[MOD] Miscellaneous IZ Combat Tweaks

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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I didn't try yet but maybe just deleting the Astrobee's MOCT_supp4 file would do the trick.

w.e_moc-t/assets/fx/weaponfx/macros/
missile_player_swarm_macro.xml
missile_turret_swarm_macro.xml
Scoob
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Post by Scoob »

Sparky Sparkycorp wrote:I didn't try yet but maybe just deleting the Astrobee's MOCT_supp4 file would do the trick.

w.e_moc-t/assets/fx/weaponfx/macros/
missile_player_swarm_macro.xml
missile_turret_swarm_macro.xml
Hey Sparky,

Yes, I was wondering if that might be all it takes, MOCT/MICT being modular and all.

Scoob.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Hiya,

Yeah, my thoughts too. Either way, great success to see the change arrive the bug was reported only recently :)
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Post by w.evans »

Hi Sparky, hi Scoob,

Yeah, saw the announcement yesterday. And kudos to Egosoft for pushing it out so fast!

To be honest, haven't decided what to do about it yet. Got kinda attached to the Taranis launching multiple barrages, and right now, they're well-balanced for IZ combat. OOZ combat should now see those turrets doing less damage. Am thinking about it.

Yes, to remove MOCT_supp4, you'll just need to delete the two files Sparky mentioned.

missile_turret_swarm_macro.xml has the tweaks to capship-mounted Astrobee turrets.
missile_player_swarm_macro.xml for the Astrobee launchers on the Skunk.
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Post by Scoob »

Hey w.evans,

Cool, thanks for confirming.

I do agree that the somewhat spamtastic nature of missile barrages currently is rather cool looking :) However, saying that, it does visually look like the ship being hit is being totally hammered, yet minimal damage is actually caused due to the low damage per sub-munition. Additionally, it can give a bit of an FPS hit on lower-spec'd systems. I noticed a slight drop, but I know others suffer far worse.

Scoob.
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Post by w.evans »

20.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.49

Capship-based Assault URVs will no longer try to dock if separated from their parent ship.*
Combat drone operational range now depends on the Defence Officer's skills:

+ Station-based combat drones have a maximum operational range of 50km.
+ Capship-based combat drones have a maximum operational range of 20km.

...
* Noticed that drone launch due to DOs pressing the Panic Button is almost always immediately followed by a jump or boost away from the attacking ship. While this is as it should be, this caused Assault URVs to be launched, then almost immediately try to dock. Since Assault URVs are extremely slow, this attempt inevitably fails, and always leads to them being slaughtered en masse without firing a shot. This change sets them to relentlessly go after the target ship even if their parent ship retreats.
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Post by xrook »

w.evans wrote:20.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.49

Capship-based Assault URVs will no longer try to dock if separated from their parent ship.*
Combat drone operational range now depends on the Defence Officer's skills:

+ Station-based combat drones have a maximum operational range of 50km.
+ Capship-based combat drones have a maximum operational range of 20km.

...
* Noticed that drone launch due to DOs pressing the Panic Button is almost always immediately followed by a jump or boost away from the attacking ship. While this is as it should be, this caused Assault URVs to be launched, then almost immediately try to dock. Since Assault URVs are extremely slow, this attempt inevitably fails, and always leads to them being slaughtered en masse without firing a shot. This change sets them to relentlessly go after the target ship even if their parent ship retreats.
so in other words this
http://rs15.pbsrc.com/albums/a354/metal ... i.gif~c200
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Post by w.evans »

20.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.50

Removed a couple of "go home" conditions in the drone attack script that were keeping drones that were programmed to seek new targets from doing so.
A few changes to capship-based drone deployment:

The MICT Defence Officer generates two target lists:

A list of all ships (bigships and smallships) within radar range and all important surface elements within line-of-sight. These are set as turret targets.
A subset of that list consisting of small ships, drones, engines, jump drives, and drone bays within line-of-sight. These are set as drone targets.

The drone targets are sorted to find the target that is closest. This is designated as the primary drone target.
All turret targets within 200 meters of the primary drone target are marked for immediate destruction.

Each drone bay launches up to 9 combat drones, the drones divided into groups of three drones, each group going after a target within this last target set, and each group having all other targets in the set in it's target list.

If a drone group's primary target is destroyed, they should acquire another designated target within that initial 200 meter radius.

If all targets within that 200 meter radius are destroyed, they will attempt to dock.

...
Idea is that multiple groups of drones will be launched against all fighters or surface elements in a very small area, and will support each other in an attempt to destroy everything in that small area. The ability of capital ships to do this is limited by the number of combat drones they have equipped, and the number of drone bays they have.

A capship with a single drone bay can launch drones that will simultaneously go after 3 surface elements within a 200 meter radius of a priority target.
A capship with two drone bays, 6 surface elements within 200 meters.
A capship with 24 drone bays can effectively engage 72 surface elements within a 200 meter radius simultaneously.

Distance is set to 200 meters because this appears to be close to the minimum distance at which all of most ships' engines will all be set in one group.

Marginally more effective than before, but drones still break easy.

.......
@xrook, Ha ha!
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Post by w.evans »

1.October 2015 - initial upload MICT_supp8

Been working on this one on and off (more off than on, sadly) for a couple of weeks now, but haven't released it because I have not had the time to test it at all. Let me repeat that: this MICT_supp8 has NOT BEEN TESTED AT ALL. Decided to release it because it doesn't look like I'll have any time to test nor play anytime in the near future, and I thought that some of you might want to play with it.

If this works, MICT repair ships should use any equipped construction drones to repair:

- any damaged capital ships, small ships (S- and M-class fighters and freighters), and stations
- that belong to the same faction.

Repair is managed by the Engineer of the MICT Repair Ship, so works exactly the same way as repairs done by vanilla engineers working aboard capital ships.

A MICT Repair Ship is:

- a non-combat ship (freighter, miner, the disguised destroyer that is the Lyramekron). This does include Construction Vessels. Should work for CVs that are deployed too.
- that is run by a MICT crew (crew requirements specified apply)

Again, the warning: this is experimental and HAS NOT BEEN TESTED. Please take the usual precautions when approaching something that might blow up in your face, but that just might be cool.
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Post by Sparky Sparkycorp »

Wow, lovely!

The answer to every boarding dream :D
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Post by w.evans »

Hope it works! It's been sitting in my hard drive done for about a week now, but simply haven't found the time to fire up the game. Let me know how it goes. Should work.
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Post by w.evans »

2.October 2015 - MICT_supp8 updated to v0.02

Engineers on MICT Repair Ships check other ships for repair only if they have Construction URVs equipped.
Search routine somewhat optimized. They should only check for damaged ships and stations that are owned by the same faction that owns their ship. Searches through a much shorter list.
Repaired a bug that overrode found damaged ships for repair with an order to repair their own ship, even if it doesn't need repairs.
Still experimental!
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Post by mcaule »

Has it been updated in workshop? As I can only see 24 september there, not 2 october. I prefer the one in workshop with everything included.
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Post by w.evans »

Hey God among men,

MICT_supp8 isn't in the workshop version yet because it's still experimental. I think that people ought to be able to choose if they want to stick their heads in the fire or not.

That said, if you really want to try it out, you could just get MICT_supp8 and install it into your workshop install of MCT. Resulting folder structure should be:

extensions\w.e_MCT\aiscripts\engineer.ai.xml
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Post by Sparky Sparkycorp »

Looking forward to a weekend with testing after a busy week. I shall endeavour to get stuff damaged!
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Post by w.evans »

Sparky Sparkycorp wrote:Looking forward to a weekend with testing after a busy week. I shall endeavour to get stuff damaged!
Much appreciated!
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Post by w.evans »

3.October 2015 - MICT_supp8 updated to v0.03

Been talking with Marvin Martian a lot, and some of his suggestions and feedback have been incorporated into 0.03

- Engineers stationed aboard MICT repair ships will now repair damaged ships and stations belonging to factions with relation of friend or better.
- Repair target acquisition should now check for ships and stations that are actually repairable, and that have a hull percentage of at least 2.
- Ships and stations designated for repair that become destroyed before repair can actually begin should cause MICT Engineers to search for a new repair target.

Still experimental!

Thanks a lot to Marvin Martian for the feedback, the brainstorm, and for the very useful suggestions.
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Post by w.evans »

Just a quick update on MICT_supp8. Got a bit of testing time in yesterday, and can verify that repairs to other ships are working.

Repairs to ships belonging to other factions is not working in the released version, but has been fixed in the version that I'm fiddling with. Will work on getting a few more things in before releasing this as a new update.

At the moment, ships do not launch construction URVs to repair other ships. Got this working on the version that I fiddle with, but have been having trouble getting them to dock after repairs are done, so will try to get that done before releasing. However, if Engineer Drone Fix is installed, the rate of repairs takes equipped construction URVs into account.

To modders, the debug log is extremely messy with MICT_supp8 installed. engineer.ai is funny in that much of it seems to have been written with the possibility of doing repairs to other entities in mind, but other parts of the script not so much. Very little error suppression written in. In particular, if a damaged ship is designated for repair, then gets destroyed, it goes through the whole script, throwing up a LOT of errors, before looking for a different target. Functionality does not otherwise look impaired, just really messy debug log. Sorry about that. Suppressing all of those errors would require modding a lot of the script and opted not to do that at the moment to keep a big chance of maintaining compatibility with other mods that modify engineer.ai.

I apologize for the extremely slow pace of the development of MICT_supp8, but I'm extremely busy at the moment and unfortunately have very little time for this little hobby. I can at least verify that MICT_supp8 works and doesn't appear to break anything.
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Post by Baconnaise »

Nice update.
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Post by Sparky Sparkycorp »

No apologies necessary!

...well, at least from you. I owe you an apology for not managing to test you new supplement yet (got hooked on a first play of Mass Effect 2, which I just finished earlier...). Sorry.

Although I've completed the plot and and built a small number of stations in my vanilla saves, I don't have many ships and only 1, the plot Taranis, is MICT-capable so far. I have/had more highly-stared NPCs in a modded save but not sure all mods are up-to-date. Figured it would be better to tidy up the vanilla save instead of looking at the mods.

I spent some time sorting out a few things (finding some non-terrible missing crew for an Onil, equiping some missing drones) in preparation for testing supplement 8 then got carried away with a bug report and now I have to sleep. So tomorrow instead hopefully. My plan is to use the vanilla save with MICT and Baely the time saver to generate 4*/5* NPCs to let me test easily.

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