Miscellaneous IZ Combat Tweaks" description="So far, just movement stuff for elite crews" author="w.evans" version="021" date="2015-08-06" save="false"/>
All the paperwork done, nice and tidy.
Scoob
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Post by Scoob »

I'll check.

I'm using MICT core mod in its entirety, but I just take that one file from Supp2 to update CWIR.

Let me check the files....

...hmm, not sure what I did, but deleting then re-copying the files made my last three saves invalid due to missing data. I suspect I broke something. Sorry for the false alarm, your files are all perfect :)

Scoob.
w.evans
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Post by w.evans »

Just to be clear: in your case, you'll be wanting to extract

MiscellaneousIZCombatTweaks_v0.21-450-0-21.zip

to \extensions\

and copy just MICT.move.escort.capital.xml from:

MICT_supp2_v0.24-450-0-24.zip

to \extensions\CWIR\aiscripts\
Scoob
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Post by Scoob »

Yep, that's what I thought I did the first time, and actually did the second time. But thanks :)

Scoob.
Scoob
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Post by Scoob »

Hi,

Well, I've done a little testing and I'm still seeing ships boost then turn.

Moments a go a Sennin Frigate Raider entered the Zone my Taranis was patrolling. My Taranis attacks the Sennin, but the Sennin initiates an in-Zone micro-jump to escape - courtesy of BlackRain/Rubini's CWIR.

My Taranis then almost instantly starts boosting, before very slowly turning towards the target due its high speed. This results in it performing a huge arc, before it finally arrives at the target. However, it did not exit boost at this time, rather it did a slow (for boost, still much faster than normal flight) fly-by, while shooting the target. Said target Micro-jumped once again so my Taranis continues to boost turn, I assume trying to find it - it's not showing on the Zone map currently.

I did copy the updated files exactly how you said in your post, plus I've confirmed I'm using the right versions of course.

Will continue testing.

Edit: Hmm, I assumed my Taranis was boosting towards the Target Sennin - I can see it in the distance, and it just showed up on the Zone map. However, while my Taranis appeared to be turning towards the target, once it lined up, it kept turning! Its now on a parallel course to the target ship...now it's decided to jump! Lol.

Ok, it's near the target end engaging...target Sennin is charging it's jump drive already...I think this is going to repeat!

Cheers,

Scoob.
w.evans
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Post by w.evans »

Thanks for the feedback. That sounds less than optimal. I'll check the boost code to see if I may have overlooked or caused any logic problems while merging my personal version with the uploaded one.
Scoob
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Post by Scoob »

w.evans wrote:Thanks for the feedback. That sounds less than optimal. I'll check the boost code to see if I may have overlooked or caused any logic problems while merging my personal version with the uploaded one.
No problem, happy to test.

One thing I am aware of is that I run other mods too, so trying to be clear on that & try not to confuse things too much with behaviour that isn't controlled by your mod.

Do let me know if you have specific scenarios you'd like me to try to test.

Edit: Just did another test...

I'm in Molten Archon > Lava Flow on my Fulmekron and I wish to fly NORTH to Fiendish Moloch. As my Fulmekron only just jumped in to this Zone it is already facing North.

I order my ship to fly to Fiendish Moloch, it begins to turn CLOCKWISE facing away from it's route. I save my game, then wait a while as it continues to turn (it's not a manoeuvrable ship) for the next couple of minutes, still going the wrong way.

I exit the game, and remove the MICT mod, then relaunch the game and load my save.

I order my ship to fly to Fiendish Moloch, it turns ANTI-CLOCKWISE - the correct direction - right away. Then, when approximately North, it engages boost and flies to the destination Zone.

So, something is really isn't quite right regarding how my ships turn to face their target, compared to vanilla. I'm getting much more consistent results when ordering ships to fly to Zones / Attack targets, when I temporarily remove MICT. Not sure what's going on. Sorry I cannot provide more information.

Scoob.
Last edited by Scoob on Thu, 6. Aug 15, 22:12, edited 1 time in total.

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