[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
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My GTR EVO-copy just arrived - so, no sweat
I'm off to the Nordschleife...
Still interested in TC though, ... a little ...
EDIT:
some further observations : I ruled out one reason for dying rays : my attack all enemies-command somehow gone amiss
obviously even a rebalanced M2 dies in sitting duck mode...
But even an aggressive ray can spectacularly fail against 7 PX sometimes.
As a rule 7 PX die without loss of more than a third of shields
In some cases 2-3 die and then the rest remain, slowly stripping the ray's shield and hull - a horrible end
I'm off to the Nordschleife...
Still interested in TC though, ... a little ...
EDIT:
some further observations : I ruled out one reason for dying rays : my attack all enemies-command somehow gone amiss
obviously even a rebalanced M2 dies in sitting duck mode...
But even an aggressive ray can spectacularly fail against 7 PX sometimes.
As a rule 7 PX die without loss of more than a third of shields
In some cases 2-3 die and then the rest remain, slowly stripping the ray's shield and hull - a horrible end
Redest du noch - oder denkst du schon ?
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I haven't used laser tower in great deal, but often remember seeing posts that they were ineffective during OOS combat. I see no mention of laser towers in this thread. If the laser towers are an issue during OOS use, will they (or even can they) be given some consideration by the time of the final release?
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
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when i start a game then theres a message saying "MARS not installed, Data not found" but i have installed it!!!
I also have the MARS Update for Combat Mod.

I also have the MARS Update for Combat Mod.
"Dies ist alles, was ich über den Krieg weiss: Einer gewinnt, einer verliert
und nichts ist nachher so
wie es vorher war."
"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."
und nichts ist nachher so
wie es vorher war."
"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."
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MARS does not initiate until you reload a saved game with MARS.
For example - You start a new game with MARS and the OOS rebalance
When you start the game, it will tell you it cant find the arrays
Save the game
When you load that save, MARS will install, and make the arrays, and display that it was installed.
For example - You start a new game with MARS and the OOS rebalance
When you start the game, it will tell you it cant find the arrays
Save the game
When you load that save, MARS will install, and make the arrays, and display that it was installed.
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better than Vanilla? Yes.BlackRain wrote:Is this working better then stock?
it is more CPU-intensive though... manly because it logs any battle for testing purposes. (it is an Alpha after all)
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
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I think this completly broke in my game for some reason.
My game keeps freezing a few seconds after i load and it seems to be an endless loop in oos combat. I understand the file log01338.txt is generated from this script. Mine was a bit more than 2 gb large....
It looks pretty normal at first but then it breaks and goes on and on and on.
The log01337 seems to have related info:
Anyway this is the important part:
My game keeps freezing a few seconds after i load and it seems to be an endless loop in oos combat. I understand the file log01338.txt is generated from this script. Mine was a bit more than 2 gb large....
It looks pretty normal at first but then it breaks and goes on and on and on.
The log01337 seems to have related info:
Code: Select all
54961;KM5LI-98;Kha'ak Scout;Get config data;Main Ver;30;My Ver; 30;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 30, 57402, 54067, null, null, ... )
Battery 0 Light ARRAY ( 168, 84, 0, 54931 )
Battery 1 Medium ARRAY ( 0, 0, 0, 54931 )
Battery 2 Heavy ARRAY ( 0, 0, 0, 54931 )
54961;IDOEP-85;Pirate Base(Unknown Sector);Get config data;Main Ver;30;My Ver; 30;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 30, 56158, 55022, null, null, ... )
Battery 0 Light ARRAY ( 0, 0, 0, 0 )
Battery 1 Medium ARRAY ( 0, 0, 0, 0 )
Battery 2 Heavy ARRAY ( 0, 0, 0, 0 )
Code: Select all
54961;KM5LI-98;Kha'ak Scout;ATTACK;Unknown Sector;IDOEP-85;Pirate Base(Unknown Sector)
54961;KM5LI-98;Kha'ak Scout;fire missile;Sting;survival chance;70;hit perc1;100;hit perc2;70;dmg index;100
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;4000;Shields;-0;Hull;-0;MISS
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;Msl Dmg;4000;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;Msl Dmg;Msl Dmg;4000;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS
54961;KM5LI-98;Kha'ak Scout;missile impact;Sting;Msl Dmg;Msl Dmg;Msl Dmg;Msl Dmg;4000;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS;Shields;-0;Hull;-0;MISS
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Hmm, yes. Missile combat could theoretically break. Never encountered that but there needs to be a check for that.
Version 0.31 released.
Possible infinite loop fixed.
Version 0.31 released.
Possible infinite loop fixed.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Code: Select all
36270;YM6CD-81;Thingol 18;Lasers fired at;XM2UL-85;Xenon K;Shields left;
5436677 !!!
;Hull left;600000
836270;XM2UL-85;Xenon K;CF POSSIBLE;Target;YM6CD-81;Thingol 18;Highest batt index;
5436677 !!!
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That a K has 5436677 shields left is perfectly possible.wyvern11 wrote:36270;YM6CD-81;Thingol 18;Lasers fired at;XM2UL-85;Xenon K;Shields left;
5436677 !!!
;Hull left;600000
That however is a clear bug.836270;XM2UL-85;Xenon K;CF POSSIBLE;Target;YM6CD-81;Thingol 18;Highest batt index;
5436677 !!!
A battery index should be 0-2, not 5436677.
No. Ships are completely irrelevant.KaZTek wrote:Gazz, does your script offer support for custom ships?
Custom lasers need support through a MARS laser data file.
PS: This project is pretty much on hold at the moment.
Due to an unforseen development it may be replaced with something better.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Sounds promising, Gazz. Just make sure that other scripters can influence the system with their scripts in some ways. For example making some ships more powerful in some ways because they are running CODEA, which costs credits and thus they should be a little better. The same with support for bigger changes in weapons, shields, missiles, respectively general balancing.
While I'm sure you are already considering these things, I still want to point them out, just to be sure.
While I'm sure you are already considering these things, I still want to point them out, just to be sure.

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A Question concerning the OOS-script.
Since i use a lot of M1's as sectorpatrollers and guards, how will this script
affect their effectiveness OOS compared to vanilla?. I know from experience
that IS, an M1 with 40+ fighters on 'attack closest' will vaporize any ship
getting too close if the fighters are equipped with missiles and a high rate of fire.
But how would it change the situation if a Q or Galleon jumped into a sector
that a Colossus or Raptor is guarding with 60 fighters?.
I haven't played X3TC since a Galleon 1shotted my 10GJ Phoenix in 2 seconds
so this script might be the thing that makes me return to the game.
Since i use a lot of M1's as sectorpatrollers and guards, how will this script
affect their effectiveness OOS compared to vanilla?. I know from experience
that IS, an M1 with 40+ fighters on 'attack closest' will vaporize any ship
getting too close if the fighters are equipped with missiles and a high rate of fire.
But how would it change the situation if a Q or Galleon jumped into a sector
that a Colossus or Raptor is guarding with 60 fighters?.
I haven't played X3TC since a Galleon 1shotted my 10GJ Phoenix in 2 seconds
so this script might be the thing that makes me return to the game.
Last edited by Dreez on Sat, 18. Jul 09, 13:16, edited 1 time in total.
Of all the things i've lost, i miss my mind the most.
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Lucike's pilots set their "fight skill" variable to a value he thinks is fair.
I don't know how high it is but I don't care either.
If his fighters all have a (max) FS of 30 - fine with me.
Some M6 can likewise destroy an M7 in 1ms and an M2 in 2 or 3 rounds.
With this script, a lone M7 attacking an M2 is toast. Plain and simple.
Bring 3-4 M7 if you want to take out an M2 without losses.
I don't know how high it is but I don't care either.
If his fighters all have a (max) FS of 30 - fine with me.
Using vanilla rules every M7 can (rarely) annihilate a 10GJ ship in 1ms.Dreez wrote:I haven't played X3TC since a Galleon 1shotted my 10GJ Phoenix in 2 seconds
Some M6 can likewise destroy an M7 in 1ms and an M2 in 2 or 3 rounds.
With this script, a lone M7 attacking an M2 is toast. Plain and simple.
Bring 3-4 M7 if you want to take out an M2 without losses.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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If you open 'setup.plugin.gz.oos.damage' in the script editor and comment out the '$Debug = 1337' line there will be no more logging. For those unfamiliar with the script editor:lrd99 wrote:Gazz, if this project is on hold, can you make a version without logging? This script is much better than vanilla so some speeding up would be helpful.
1. Open the script editor from your ships autopilot command window, the default hotkey is 's'
2. Press enter to skip the intro if shows up, then press enter on the first option to bring up the scripts list
3. Find 'setup.plugin.gz.oos.damage' in the list, select it and press enter to open the file
4. select the line which says '$Debug = 1337' and press the '.' key to comment it out, it should turn grey and have an * in front of it.
5. Press the esc key and choose yes to save changes.
6. Press esc until you get completely out of the script editor (should be just twice more)
7. Save your game and reload it to have no more logging

One question for Gazz, is there a way to tell OOS combat and MARS not to mess with the turret scripts on a single ship? I have an AI controlled ship with custom turret scripts and having them changed to the missile defense script or AI mars messes things up

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As long as step 3 is the last one the order doesn't matter.Troubleshooter11 wrote:I would need to install
1. CMOD 3 v1.03
2. MARS v4.68
3. Mars data for Cmod3 v1.03
4. oos_damage_tc
OOS combat and MARS do not actively start any turret scripts on AI ships (unless you enable AI MARS).7ate9tin11s wrote:One question for Gazz, is there a way to tell OOS combat and MARS not to mess with the turret scripts on a single ship? I have an AI controlled ship with custom turret scripts and having them changed to the missile defense script or AI mars messes things up :shock:
X3 loads the default (2 kinds) turret scripts when an AI ship is created in / enters the active sector.
If you want a special turret script, you'll have to use a script that starts your turret script in such a case.
Missile Defense Mk2 is part of MARS and bends the pointer of those 2 default scripts so AI ships spawn with something... usable.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.