[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
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Re: [SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
I always check backup files at download, and the included !fight.attack.object.std.pck does not match the current one though. I just reinstalled after a year, so I'd guess it's the latest I have, patched to 2.7.1. Is this intentional somehow?Gazz wrote:Deinstallation: copy TC\scripts\Backup to TC\scripts
Eventually all ships will revert to the old scripts.
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Re: [SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
I noticed that too, and opened them up in a script editor. Gazz's version may be dated earlier, but it does necessary redirection to a custom script of his which is the one that gets the updates. So overwrite the files with those in the package, it is safe.xiriod wrote:I always check backup files at download, and the included !fight.attack.object.std.pck does not match the current one though. I just reinstalled after a year, so I'd guess it's the latest I have, patched to 2.7.1. Is this intentional somehow?
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Re: [SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
Jaga_Telesin wrote: I noticed that too, and opened them up in a script editor. Gazz's version may be dated earlier, but it does necessary redirection to a custom script of his which is the one that gets the updates. So overwrite the files with those in the package, it is safe.
I didn't mean the main script though, but the back-up you would restore if you'd like to remove the script. In which case it would be plausible it would be the latest original one (?).
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No, he did not.
I have all scripts in unpacked form only so it's harder to spot such details.
Won't break anything major anyway.
I have all scripts in unpacked form only so it's harder to spot such details.
Won't break anything major anyway.
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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Looks like the official rebalancing effort is still "maybe next patch", or worse. From all the feedback here this seems fairly solid, certainly sounds better than the 2.6beta1 OOS feedback. Thing is being "alpha" scares off a lot of people. Maybe if you polished up what you have and released it as 1.0, with all those WIP/NYI's planned for 2.0, this would attract more attention. More attention means more feedback, probably some help with development, more pressure for an official OOS rebalance, and a good chance of getting that global OOS damage modifier you requested (and more). Beyond that, you could try for a more coordinated effort, get it included in the unofficial patch and turn it into a must-have script like MARS.
I'm adding this to my massive script/mod build - not sure if that means anything yet, if it goes well the release will be significant.
I'm adding this to my massive script/mod build - not sure if that means anything yet, if it goes well the release will be significant.
"Only the dead have seen the end of war." -Plato
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I tried to install this but the game keeps telling me that I don't have MARS installed
(I do Installed MARS).
Any ideas?
Edit: In MARS topic I read that MARS is somehow incompactibile with CMod3, does it compactibile with CMOD4?
Edit2: It's not CMod4 as I installed CMod's 4 MARS data
Edit3:
I figured out, someone should update Op with this manual:
MARS need a specific instalation process:
1) start the game (you will get OOS reballance notification that MARS is OFFLINE)
2) Wait 2 minutes, save game then load.
3) You will get a notification that MARS is installed, but OOS still don't see it.
4) Save & load.
5) OOS will notice you that everything is now operational.

Any ideas?
Edit: In MARS topic I read that MARS is somehow incompactibile with CMod3, does it compactibile with CMOD4?
Edit2: It's not CMod4 as I installed CMod's 4 MARS data

Edit3:
I figured out, someone should update Op with this manual:
MARS need a specific instalation process:
1) start the game (you will get OOS reballance notification that MARS is OFFLINE)
2) Wait 2 minutes, save game then load.
3) You will get a notification that MARS is installed, but OOS still don't see it.
4) Save & load.
5) OOS will notice you that everything is now operational.
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Pointing out a potential issue.
I'm running with a personally modified TLasers/Bullets, which I updated into the MARS data file.
In my game beam weapons are nasty capital ship weapons (think FBC, PBC etc)
However, my Osaka with 24 FBC's was taking serious damage, and in some cases even losing to a Yaki Akuma ooc, when IS it would stomp on it and come out 50% shields or more.
After looking into it, I believe the issue to be the following:
I enabled debug and looked around, and I noticed that my Osaka only had 1 battery of light lasers active.
All beams have bullet speeds over 580, thus they are all classed as light weapons and I believe that makes them inferior in M2 vs M2 fights, while allowing them to mop the floor with entire sectors worth of fighters.
A different way of deciding what a light laser is, is needed in my opinion. This probably also makes the gauss cannon pretty bad.
For the moment I just changed my settings to use straight up damage for deciding the light laser category as well.
EDIT: Nvm that last line, no matter how I seem to change the values, my Osaka shows up with just a light weapon battery (as does a khaak destroyer full of gamma kyons - the nastiest weapon in my game).
I'm running with a personally modified TLasers/Bullets, which I updated into the MARS data file.
In my game beam weapons are nasty capital ship weapons (think FBC, PBC etc)
However, my Osaka with 24 FBC's was taking serious damage, and in some cases even losing to a Yaki Akuma ooc, when IS it would stomp on it and come out 50% shields or more.
After looking into it, I believe the issue to be the following:
Code: Select all
if $Lasers.M.SFX.arr[$Index2]
* All area lasers / Flak are good against fighters
$Index.Laser.Ship = 0
$Lasers.exist.Light = [TRUE]
else if $Speed.Bullet > 580
$Index.Laser.Ship = 0
$Lasers.exist.Light = [TRUE]
else if ( $Dmg.Shield > 22000 OR $Dmg.Hull > 8000 ) AND $Dummy4 > 4500
$Index.Laser.Ship = 2
$Lasers.exist.Heavy = [TRUE]
else
$Index.Laser.Ship = 1
$Laser.exist.Medium = [TRUE]
end
All beams have bullet speeds over 580, thus they are all classed as light weapons and I believe that makes them inferior in M2 vs M2 fights, while allowing them to mop the floor with entire sectors worth of fighters.
A different way of deciding what a light laser is, is needed in my opinion. This probably also makes the gauss cannon pretty bad.
For the moment I just changed my settings to use straight up damage for deciding the light laser category as well.
EDIT: Nvm that last line, no matter how I seem to change the values, my Osaka shows up with just a light weapon battery (as does a khaak destroyer full of gamma kyons - the nastiest weapon in my game).
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I tested it and I'm sure that missile safety works as I'm able to fire Spectre missile in fighter without commiting a suicide.Are there any steps to confirm that OOS and Missile Safety are working together properly? I have both installed (with MARS). but I am still getting a lot of NPCs blowing themselves up with their own missiles.
I guess that NPC must launch it's missile and stay close to it till missile safety off (might be often in close dogfight or when launching a slow missile).
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It doesn't matter, though.
DPS are DPS, regardless to which battery size they are assigned to.
The assignment to the light battery basically only means a higher chance to hit, which is not a negative thing.
DPS are DPS, regardless to which battery size they are assigned to.
The assignment to the light battery basically only means a higher chance to hit, which is not a negative thing.
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.
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Oh, ok then, but I still have the issue of the Akuma being crazy good OOS for some reason.Gazz wrote:It doesn't matter, though.
DPS are DPS, regardless to which battery size they are assigned to.
The assignment to the light battery basically only means a higher chance to hit, which is not a negative thing.
Here is what I could find from the log files:
Code: Select all
843735;IM2GI-30;Yaki Akuma;Get config data;Main Ver;32;My Ver; 32;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 32, 845081, 843845, null, null, ... )
Battery 0 Light ARRAY ( 4637, 1588, 0, 843615 )
Battery 1 Medium ARRAY ( 30675, 6810, 0, 843615 )
Battery 2 Heavy ARRAY ( 46702, 9924, 0, 843615 )
Code: Select all
843736;YM2WH-69;UTF-M2 Osaka "Stalwart" Flagship;Get config data;Main Ver;32;My Ver; 32;Var;GZ.OOSD.SHIP.DATA;Data;ARRAY ( ARRAY(4), ARRAY(4), ARRAY(4), 32, 832809, 843757, null, null, ... )
Battery 0 Light ARRAY ( 34583, 10020, 0, 842546 )
Battery 1 Medium ARRAY ( 0, 0, 0, 842546 )
Battery 2 Heavy ARRAY ( 0, 0, 0, 842546 )
Code: Select all
OOSD: Laser list - base damage values
;;;;Laser.size.class;DPS shield;DPS hull;DPS pierce;speed corrected %;Laser
843732; <invalid>AA-00;null;add DPS;2;10879;1623;0;90; ;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;7063;1523;0;90;Gauss Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;4819;1019;0;60;Point Singularity Projector;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;4324;918;0;54;Photon Pulse Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;8654;1729;0;90;Plasma Beam Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;8654;1729;0;90;Fusion Beam Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;4324;918;0;54;Gamma Photon Pulse Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;9945;2576;0;90;Gamma Kyon Emitter;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;7867;1672;0;90;Tri-Beam Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;4953;1086;0;66;Incendiary Bomb Launcher;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;14639;450;0;90;Ion Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;2;4371;1110;0;72;Concussion Impulse Generator;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2935;758;0;56;Matter/Anti-Matter Launcher;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2935;758;0;56;Prototype Matter/Anti-Matter Launcher;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;6216;1621;0;90;Beta Kyon Emitter;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;3125;750;0;64;High Energy Plasma Thrower;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2730;632;0;56;Energy Bolt Chaingun;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;5308;130;0;56;Ion Pulse Generator;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2925;612;0;68;Electro-Magnetic Plasma Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2925;612;0;68;Experimental Electro-Magnetic Plasma Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;3893;810;0;88;Phased Repeater Gun;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2635;577;0;60;Fragmentation Bomb Launcher;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2984;450;0;90;Pulsed Beam Emitter;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;3788;1623;0;90;Phased Array Laser Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;3549;52;0;70;Ion Disruptor;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;3448;732;0;86;Starburst Shockwave Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;3448;732;0;86;Prototype Starburst Shockwave Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2366;362;0;72;Particle Accelerator Cannon;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;3550;788;0;90;Ion Shard Railgun;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2950;450;0;90;Electro-Magnetic Repeater;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;4293;840;0;90;Alpha Kyon Emitter;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;4601;1238;0;88;Cluster Flak Array;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;0;0;110;44;Mass Driver;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;16589;2949;0;46;Phased Shockwave Generator;Amount:;100
843732; <invalid>AA-00;null;add DPS;1;2101;1051;0;90; ;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;3663;748;0;90;Flak Artillery Array;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;1162;193;0;58;Impulse Ray Emitter;Amount:;100
843732; <invalid>AA-00;null;add DPS;0;1431;490;0;28;Plasma Burst Generator;Amount:;100
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Could be. I am playing with SRM and CMOD 4, so will have to check out the missile stats too to see if they mucked up with blast radius. Pretty much every M8 blows itself up, and it happens with M3s often enough to be noticeable.mr.WHO wrote:I tested it and I'm sure that missile safety works as I'm able to fire Spectre missile in fighter without commiting a suicide.Are there any steps to confirm that OOS and Missile Safety are working together properly? I have both installed (with MARS). but I am still getting a lot of NPCs blowing themselves up with their own missiles.
I guess that NPC must launch it's missile and stay close to it till missile safety off (might be often in close dogfight or when launching a slow missile).
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As I said, fast lasers are assumed to have a much higher chance to hit so their DPS is used with a much higher factor than something like PPC.
(which is realistic...)
The DPS values you see there are only the "true" base data as MARS uses them.
The Missile Safety script is never completely safe.
It's a rather simple system and works maybe 90% of the time. It's still a good idea not to fire missiles from your fighter if you're getting hammered or hit with missiles.
A missile (with an explosion radius) could probably detonate a "safe" missile because that does not compute an actual collision but only what's in the area.
Flak used to have an AOE explosion, too, but I think that was changed in the "flak fix".
The script only secures missiles against collisions (with laser bullets) and that works... usually.
The connection to the OOS rebalance is only, that the fight scripts contain the hook to call the Missile Safety before a missile is fired. Then the MS can "watch" for the missile and most likely catch it.
Exact timing is an impossibility in X3, though, so this will not ever work with 100% accuracy.
It's a "best guess" scenario.
(which is realistic...)
The DPS values you see there are only the "true" base data as MARS uses them.
The Missile Safety script is never completely safe.
It's a rather simple system and works maybe 90% of the time. It's still a good idea not to fire missiles from your fighter if you're getting hammered or hit with missiles.
A missile (with an explosion radius) could probably detonate a "safe" missile because that does not compute an actual collision but only what's in the area.
Flak used to have an AOE explosion, too, but I think that was changed in the "flak fix".
The script only secures missiles against collisions (with laser bullets) and that works... usually.
The connection to the OOS rebalance is only, that the fight scripts contain the hook to call the Missile Safety before a missile is fired. Then the MS can "watch" for the missile and most likely catch it.
Exact timing is an impossibility in X3, though, so this will not ever work with 100% accuracy.
It's a "best guess" scenario.
Last edited by Gazz on Tue, 2. Nov 10, 12:27, edited 1 time in total.
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.