[MOD] Miscellaneous IZ Combat Tweaks

The place to discuss scripting and game modifications for X Rebirth.

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w.evans
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Post by w.evans »

19.Jul.2015 - MICT_supp2 updated to v0.13

Lucky 13!

non-MICT captains now recognize the effectiveness of their MICT brethren.
  • Ships with MICT crews who are escorting ships with non-MICT crews (for example, MICT ships escorting non-MICT traders) now operate according to MICT doctrine.
  • Fighters (size s, or size m) with pilots rated at at least 4 stars in all primary skills under the command of MICT Captains now operate according to MICT squadron doctrine.
  • MICT Fighters will acquire and engage their own targets as they come within radar range if their squadron commander has an attack command (active or passive). (Tip: Assign a ship/fighter with long radar range as squadron commander to acquire targets at range, and bring the rest of the swarm within range.)
  • When separated by more than 5km from the ships that they're escorting, MICT fighters will warp and keep close together.
  • MICT Ships and Fighters should now face in the same direction that their Squadron Commander is facing after jump/warp/move.
Note that these changes apply to ALL MICT ships! Xenon, pirate, and other NPC fighters will be somewhat more dangerous.

I've been working with BlackRain over the weekend, trying to better integrate MICT_supp2 with WWX, and I picked up a couple of new tricks from that experience that have been incorporated into this update. Thanks to BlackRain and YorrickVander from team World War X for that, and to BlackRain for graciously granting permission to use what I have learned.
w.evans
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Post by w.evans »

20.Jul.2015 - MICT_supp2 updated to v0.14

Quick Bugfix - The new squad conditions were not correctly disallowing drones. - FIXED
No evidence that drones were running the script, but this makes sure.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Some great thoughts and implemtation here.
w.evans
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Post by w.evans »

Sparky Sparkycorp wrote:Some great thoughts and implemtation here.
Thanks! Enjoy!

.......
Note to everyone: I've been seeing small groups of drones stuck out in space. (A couple of single squads. Maybe 10-12 drones total.) Trying to determine if MICT is causing it, but haven't yet found anything.

Just to be clear, MICT does not control drones launching, nor does it change the scripts that are active upon those drones. Just the same, I am trying to make sure that the problem is not being caused by my code.

If anyone using MICT does chance upon stuck drones, regardless of whether or not you think that this mod is causing it, please do let me know.
plynak
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Post by plynak »

Hello, is the MOD automaticaly updated when subscribed or do I have to download it again?
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
w.evans
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Post by w.evans »

Hi plynak,

If you're subscribed in the Steam Workshop, yes, it will be automatically updated.
If you're getting it from the Nexus, no. You will have to check for updates every so often, and download and install individual modules manually.

However, I usually update the Nexus version more often. For bug fixes, both versions are immediately updated; but otherwise, the Steam version lags slightly behind and only gets updated about once per week.
plynak
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Post by plynak »

Hello w.evans,

thanks for the information. I have subscribed via Steam Workshop. Seems a little more convenient. So the MOD should be updated.
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
w.evans
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Post by w.evans »

Hey plynak,

yup, you should be at MCT 0.06.

That would correspond to everything up to the 16th of July on both this thread, and the MOCT thread.

Testing an update now. If it works, will push it to both Steam and Nexus.
w.evans
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Post by w.evans »

21.Jul.2015 - MiscellaneousIZCombatTweaks updated to v0.13
MICT_supp2 updated to v0.15

Now compatible with Marvin Martian's Carrier Mod.

Thanks to Marvin for helping make the two mods compatible.
plynak
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Post by plynak »

Hello, does it mean that when I install the Carrier mod, my carriers will know how to launch and recall L and M ships by themselves?

And is this update on Steam as well?
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
w.evans
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Post by w.evans »

plynak wrote:Hello, does it mean that when I install the Carrier mod, my carriers will know how to launch and recall L and M ships by themselves?

And is this update on Steam as well?
Yup, as far as the Carrier mod will allow. But M and S ships only. :P

And yes, the Steam version is now current with the Nexus version.
plynak
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Post by plynak »

Hello again, has there been some changes in behavior? I have bough a new Fulmekron and I am really disappointed. He just flies around barely attacking anything. Last time, I ordered him to attack another Fulmekron atacking a station and he was just ruising around unable to get close. Then an AI Olmekron came and killed him. I am quite disappointed. Especially when all my crew is 5 star :-(
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
w.evans
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Post by w.evans »

Hi plynak,

Oof, that sucks. Didn't change anything in the movement script, though, unless your Fulmekron is assigned under another ship and, in that case, it should be more responsive to hostiles, not less.

I'll test now, to see if something inadvertently changed.

One question, was your defence officer set to offensive? Like I mentioned earlier, this mod doesn't change firing logic, and there's a possibility that, while it was maneouvering correctly, your defence officer didn't have orders to open fire.

Also, could you please send me a save file from right before that happened? Just upload it somewhere and post a link here, or PM to me if you don't want the link public.

.......
edit: just came from my combat test set-up. Seems to be working ok. Thought that one of the ships wasn't responsive, but it turned out that the captain decided to retreat, so the ship was properly keeping its distance. Was a Stromvok with shields low. Its fellow Stromvok had a Split captain, and it jumped in to distract the Taranis that was killing them, and that Stromvok blew up before it could jump away. Looks like everything's working properly.

I'd really like to see your save, please, to see if there's a situation where it won't work properly.
w.evans
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Post by w.evans »

21.Jul.2015 - MICT_supp2 updated to v0.16

MICT Fighters assigned under other MICT fighters were sent to move.die by patrolling individually. - FIXED
Sorry about that.

.......
plynak
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Post by plynak »

Hello, DO was set to defensive. But I think the problem was the station. It really seemed like the ship was trying to go around and got somewhat stuck. I eas hoping he would just jump to the opposite side, but maybe enemy was too close to trigger jumping.
I made several more trials and during the last time, with DO set to offensive, my Fulmekron oliterated a Xenon K without any problem. Will try to find my savegame, but because I save before any bigger battle, I may have alread ovewrote it :-(
By the way I am using the Better turrets MOD as you suggested it in the MOD description. Sometimes I can see my ship stops shooting completely while leaving enemy with about 30% of hull. I suppose it is because of the BT mod, right?
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
w.evans
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Post by w.evans »

plynak wrote:Hello, DO was set to defensive. But I think the problem was the station. It really seemed like the ship was trying to go around and got somewhat stuck. I eas hoping he would just jump to the opposite side, but maybe enemy was too close to trigger jumping.
Yes, that is possible. It looks for a place to move to a certain distance from the target, and has to find that place before it moves. Close to a station, it is possible that it couldn't find a safe spot at the correct distance. I'll see about loosening distances a bit.
plynak wrote:I made several more trials and during the last time, with DO set to offensive, my Fulmekron oliterated a Xenon K without any problem. Will try to find my savegame, but because I save before any bigger battle, I may have alread ovewrote it :-(
Would love to see that, but thanks for the station idea. I'll try to pick a fight close to a big station.
plynak wrote:By the way I am using the Better turrets MOD as you suggested it in the MOD description. Sometimes I can see my ship stops shooting completely while leaving enemy with about 30% of hull. I suppose it is because of the BT mod, right?
If DOs are set to offensive, BT will get them to shoot until the target's destroyed. If set to defensive, they will only shoot surface elements, and there's a possibility that, at that point when the ship only had 30% hull left, it simply didn't have anything to shoot at.
plynak
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Post by plynak »

Hello again,

I have managed to find my save

http://ulozto.cz/xqBX4QMs/save-009-xml

You can try to attack the Titurel as well and you will see that my ship really has some trouble.
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w.evans
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Post by w.evans »

Got it, thanks!

Oooh! Terratech.
w.evans
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Post by w.evans »

plynak wrote:Hello again,

I have managed to find my save

http://ulozto.cz/xqBX4QMs/save-009-xml

You can try to attack the Titurel as well and you will see that my ship really has some trouble.
Update. Found the problem: your Fulmekron was out of fuel!

When you set your Fulmekron to attack the hostile Fulmekron, your Fulmekron decides:

that it can do the most damage by having the enemy on its right side,
and that it's close enough to boost rather than jump.

so it starts boost engines, and starts turning.

Problem is the Fulmekron apparently turns extremely slowly. So by the time it gets all the way around the station, the opponent Fulmekron's dead. (In my tries, it was destroyed by a neutral Olmekron, and in a later try, the station.)

Against the Titurel, problem also appears to be the Fulmekron's speed. By the time it gets to firing position, the hostile ship has moved further and the Fulmekron is again out of position.

Now, I was wondering why it didn't jump instead, especially important since the Fulmekron is such a slow ship. Actually started to write in an exception to make it jump regardless of distance as long as it has to approach, but it still didn't jump. Then realized that it was the safety I wrote in: it will not jump if it has less than 500 units of fuel. (Should be just enough to get to a gas station from the end of Maelstrom.)

Save edited some fuel in, and your Fulmekron took out both the hostile Fulmekron and the Titurel like a champ!

So, yeah, make sure your big ships are gassed up. Otherwise, well, they'll try to do their best.
w.evans
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Post by w.evans »

22.Jul.2015 - MiscellaneousIZCombatTweaks updated to v0.14

Bugfix: Was jumping facing towards the target regardless of optimal firing angle. - FIXED

.......
MICT_supp2 updated to v0.17

MICT Fighter Squadrons* now move in very tight formation unless breaking off to engage targets.
Bugfix: Short-ranged squad followers were acquiring targets far beyond radar range. - FIXED (although harmless because they weren't actually engaging those targets until they get within radar range.)

* A MICT Fighter Squadron is a squadron of fighters (m- or s-class) with at least 4-star ratings in all primary skills led by another fighter with a 4+ star pilot.

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