[MOD] Miscellaneous IZ Combat Tweaks
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Either the ship has no engineboosters (technically possible but should not happen) or it uses a script which does not boost
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
5.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.44
For ALL ships on patrol:
Ships with a maximum range of 8,000 meters or more will sort through all hostile targets within radar range, and will prioritize targets that can inflict the highest damage.
Ships with a maximum range of less than 8,000 meters will engage the closest hostile target detected.
All ships on patrol will not acquire targets while they are undergoing a boost maneouver.
Captains of close-range MICT Ships will decide to go above or below hostile targets depending on where there is least danger to themselves.
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changed this:
to this:
For ALL ships on patrol:
Ships with a maximum range of 8,000 meters or more will sort through all hostile targets within radar range, and will prioritize targets that can inflict the highest damage.
Ships with a maximum range of less than 8,000 meters will engage the closest hostile target detected.
All ships on patrol will not acquire targets while they are undergoing a boost maneouver.
Captains of close-range MICT Ships will decide to go above or below hostile targets depending on where there is least danger to themselves.
.......
changed this:
Code: Select all
<do_elseif value="$capitalenemies?">
<!-- Select nearest capship -->
<debug_text text="'capitalenemies: ' + $capitalenemies" chance="$debugoutputchance"/>
<set_value name="$enemy" exact="$capitalenemies.{1}"/>
<set_value name="$NearestDistance" exact="this.ship.distanceto.{$enemy}"/>
<do_all exact="$capitalenemies.count" counter="$DistanceCounter">
<do_if value="$DistanceCounter" min="2">
<set_value name="$tempdist" exact="this.ship.distanceto.{$capitalenemies.{$DistanceCounter}}" />
<do_if value="$tempdist" max="$NearestDistance">
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
<set_value name="$NearestDistance" exact="$tempdist"/>
</do_if>
</do_if>
</do_all>
</do_elseif>
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<do_elseif value="$capitalenemies?">
<!-- Select nearest capship -->
<debug_text text="'capitalenemies: ' + $capitalenemies" chance="$debugoutputchance"/>
<do_all exact="$capitalenemies.count" counter="$DistanceCounter">
<do_if value="@$enemy and $DistanceCounter gt 1">
<do_if value="not $capitalenemies.{$DistanceCounter}.isboostactive">
<do_if value="this.ship.maxcombatrange.all ge 8000">
<do_if value="$capitalenemies.{$DistanceCounter}.dps.all gt @$enemy.dps.all">
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
</do_if>
</do_if>
<do_else>
<do_if value="this.ship.distanceto.{$capitalenemies.{$DistanceCounter}} lt this.ship.distanceto.{$enemy}">
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
</do_if>
</do_else>
</do_if>
</do_if>
<do_elseif value="not $capitalenemies.{$DistanceCounter}.isboostactive">
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
</do_elseif>
</do_all>
</do_elseif>
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
5.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.44.2
Streamlined the new code inserted in move.seekenemies. Probably negligible performance gain, mostly just makes it easier to read. Those who got v0.44.1 need not update to v0.44.2.
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Streamlined the new code inserted in move.seekenemies. Probably negligible performance gain, mostly just makes it easier to read. Those who got v0.44.1 need not update to v0.44.2.
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Code: Select all
<do_elseif value="$capitalenemies?">
<!-- Select nearest capship -->
<debug_text text="'capitalenemies: ' + $capitalenemies" chance="$debugoutputchance"/>
<do_all exact="$capitalenemies.count" counter="$DistanceCounter">
<do_if value="not $capitalenemies.{$DistanceCounter}.isboostactive">
<do_if value="$DistanceCounter gt 1 and @$enemy">
<do_if value="this.ship.maxcombatrange.all ge 8000">
<do_if value="$capitalenemies.{$DistanceCounter}.dps.all gt @$enemy.dps.all">
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
</do_if>
</do_if>
<do_else>
<do_if value="this.ship.distanceto.{$capitalenemies.{$DistanceCounter}} lt this.ship.distanceto.{$enemy}">
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
</do_if>
</do_else>
</do_if>
<do_else>
<set_value name="$enemy" exact="$capitalenemies.{$DistanceCounter}"/>
</do_else>
</do_if>
</do_all>
</do_elseif>
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
That's in MICT_supp1. Either:BlackRain wrote:The missile spam is not from this mod. Are you using MICT? MICT changes the balor missiles and such.solloxr wrote:Just installed a new game with this mod seems good but is there anyway to control the missile spam (literally 100s of missiles at once) the Balors and possibly other ships are doing? It's really choking my CPU and dropping the frames drastically under 15 fps in some instances.
I'm running i7-5820k MSI 980ti GTX
install MICT without MICT_supp1,
OR, to have Balors fire four torps per salvo like in vanilla:
delete \w.e_mict\assets\fx\weaponfx\macros\missile_launcher_torpedo_macro.xml
to have Balor torpedoes fly like in vanilla:
delete \w.e_mict\assets\props\enginesystems\macros\engine_missile_launcher_torpedo_macro.xml
to give the Drostan back its long-range torps:
delete \w.e_mict\assets\props\weaponsystems\macros\props_wps_rocketlauncher_macro.xml
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- Posts: 30
- Joined: Sat, 5. Sep 15, 01:28
w.evans wrote:That's in MICT_supp1. Either:BlackRain wrote:The missile spam is not from this mod. Are you using MICT? MICT changes the balor missiles and such.solloxr wrote:Just installed a new game with this mod seems good but is there anyway to control the missile spam (literally 100s of missiles at once) the Balors and possibly other ships are doing? It's really choking my CPU and dropping the frames drastically under 15 fps in some instances.
I'm running i7-5820k MSI 980ti GTX
install MICT without MICT_supp1,
OR, to have Balors fire four torps per salvo like in vanilla:
delete \w.e_mict\assets\fx\weaponfx\macros\missile_launcher_torpedo_macro.xml
to have Balor torpedoes fly like in vanilla:
delete \w.e_mict\assets\props\enginesystems\macros\engine_missile_launcher_torpedo_macro.xml
to give the Drostan back its long-range torps:
delete \w.e_mict\assets\props\weaponsystems\macros\props_wps_rocketlauncher_macro.xml
Hey thanks for the help with this. Disabled the spam on the balors and all is good again. I originally pulled the combo pack from steam workshop but I switched over to the downloads here to make the change.
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
Hey, no problem. I'd probably prefer to get it from the Nexus as well, since that gives you more control over what parts of the mod you install. Can be a pain keeping up with updates, though. Hard to beat automatic.solloxr wrote:Hey thanks for the help with this. Disabled the spam on the balors and all is good again. I originally pulled the combo pack from steam workshop but I switched over to the downloads here to make the change.
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
6.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.44.3
MICT Defence Officers were changing attack/defend and drone management settings to comply with their commander even if they were set to escort a freighter. Decided that this is not good because desirable engagement settings for civilian ships and military ships are often different.
SO MICT Defence Officers will only change attack/defend and drone management settings to comply with their commander's IF their commander is in command of a military ship.
Please note that this has nothing to do with whether or not the squadron subordinate is a military ship. Defence officers of civilian ships following military ships WILL change their settings to comply with their commander's.
MICT Defence Officers were changing attack/defend and drone management settings to comply with their commander even if they were set to escort a freighter. Decided that this is not good because desirable engagement settings for civilian ships and military ships are often different.
SO MICT Defence Officers will only change attack/defend and drone management settings to comply with their commander's IF their commander is in command of a military ship.
Please note that this has nothing to do with whether or not the squadron subordinate is a military ship. Defence officers of civilian ships following military ships WILL change their settings to comply with their commander's.
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
6.September 2015 - initial update of MICT_supp7
Been loading my ships with Assault URVs in the hope that they will someday be useful. However, at this point, I don't think that it's very high in Egosoft's list of priorities, so decided to make them useful.
Problematic with Assault URVs is their armament: they launch limpet bombs that don't move and explode one second after launch. Rather than try to get the limpet bombs to work, decided that they will be just as good performing a bomber role.
They now carry the Drostan's medium-ranged torpedoes.
These torpedoes have a range of 4,080 meters, and do 60,000 damage a pop.
This does not, however, make Assault URVs displace the Drostan since the Drostan has 12 torpedo tubes, and Assault URVs only carry 1. You can, however, equip a capital ship with very many of these drones. In addition, Assault URVs are EXTREMELY slow, and have a tendency to get blown up in droves. Think carefully before using these.
Decided to publish this as another supplemental file in case some of you prefer Camus' Assault URV Fix that, I believe, does have Assault URVs firing functional limpet bombs. If using Camus' mod, do not install this supplement.
.......
Please note that this will not make capital ships actually launch Assault URVs. That update's coming right up.
Been loading my ships with Assault URVs in the hope that they will someday be useful. However, at this point, I don't think that it's very high in Egosoft's list of priorities, so decided to make them useful.
Problematic with Assault URVs is their armament: they launch limpet bombs that don't move and explode one second after launch. Rather than try to get the limpet bombs to work, decided that they will be just as good performing a bomber role.
They now carry the Drostan's medium-ranged torpedoes.
These torpedoes have a range of 4,080 meters, and do 60,000 damage a pop.
This does not, however, make Assault URVs displace the Drostan since the Drostan has 12 torpedo tubes, and Assault URVs only carry 1. You can, however, equip a capital ship with very many of these drones. In addition, Assault URVs are EXTREMELY slow, and have a tendency to get blown up in droves. Think carefully before using these.
Decided to publish this as another supplemental file in case some of you prefer Camus' Assault URV Fix that, I believe, does have Assault URVs firing functional limpet bombs. If using Camus' mod, do not install this supplement.
.......
Please note that this will not make capital ships actually launch Assault URVs. That update's coming right up.
Last edited by w.evans on Sun, 6. Sep 15, 22:25, edited 1 time in total.
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
6.September 2015 - MICT_supp4 updated to v0.11
Same as MICT_supp4_v0.10, but with fight.attack.object.drone.leader removed since that will be moved to the main mod. This is only for newcomers to the mod since install order would have the old file that was in v0.10 overwriting the new file that will be inserted into the main mod.
Those of you who already have supp4 need not redownload.
Same as MICT_supp4_v0.10, but with fight.attack.object.drone.leader removed since that will be moved to the main mod. This is only for newcomers to the mod since install order would have the old file that was in v0.10 overwriting the new file that will be inserted into the main mod.
Those of you who already have supp4 need not redownload.
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
6.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.45
MICT Capital Ships now use Assault URVs.
These function as bomber drones. They are extremely slow, and are launched as a large swarm. If:
- authorization to launch is given -- Defence Officer set to both attack and manage drone resupply,
- the target is a capship or a station,
- distance to target is 12 km or less,
- AND any Assault URVs are equipped,
ALL of the ship's equipped Assault URVs are launched in one large swarm. They will all go after the target ship's or station's hull, and will completely ignore any other targets in the vicinity. They will try to dock with their parent ship if they survive the target's elimination.
Please note that Assault URVs are non-functional without either the just-published MICT_supp7, OR Camus' Assault URV Fix.
MICT Capital Ships now use Assault URVs.
These function as bomber drones. They are extremely slow, and are launched as a large swarm. If:
- authorization to launch is given -- Defence Officer set to both attack and manage drone resupply,
- the target is a capship or a station,
- distance to target is 12 km or less,
- AND any Assault URVs are equipped,
ALL of the ship's equipped Assault URVs are launched in one large swarm. They will all go after the target ship's or station's hull, and will completely ignore any other targets in the vicinity. They will try to dock with their parent ship if they survive the target's elimination.
Please note that Assault URVs are non-functional without either the just-published MICT_supp7, OR Camus' Assault URV Fix.
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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
7.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.46
All text moved to t-files, ready for translation.
Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_mict\t\0001.xml
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All text moved to t-files, ready for translation.
Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_mict\t\0001.xml
.......
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<t id="1000">=== MICT Combat Maneouvering ===</t>
<t id="1100">%1 jumping away. \n Escaping from %2</t>
<t id="1101">%1 preparing to engage boosters. \n Escaping from %2</t>
<t id="1102">%1 boosting away. \n Escaping from %2</t>
<t id="1103">%1 STOPPING BOOST. \n Escaping from %2</t>
<t id="1104">%1 moving away. \n Escaping from %2</t>
<t id="1105">%1 keeping distance. \n Escaping from %2</t>
<t id="1110">%1 \n Jumping to attack %2</t>
<t id="1111">%1 preparing to engage boosters. \n Moving to attack %2</t>
<t id="1112">%1 \n Boosting to attack %2</t>
<t id="1113">%1 STOPPING BOOST. \n Moving to attack %2</t>
<t id="1114">%1 moving away from target. \n Moving to attack %2</t>
<t id="1120">%1 \n Jumping to attack %2</t>
<t id="1121">%1 preparing to engage boosters. \n Moving to attack %2</t>
<t id="1122">%1 \n Boosting to attack %2</t>
<t id="1123">%1 STOPPING BOOST. \n Moving to attack %2</t>
<t id="1124">%1 moving to target. \n Moving to attack %2</t>
<t id="1125">%1 keeping distance. \n Attacking %2</t>
<t id="1130">%1 keeping distance. \n engaging small target. \n Attacking %2</t>
<t id="1200">\n\n Distance to Target: %5 meters \n Optimal Distance: %3 - %4 meters</t>
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- Moderator (Script&Mod)
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0001-L049.xml
whats the difference between 1110 - 1113 and 1120 - 1123 ?
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<t id="1000">=== MICT Schlachtmanöver ===</t>
<t id="1100">%1 springt weg. \n Flieht vor %2</t>
<t id="1101">%1 bereitet Aktivierung der Booster vor. \n Flieht vor %2</t>
<t id="1102">%1 boostet weg. \n Flieht vor %2</t>
<t id="1103">%1 STOPPT BOOST. \n Flieht vor %2</t>
<t id="1104">%1 fliegt weg. \n Flieht vor %2</t>
<t id="1105">%1 hält entfernung. \n Flieht vor %2</t>
<t id="1110">%1 \n Springt zum Angriff auf %2</t>
<t id="1111">%1 bereitet Aktivierung der Booster vor. \n Greift %2 an</t>
<t id="1112">%1 \n Boost zum Angriff auf %2</t>
<t id="1113">%1 STOPPT BOOST. \n Greift %2 an</t>
<t id="1114">%1 fliegt vom Ziel weg. \n Greift %2 an</t>
<t id="1120">%1 \n Springt zum Angriff auf %2</t>
<t id="1121">%1 bereitet Aktivierung der Booster vor. \n Greift %2 an</t>
<t id="1122">%1 \n Boost zum Angriff auf %2</t>
<t id="1123">%1 STOPPT BOOST. \n Greift %2 an</t>
<t id="1124">%1 fliegt zum Ziel. \n Greift %2 an</t>
<t id="1125">%1 hält die Entfernung. \n Greift %2 an</t>
<t id="1130">%1 hält die Entfernung. \n Greift kleines Ziel %2 an</t>
<t id="1200">\n\n Entfernung zum Ziel: %5 meter \n Optimale Entfernung: %3 - %4 meter</t>
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
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- Posts: 1896
- Joined: Fri, 18. Jul 14, 05:28
Code: Select all
<?xml version="1.0" encoding="UTF-8" ?>
<language>
<!--
Base (English) text file for MICT mod.
Author: Walker Evans
Last Change:
Version: V0.0.1
Date: 07-09-2015
X Rebirth version: 3.00+
Перевод alexalsp. http://apocalypse.moy.su
Thanks to alexalsp for this excellent translation!
97523, 0-308 are used by MarineRebalance.
1000-1999 reserved for MICT.
2000-2999 reserved for MOCT.
-->
<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
<!-- MICT -->
<t id="1000">=== MICT Combat Maneuvering ===</t>
<t id="1100">%1 прыгает. \n Уходит от %2</t>
<t id="1101">%1 готовит ускорители. \n Уходит от %2</t>
<t id="1102">%1 включил ускорители. \n Уходит от %2</t>
<t id="1103">%1 ОТКЛЮЧИЛ УСКОРИТЕЛИ. \n Уходит от %2</t>
<t id="1104">%1 в полете. \n Уходит от %2</t>
<t id="1105">%1 держит дистанцию. \n Уходит от %2</t>
<t id="1110">%1 \n Прыгает для атаки %2</t>
<t id="1111">%1 готовит ускорители. \n Следует для атаки %2</t>
<t id="1112">%1 \n Атакует на ускорителях %2</t>
<t id="1113">%1 ОТКЛЮЧИЛ УСКОРИТЕЛИ. \n Следует для атаки %2</t>
<t id="1114">%1 отходит от цели. \n Следует для атаки %2</t>
<t id="1120">%1 \n Прыгает для атаки %2</t>
<t id="1121">%1 готовит ускорители. \n Следует для атаки %2</t>
<t id="1122">%1 \n Атакует на ускорителях %2</t>
<t id="1123">%1 ОТКЛЮЧИЛ УСКОРИТЕЛИ. \n Следует для атаки %2</t>
<t id="1124">%1 следует к цели. \n Следует для атаки %2</t>
<t id="1125">%1 держит дистанцию. \n Атакует %2</t>
<t id="1130">%1 держит дистанцию. \n захватил маленькую цель. \n Атакует %2</t>
<t id="1200">\n\n Расстояние до Цели: %5 метров \n Оптимальная Дистанция: %3 - %4 метров.</t>
<!-- MOCT -->
<t id="2000">=== MOCT OOZ Combat Report ===</t>
<t id="2100">%2 \n в %3 \n Атакован %1 \n\n Уровень Угрозы: %4</t>
<t id="2110">\n ТРЕБУЕТСЯ ПОДКРЕПЛЕНИЕ!</t>
<t id="2120">\n Щиты: %5% Корпус: %6%</t>
<t id="2121">\n\n Щиты: %5% Корпус: %6%</t>
<!--<t id="2100">¬</t>-->
</page>
</language>
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Code: Select all
<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
Code: Select all
page id="*****" title="??????" descr="?????"
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- Joined: Tue, 18. Nov 14, 16:23
Thanks, alex!
No, that's fine. That way I won't have to tie up another page. Don't think I'll need 9999999 lines of text.alexalsp wrote:I think you need to changeCode: Select all
<page id="97523" title="MarineRebalance" descr="Text for PDA and logbook output for the MarineRebalance mod" voice="no">
Code: Select all
page id="*****" title="??????" descr="?????"