[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)

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JimBadger
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Post by JimBadger »

Feuerriese wrote:Have you tried removing the debug function? Read 1st post.
I did this and it improved things massively!
Venutian
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Post by Venutian »

I'm not sure if it has been mentioned as I did not read through all the posts but this script is incompatible with cockpit mods (PSCO1's and Shawn's). Labeling it alpha does explain it to some degree but it'd be nice if it was mentioned on the original post.

Otherwise, I'd love to use this script if it can be combined with the cockpit mods as I'm having issues with OOS combat. Is the conflict with the cockpit mods something that can't be resolved?
Alkeena
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Post by Alkeena »

Venutian wrote:I'm not sure if it has been mentioned as I did not read through all the posts but this script is incompatible with cockpit mods (PSCO1's and Shawn's). Labeling it alpha does explain it to some degree but it'd be nice if it was mentioned on the original post.

Otherwise, I'd love to use this script if it can be combined with the cockpit mods as I'm having issues with OOS combat. Is the conflict with the cockpit mods something that can't be resolved?
What makes you say it's incompatible with the cockpit mods?

This is purely a script based solution that overwrites (while also leaving you a backup) some of the default combat scripts. It touches absolutely nothing that PSC01's cockpits changes...

I know this for a fact because I use this + PSCO1's cockpit mod and have taken quite a bit of time examining the structure of both...What did you find, exactly?
Venutian
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Post by Venutian »

Just that I installed this mod and the cockpits disappeared. At the time I had Shawn's cockpit mod. I uninstalled this mod following the instruction and cockpits still didn't come back. I installed PSCO1's cockpit at that point and still nothing. I noticed that this script it overwrote a few files in the script during install such as x2scripts.xsl and few other and uninstall procedure didn't necessarily revert those files. I had to reinstall the game and install the cockpits again and everything worked fine.
Alkeena
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Post by Alkeena »

Whatever happened was almost certainly not caused by this script. PSCO1's does not have a script component--it relies on tships and cockpit scenes in the cat/dat. Again, I use both OOS rebalance + cockpits without issue whatsoever.

I'm not going to try to support two scripts/mods that aren't my own, but are you certain all you did was install OOS rebalance as per it's instructions?
Venutian
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Post by Venutian »

Well... I installed it again on this fresh installed X3 and it is working again. Perhaps I installed and uninstalled too many scripts on my old install that messed it up. I apologize for not testing it enough before posting.

As for usage of this script, there's no option to set is that correct?
Alkeena
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Post by Alkeena »

In the first post there is some information about removing logging that you might want to investigate. If you have no interest in bug reporting back to gazz the logging causes a huge performance hit for no real tangible benefit (other than error reporting of course).
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wyvern11
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Post by wyvern11 »

I recommend leaving logging on for a couple of hours, just to see what battles happen elsewhere and how they are lost and won. it is really heartening to see the damage ratios of ships compared to vanilla oos. on the other hand if you never saw it in vanilla.....

seeing the attention this oos has already gathered let me state that this is not even a beta - there is no random factor involved as of yet. a ship will always deal out the exact same amount of hitpoints (if you trust this rebalance more than the original, well thats nice...)

but this oos does not evade a flaw that comes from vanilla as well : there are a number of situations, where the attacked simply refuses to fight back, even after receiving heavy and ongoing fire. because gazz uses the same attack calls there is nearly no way around it. this effect was shadowed by the problem of massive damage dealt in vanilla, yet it was reported .
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Gazz
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Post by Gazz »

Venutian wrote: this script is incompatible with cockpit mods (PSCO1's and Shawn's).
As has already been said, this is not possible.

It's like claiming that a bottle of fruit juice does not operate properly on 240VAC.

While that is certainly true, there is no connection between those items. Just doesn't work that way.
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irR4tiOn4L
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Post by irR4tiOn4L »

Gazz wrote:It's like claiming that a bottle of fruit juice does not operate properly on 240VAC..
Oh But it does! :twisted:
drugfreeboy
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Post by drugfreeboy »

I have been using the bottle of fruit juice and the 240 VAC without any issues.
irR4tiOn4L
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Post by irR4tiOn4L »

drugfreeboy wrote:I have been using the bottle of fruit juice and the 240 VAC without any issues.
I hear it works on US and European sockets as well
Venutian
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Post by Venutian »

I'm probably missing something here. I have a Boreas which I dispatch to take care of Xenon Q. It is equipped with 16 PPC, 32 CIG and MARS is activated on the ship. First encounter, it kills the Q with no damage. But as soon as I send it into another sector to deal with another Q, it gets destroyed.

I first get a warning that one of my ship is being attacked and see my Boreas with half of its shield gone. When I open the map to see who its fighting, the Q has full shield. But from this point, Q start getting damage. Not sure if it's because I'm viewing it on the map but eventually, either my Boreas gets destroyed or kills the Q with lots of hull damage.

I installed the OOS over MARS and then I installed the latest MARS over it again. First want to know if this is expected result... Q beating Boreas. If not, did I miss something during install or some setting? I have logging disabled for frame rate issue but should I enable it? Thanks.
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Gazz
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Post by Gazz »

Sometimes ships just don't attack.
This script only changes what happens if they attack.

I dunno why a script like patrol, attack all enemies or whatever would choose not to attack.
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wyvern11
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Post by wyvern11 »

I suspect there may be internally some sort of time-multiplexing and either the patrol-script is sleeping (because the ship is continueing course to next waypoint) or it does not get a free slot to start the "fire"-script

how does victim get the information that it is attacked while on a given command?
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Dreez
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Post by Dreez »

How do i check that the script is running ok?. Explain in nub-terms please.
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wyvern11
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Post by wyvern11 »

easy

- watch a capship vs. capship combat in oos, map view. if your or the opponents capship survives more than one or two salvos it runs

- if in your <username>/egosoft/x3tc/ suddenly log013xx.txt with massive sizes appear it runs
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Dreez
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Post by Dreez »

wyvern11 wrote:easy

- watch a capship vs. capship combat in oos, map view. if your or the opponents capship survives more than one or two salvos it runs

- if in your <username>/egosoft/x3tc/ suddenly log013xx.txt with massive sizes appear it runs
Well. That didn't help much. I installed both MARS and OOS, then i opened up
the script-editor and deleted the row which enabled the log running, and
then saved the changes.

But i still see my destroyers getting torn apart from pirate fighters even.

MARS is working just fine. I have a TYR loaded with weapons and
it swiches weapontypes in combat depending on my enemies.
But my OOS-script seems to be not working properly.

I can watch OOS as a Phoenix gets attacked, 12GJ shielding. It is equipped
with PPC & FAA, and it take the fighters down to 1%hull and then their
shields keep regenerating while they slowly grind my M2 down.

My M2 which is loaded with FAA's should annihilate those fighters but doesn't, why?.

I need a point by point instruction in how to install, enable and check the OOS script.
Since the MARS script is working just fine, something's gotta be wrong.
Either my lack of skills, or something else.
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wyvern11
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Post by wyvern11 »

there's two possible effects

-oos-rebalance is not running
-you watched one of the "playership doesn't fight back"-situations mentioned earlier in this thread (which are not really seldom)

for the analysis of both we need info from the oos-rebalance logs

in vanilla-oos a m3 has a damage horizon of up to 1,7Megapoints. this will lead to roughly 20 combatrounds to destroy a phonix. oos-rebalanced, a m3 has about 20kilopoints damage horizon - leading to a much slower disintegration.

so pls. reinstall oos-reba, but leave logging on. open up yer game and wait 2 minutes - during this time definitely somewhere a (not necessarily player-relevant) oos-situation will have occured. if yer machine is too slow for logging well, don't play during this time, just leave it running
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Cyberion-X
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Post by Cyberion-X »

Hi, I would like to test this script. Especially the last few game-hours were a hell, because OOS fights were devastating for me.

My question is: Is this script going to work with x3 tc v2.5? (Does any given game patch interfere with this script?)
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