Sadly, no. And dps won't work for that because the Arawn has a rather high dps. Actually learned a few tricks from your code when someone requested that I make an exception to prescan when facing Balors for my MarineRebalance thing. Had to specify it directly until I figured out the wonders of dialogue options thereby passing the burden on to the player. (As it should be, in that case, I think.)cicero111 wrote:Have found a better way to get ship classifications for carriers btw? Ship specific "this.ship.macro.ismacro.{macro.units_size_xl_capital_destroyer_1_macro}" (it just roll off the tounge) stuff is not very expansion friendly.
[MOD] BetterTurrets. Updated 20.12.2014
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I haven't written any code since Basic so take the following idea with a due sense of scepticismw.evans wrote:Sadly, no. And dps won't work for that because the Arawn has a rather high dps. Actually learned a few tricks from your code when someone requested that I make an exception to prescan when facing Balors for my MarineRebalance thing. Had to specify it directly until I figured out the wonders of dialogue options thereby passing the burden on to the player. (As it should be, in that case, I think.)cicero111 wrote:Have found a better way to get ship classifications for carriers btw? Ship specific "this.ship.macro.ismacro.{macro.units_size_xl_capital_destroyer_1_macro}" (it just roll off the tounge) stuff is not very expansion friendly.

Could carriers be identified modules? IIRC, Arawn is only ship with 2 drone bays and Suls are only combat-classified ships with 300,000 of shields. If those stats are inaccurate, maybe some other permutations.
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Just managed to upload a screenshot of ~200 drones docking after a battle involving an Arawn.
http://steamcommunity.com/sharedfiles/f ... =382919676
They all managed to eventually dock, but it took a VERY long time. Not a good idea to launch that many drones when trying to hit and run.
http://steamcommunity.com/sharedfiles/f ... =382919676
They all managed to eventually dock, but it took a VERY long time. Not a good idea to launch that many drones when trying to hit and run.
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@Baconnaise, don't know. I don't run WWX (yet).
@cicero111, the code I posted above for launching lots and lots of drones is not safe. Just crashed my game with 357 MB of this:
Maybe if more drones are assigned per drone leader?
@cicero111, the code I posted above for launching lots and lots of drones is not safe. Just crashed my game with 357 MB of this:
That was with 4 Arawns in-zone with around 200 combat drones each.debuglog wrote:[General] *** aicontext<fight.attack.object.drone.leader,0x449f>: 352041.51Interceptor URV Mk2 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: 0x3edf, isoperational?: 1
Maybe if more drones are assigned per drone leader?
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Hello,
First, i would like to thank you for your efforts in improving the player's experience.
I really want to use this MOD, however, before installing it, i have a question:
I already have Captain AI overhaul (cicero111) MOD installed ( i really need it to fix the balor and sulecus behaviour), if i install this mod would it overwrite the previous code and return their behaviour to its previous state (charging at the enemy full boost)
First, i would like to thank you for your efforts in improving the player's experience.
I really want to use this MOD, however, before installing it, i have a question:
I already have Captain AI overhaul (cicero111) MOD installed ( i really need it to fix the balor and sulecus behaviour), if i install this mod would it overwrite the previous code and return their behaviour to its previous state (charging at the enemy full boost)
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I´m using and testing this mod extensively last days and can say that it works (including the new 3.53 rc1) and works very well. Captain Ai overhaul and Better Turrets works yet better when using both at same time. They use diferent files and are complementar to each other.HyperCube wrote:Hello,
First, i would like to thank you for your efforts in improving the player's experience.
I really want to use this MOD, however, before installing it, i have a question:
I already have Captain AI overhaul (cicero111) MOD installed ( i really need it to fix the balor and sulecus behaviour), if i install this mod would it overwrite the previous code and return their behaviour to its previous state (charging at the enemy full boost)
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Yes, even tested on 3.53RC1. Please just note that you need a very skilled Defence Officer (4/4/4 or 5/5/5) to the mod works well. If using a bad skilled DO it will not always work as you expected (an intentional limitation into this mod code that I don´t liked; for my taste it´s unnecessary and lead untolded ppl to think that the mod isn´t working)Conbadicus wrote:Does this work with 3.51 ?
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