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

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Catra
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Post by Catra »

yay
stutter be gone

<3
xiriod
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Re: [SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)

Post by xiriod »

Gazz wrote:Deinstallation: copy TC\scripts\Backup to TC\scripts
Eventually all ships will revert to the old scripts.
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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Jaga_Telesin
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Re: [SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)

Post by Jaga_Telesin »

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

Post by xiriod »

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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Jaga_Telesin
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Post by Jaga_Telesin »

Oh, not sure about the backups. If I really wanted one of those, I'd go hunt it down in the cat.dat files from official patches. Hopefully he did the same and those backup ones are recent. I can't verify it as I haven't done the digging to know.
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Gazz
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Post by Gazz »

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.
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CuriosityKillsTheMADCat
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Post by CuriosityKillsTheMADCat »

Thank you for V0.32 :)

MFG

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lettuceman44
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Post by lettuceman44 »

I just simply give my thanks for this mod as it truly is a great addition.

I'm just wondering, is anything in store for this in the future?
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Post by MegaBurn »

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.
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mr.WHO
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Post by mr.WHO »

I support this - vanilla OOS is one of the worst things in TC :(
aka1nas
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Post by aka1nas »

This script is definitely a must have for TC. Don't forget, if you use it with Gazz's Missile Safety it also prevents NPCs from blowing themselves up with their own missiles, too.
The-Last-Communist
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Post by The-Last-Communist »

hope this will be in XTC as this realy amazing !
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mr.WHO
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Post by mr.WHO »

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.
aka1nas
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Post by aka1nas »

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.
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Post by rusky »

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:

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
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).
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mr.WHO
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Post by mr.WHO »

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 tested it and I'm sure that missile safety works as I'm able to fire Spectre missile in fighter without commiting a suicide.

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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Gazz
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Post by Gazz »

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.
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rusky
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Post by rusky »

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.
Oh, ok then, but I still have the issue of the Akuma being crazy good OOS for some reason.

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
My M2 has 24 FBC and 16 Starbursts. Not sure what weapons the Akuma has, but it has only half the shields on my Osaka and still, when I let the fight go on in OOS my Osaka usually ends up at half hull by the end of the fight (even when escorted by 2 other M7's -- do they factor in the fight somehow when OOS ? )
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Post by aka1nas »

mr.WHO wrote:
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 tested it and I'm sure that missile safety works as I'm able to fire Spectre missile in fighter without commiting a suicide.

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).
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.
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Gazz
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Post by Gazz »

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.
Last edited by Gazz on Tue, 2. Nov 10, 12:27, edited 1 time in total.
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