[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
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You could disable logging altogether in the setup file and instead put basic logging into the fight scripts.
The !scripts are annoying to work with because you have to rename them prior to editing. And then you also have to rename the 2 filename references in the XML script file so it will be read by X3.
That's the main reason why for the first OOS combat logger I rerouted this to an external script which was a lot less hassle to edit.
An easier alternative: disable logging but delete lines 27 and 32 in
plugin.gz.oos.damage.
Then you only get who attacks what and when.
The !scripts are annoying to work with because you have to rename them prior to editing. And then you also have to rename the 2 filename references in the XML script file so it will be read by X3.
That's the main reason why for the first OOS combat logger I rerouted this to an external script which was a lot less hassle to edit.
An easier alternative: disable logging but delete lines 27 and 32 in
plugin.gz.oos.damage.
Then you only get who attacks what and when.
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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Use Exscriptor! I almost exclusively use Exscriptor now, so much quicker and easier in every respect. Certainly the annoying issue of working with "!" and pck files is mitigated.Gazz wrote:The !scripts are annoying to work with because you have to rename them prior to editing. And then you also have to rename the 2 filename references in the XML script file so it will be read by X3.
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I rethought my last post a bit and I came to the idea, that maybe when one fleet has a "strong urge to fly" then they do no enter fight-script altogether. If so, one would be able to prove this ...
I had some minor tries with !... and managed to get it working, so I'm gonna give it a try at least (and will probably soon call for help )
I had some minor tries with !... and managed to get it working, so I'm gonna give it a try at least (and will probably soon call for help )

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sorta did it:
some minor problems:
row 2: why is ITSGA... an unknown object
row 3: why <invalid>? --> this is my log line (not sure if it is best placed?)[/quote]
Code: Select all
879193;AM6LH-52;Argon Military Centaur;ATTACK;Three Worlds;ITSGA-33;Pirate Energy Transporter
879193;ITSGA-33;Unknown Object;No laser battery for counterfire
879193;AM6LH-52;Argon Military Centaur;ATTACKS; <invalid>GA-33;Unknown Object;from_fight_scriptcall
row 2: why is ITSGA... an unknown object
row 3: why <invalid>? --> this is my log line (not sure if it is best placed?)[/quote]
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Invalid/Unknown are typically destroyed objects.
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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no handy grep string yet, but this looks OK for now. add sector to do grouping for tomorrow. sleep tight 

Code: Select all
879947;YM6XB-68;Your Springblossom;CF NEW;XM3MC-56;Xenon L
879947;XM3MC-56;Xenon L;CF NEW;YM6XB-68;Your Springblossom
879947;YM6XB-68;Your Springblossom;ATTACK_RUN_START;XM3MC-56;Xenon L;from_fight_script_call_r39
879955;YM6XB-68;Your Springblossom;ATTACKS;XM3MC-56;Xenon L;from_fight_scriptcall
879955;YM6XB-68;Your Springblossom;ATTACK;Zyarth's Dominion;XM3MC-56;Xenon L
879958;YM6XB-66;Your Springblossom;CF ADD;XM4MC-54;Xenon M
879958;XM4MC-54;Xenon M;CF NEW;YM6XB-66;Your Springblossom
879958;YM6XB-66;Your Springblossom;ATTACK_RUN_START;XM4MC-54;Xenon M;from_fight_script_call_r39
879962;YM6XB-66;Your Springblossom;ATTACKS;XM4MC-54;Xenon M;from_fight_scriptcall
879962;YM6XB-66;Your Springblossom;ATTACK;Zyarth's Dominion;XM4MC-54;Xenon M
879962;XM4MC-54;Xenon M;CF ADD;YM6XB-67;Your Springblossom
879962;YM6XB-67;Your Springblossom;ATTACK_RUN_START;XM4MC-54;Xenon M;from_fight_script_call_r39
879969;YM6XB-69;Your Springblossom;CF ADD;XM4MC-55;Xenon M
879969;XM4MC-55;Xenon M;CF NEW;YM6XB-69;Your Springblossom
879969;YM6XB-69;Your Springblossom;ATTACK_RUN_START;XM4MC-55;Xenon M;from_fight_script_call_r39
879971;XM4MC-55;Xenon M;CF ADD;YM6XB-66;Your Springblossom
879971;YM6XB-66;Your Springblossom;ATTACK_RUN_START;XM4MC-55;Xenon M;from_fight_script_call_r39
879971;XM4MC-55;Xenon M;CF ADD;YM6XB-65;Your Springblossom
879971;YM6XB-65;Your Springblossom;ATTACK_RUN_START;XM4MC-55;Xenon M;from_fight_script_call_r39
879971;XM4MC-55;Xenon M;CF ADD;YM6XB-70;Your Springblossom
879971;YM6XB-70;Your Springblossom;ATTACK_RUN_START;XM4MC-55;Xenon M;from_fight_script_call_r39
879971;XM4MC-55;Xenon M;CF ADD;YM6XB-68;Your Springblossom
879971;YM6XB-68;Your Springblossom;ATTACK_RUN_START;XM4MC-55;Xenon M;from_fight_script_call_r39
879971;XM4MC-55;Xenon M;CF ADD;YM6XB-67;Your Springblossom
879971;YM6XB-67;Your Springblossom;ATTACK_RUN_START;XM4MC-55;Xenon M;from_fight_script_call_r39
879975;YM6XB-69;Your Springblossom;ATTACKS;XM4MC-55;Xenon M;from_fight_scriptcall
879975;YM6XB-69;Your Springblossom;ATTACK;Zyarth's Dominion;XM4MC-55;Xenon M
879980;YM6XB-69;Your Springblossom;CF ADD;XM3MC-57;Xenon L
879980;XM3MC-57;Xenon L;CF NEW;YM6XB-69;Your Springblossom
879980;YM6XB-69;Your Springblossom;ATTACK_RUN_START;XM3MC-57;Xenon L;from_fight_script_call_r39
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The script works in it's current form.
It's not being nice to fighters because it's very hard to reduce the OOS-firepower of an M2 far enough for a single M3 to have a chance to survive.
For everything M6 and up it works quite reliably.
Due to issues I will not comment on, the project is currently on hold.
It's not being nice to fighters because it's very hard to reduce the OOS-firepower of an M2 far enough for a single M3 to have a chance to survive.
For everything M6 and up it works quite reliably.
Due to issues I will not comment on, the project is currently on hold.
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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Using this script will still only be able to balance OOS in those situations, where battle is symmetric (that is if victim of initial attack fires back at least once). There appear to be at least some situations, where victim continues whatever its doing or not doing until its extinction instead of fighting back.
I did a survey (as promised) on all fights, where equal-classed (M6 vs. M6 f.e) opponents clashed and the result is, that from meager 255 situations like that 117 where asymmetric, i. e. victim lemminged ...
If this script stack ever returns from hold, then this problem should be properly addressed. (Free CounterFire for ALL
)
of course this is no fault in OOS-rebalance, because since the logging stems from above OOS-reba branching off, regular OOS-combat definitely would show the same.
there have been lots of reports of C(r)apships succumbing to fighter fire, now I just pinned a number to this. maybe I get some X3TC-time this evening to get a larger log
I did a survey (as promised) on all fights, where equal-classed (M6 vs. M6 f.e) opponents clashed and the result is, that from meager 255 situations like that 117 where asymmetric, i. e. victim lemminged ...
If this script stack ever returns from hold, then this problem should be properly addressed. (Free CounterFire for ALL

of course this is no fault in OOS-rebalance, because since the logging stems from above OOS-reba branching off, regular OOS-combat definitely would show the same.
there have been lots of reports of C(r)apships succumbing to fighter fire, now I just pinned a number to this. maybe I get some X3TC-time this evening to get a larger log
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I like the look of this script.
Can anyone who is using it tell me if it does make OOS considerably better/more "believable"?
Are there still inherent problems with ships apparently not fighting back? (which as I understand it is an X3TC problem, and not one intorduced by this script).
Also, I have a machine that can run X3 at about 25 FPS on almost maximum settings...am I likely to notice a performance hit from the logging this script does? (I might just turn it off following the instructions in the original post, anyway.)
Can anyone who is using it tell me if it does make OOS considerably better/more "believable"?
Are there still inherent problems with ships apparently not fighting back? (which as I understand it is an X3TC problem, and not one intorduced by this script).
Also, I have a machine that can run X3 at about 25 FPS on almost maximum settings...am I likely to notice a performance hit from the logging this script does? (I might just turn it off following the instructions in the original post, anyway.)
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Yes, Logging caused my computer to slow down significantly.JimBadger wrote:I like the look of this script.
Can anyone who is using it tell me if it does make OOS considerably better/more "believable"?
Are there still inherent problems with ships apparently not fighting back? (which as I understand it is an X3TC problem, and not one intorduced by this script).
Also, I have a machine that can run X3 at about 25 FPS on almost maximum settings...am I likely to notice a performance hit from the logging this script does? (I might just turn it off following the instructions in the original post, anyway.)
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Re: [SCR] OOS Combat Rebalance (alpha 0.31 - 10.07.09)
Did you ever find what the gentleman in question was smoking?Gazz wrote: Incoming message: Your Cattle Ranch L (The Hole) was destroyed by Pirate Discoverer.
Yeah. Right. I want some of what you're smoking.
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I'm almost certain Missile Defense Mk 2 is included with MARS. By that I mean that even if you don't run MARS' advanced features it at least defaults to MDMK2 as long as MARS is installed.irR4tiOn4L wrote:Just wondering if i should also install your 'Missile Defence Mk2' mod as well, or if MARS takes care of that
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Yes.
The main reason was actually to give the AI ships some sort of basic defense - while using hardly more CPU power than the running gag Egosoft shipped with the game.
For capital ships to use their firepower offensively, MARS still has to be "enabled" for them.
They still won't have a useful selection of lasers on board (which is also responsible for a lot of perceived AI weakness) but at least they can use what random scraps they have in a semi-intelligent way.
The main reason was actually to give the AI ships some sort of basic defense - while using hardly more CPU power than the running gag Egosoft shipped with the game.
For capital ships to use their firepower offensively, MARS still has to be "enabled" for them.
They still won't have a useful selection of lasers on board (which is also responsible for a lot of perceived AI weakness) but at least they can use what random scraps they have in a semi-intelligent way.
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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This is addressed (to a degree) in both the balance module of my Bomber and Shuttle Docking Mod ( http://forum.egosoft.com/viewtopic.php?t=257062 ) ( See here for an in game example of a non-broken Tyr: http://forum.egosoft.com/viewtopic.php? ... t=#3015890 ). As well as Someone Else's (that's his name =) ) Ship Rebalance Mod ( http://forum.egosoft.com/viewtopic.php?t=246443 ). Basically giving cap ships a bit more cargo goes a long way towards unbreaking the AI weapon selection.Gazz wrote: They still won't have a useful selection of lasers on board (which is also responsible for a lot of perceived AI weakness) but at least they can use what random scraps they have in a semi-intelligent way.
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Yah. I suggested it. =) Because the hardcoded weapon selection would sometimes hit the brick wall of a full cargo bay..Alkeena wrote:Basically giving cap ships a bit more cargo goes a long way towards unbreaking the AI weapon selection.
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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Hey all, I saw a few people comment about this script slowing their game down. I seem to be having this issue too. Any predictions about when this script will be optimized and whether or not it will make a dramatic difference? This sort of thing looks like a must have for out of sector combat, but I'm gonna have to do without it untill it gets a bit faster =(.
I'm running on an AMD Athlon 64 X2 5600+ (a 2.8 ghz dual core amd)
I have 2.5 gb of ram. That doesn't seem to be my bottleneck though.
I'm running on an AMD Athlon 64 X2 5600+ (a 2.8 ghz dual core amd)
I have 2.5 gb of ram. That doesn't seem to be my bottleneck though.
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