One of my IR ships does something like both of those combined and I have seen it take out a fleet of m2 by running outside their frontal firing range and peppering them with missiles and a strong rear turret (and sometimes fighters since it is a Yaki Shuri carrier!). It makes speed and backside firepower the most important thing for cap ships and would actually make strong ships like the Osaka obsolete. Feel free to look at the code for it in Improved Races, the scripts all contain the word 'overkill' (it is several parallel scripts that work together to get the proper effect).apricotslice wrote:And we also need new ship commands, such as stand off at maximum missile distance and spam, and Fly around target (clock or anticlockwise) just inside max range of specific turrent or specific gun. For example, I always put ppc's in the left turrents of the M1, M2's I fly, so if I'm not flying them, I'd want them to circle the target keeping the left turrent aligned on the target.
Is there a mod that makes your ships smarter?
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Can you please explain better what you think to add? what kind of "non-existent" objects should be added? a cube of docking ports around the ship? a cube of cameradummies?Gazz wrote:I wonder what would happen if you added 1 (or 2 to keep the "middle" centered) paths to a ship's scene.
If the ship "gets bigger" by including these non-existant (= non-collidable) objects then all it's followers would automatically use a wider formation because that's a size that might also fool the hardcoded routines.
p.s. yeah, if a talented scripter can "reverse engineer" the Improved Races scripts to have a attack script that makes the M2 behave like a Capital would be very very cool.
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Success!
10 Rapiers with full engine/rudder in formation (stopped to make setting up the picture easier since I don't have my joystick plugged in and I'm worthless with the mouse--they were flying full speed with it though).
http://imgur.com/8pJ28.jpg
[ external image ]
Video of 5 Rapiers following me at 90% (~390 m/s) speed through a 90 degree turn.
http://www.youtube.com/watch?v=gF8NFFWCr98
I'll see if I can't prototype this into an alpha mod by this evening.
10 Rapiers with full engine/rudder in formation (stopped to make setting up the picture easier since I don't have my joystick plugged in and I'm worthless with the mouse--they were flying full speed with it though).
http://imgur.com/8pJ28.jpg
[ external image ]
Video of 5 Rapiers following me at 90% (~390 m/s) speed through a 90 degree turn.
http://www.youtube.com/watch?v=gF8NFFWCr98
I'll see if I can't prototype this into an alpha mod by this evening.
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I have no idea if that'll work but maybe adding a path to the object's scene (or rather 1 front, 1 behind) will make a ship think it's longer than it is even though there isn't anything.
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desired speed is for the player ship.Gazz wrote:I think I saw a new 2.5 script command "Set desired speed" but I don't know what it affects or how.
As usual, it's not documented in any way. =)
when u change the speed of your ship, what u do is you change the desired speed, and then the engine will speed up or slow down the ship based on the acceleration to the desired speed.
the original set speed commands would just set the ships speed to that, whereas set desired speed will take acceleration into account
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Thanks. I was hoping it was something more widely usable.
I'm currently using one of 2 workarounds (depending on the script setting) to make a ship fly from A to B at a predetermined speed - which is lower than it's top speed.
It works fine but I'd happily replace it with something more CPU friendly. =)
I'm currently using one of 2 workarounds (depending on the script setting) to make a ship fly from A to B at a predetermined speed - which is lower than it's top speed.
It works fine but I'd happily replace it with something more CPU friendly. =)
My complete script download page. . . . . . I AM THE LAW!
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I can smell that it will bring a lot of glory for you if you manage to distribute a mod like that. I and most of other Carrier users will bow at you.Alkeena wrote:Success!
10 Rapiers with full engine/rudder in formation (stopped to make setting up the picture easier since I don't have my joystick plugged in and I'm worthless with the mouse--they were flying full speed with it though).
I'll see if I can't prototype this into an alpha mod by this evening.
btw, what did you do to the scenes?
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what get my nerves is for example a carrier or any other capital ship jumping out-in and get other ship in the other side of the gate.
Not only that but again a carrier/capita following its trajectory and other ship in same path coming in colision course.
The both speed combined and distance to aknowledge the colision is not far enough for a small ship run away and quite often go "bang" - like both were waiting till last few meters to evade colision.
This happens if player is in command or even in auto.
I reckon if colision detection could somehow be increased/speeds reduced in case of frontal colision between ships on same path then majority of issues moving capitals would be avoided. Cheers
Not only that but again a carrier/capita following its trajectory and other ship in same path coming in colision course.
The both speed combined and distance to aknowledge the colision is not far enough for a small ship run away and quite often go "bang" - like both were waiting till last few meters to evade colision.
This happens if player is in command or even in auto.
I reckon if colision detection could somehow be increased/speeds reduced in case of frontal colision between ships on same path then majority of issues moving capitals would be avoided. Cheers
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[ external image ][ external image ][ external image ][ external image ][ external image ]Alkeena wrote:Success!
10 Rapiers with full engine/rudder in formation (stopped to make setting up the picture easier since I don't have my joystick plugged in and I'm worthless with the mouse--they were flying full speed with it though).
Alkeena, if you can get this to work on a large scale, I shall apply to have you officially declared a god. And if you can persuade the attack AI to work as well, I'll have your babies as well.
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Here's a video of a Centaur on patrol with a wing of 5 fully tuned disco raiders set to attack target of.... tailing along 
http://www.youtube.com/watch?v=2Xi7xY9PTCk

http://www.youtube.com/watch?v=2Xi7xY9PTCk
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Thats exactly how it works. Instead of figuring out potential collisions and planning to avoid them early, the pathfinder waits until the last second to avoid, and then avoids in 90 degree turns. Where in fact, a 5 degree turn a lot earlier would miss by a lot more.mpcribeiro wrote: like both were waiting till last few meters to evade colision.
Half the problem is that combat moving and travel moving are handled by the same scripts, when they should be different scripts with different rules of movement.
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right on, thats exactly what i have been thinking this whole time. i feel like X3 has so much potential and it's all entirely possible to have smart AI and even user interfacing/fleet management could be much better with a cleaner menu system. but the thinktank for problem solving just gave up in order to just put a product out.zoliss wrote:They should hire the programmer of Homeworld. I have never saw a ship crashing in that game, in fact they fly in a very nice formation.
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Add more paths to the scenes. Heh. That it should be that easy...someone else wrote:btw, what did you do to the scenes?
I only wonder if we'll see more instances of lasers aiming past a ship because these new "objects" present targets on the ship.
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Enemy capitals crashed quite often my frigates (killing them)... but I believe it was "ramming", they wanted to ram my frigates. My ships simply bumped each other if collided, but rarely a real collision occurred.zoliss wrote:They should hire the programmer of Homeworld. I have never saw a ship crashing in that game, in fact they fly in a very nice formation.
a scene path leads somewhere... I asked what file should be added to the scene. Looking at the files I can see that he added a bunch of cameradummies.Add more paths to the scenes. Heh. That it should be that easy...
Last edited by someone else on Thu, 10. Sep 09, 12:16, edited 1 time in total.
Trade, Fight, Build, Think, Modify.
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Remember young Padawan: money stolen can be, time cannot.
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SIDE/TOP/FRONT Ship Size Comparison
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Well, it can't be an "object" because that would collide, too. Cam dummies are the most convenient bits of nothing. =)someone else wrote:a scene path leads somewhere... I asked what file should be added to the scene. Looking at the files I can see that he added a bunch of cameradummies.
An empty file might have worked, too.
My complete script download page. . . . . . I AM THE LAW!
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I don't know much about scripting but as an observer...
I've never really noticed enemy ships crashing into each other, even with 20+ ship fleets. I'm not saying they don't, just that I haven't noticed it happening. Perhaps the AI scripts are better written than the player scripts? It might be worth looking into.
I've never really noticed enemy ships crashing into each other, even with 20+ ship fleets. I'm not saying they don't, just that I haven't noticed it happening. Perhaps the AI scripts are better written than the player scripts? It might be worth looking into.
Common sense doesn't always solve problems... But it helps to prevent them. -- Lightning Jack