[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

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

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JDD79
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Post by JDD79 »

VincentTH wrote:
JDD79 wrote:
BlackRain wrote:
JDD79 wrote:
BlackRain wrote:
JDD79 wrote:I have a problem with assigned s-class fighters to medium frigates. For some reason they don't get involved to attack hostile targets whether I set Officer to defense or attack. They only engage randomly when the main ship get hit, never when they get hit themselves, which means they gonna blow up without any reaction.

Aren't they supposed to work like drones? So they go ahead to attack when mothership is on offensive modus?

PS: Another question, do you guys have to work on job file yet, is there still something to add to a faction/cluster/zone or just adjustment of existing jobs?
What is a medium frigate exactly? Are u talking about m traders? Those aren't frigates. Also I'm not sure this is an issue with CWIR. The escort script used is the MICT one but that only kicks in with high level officers, otherwise it uses vanilla script I think. Is the lead m ship in zone when this happens or is it OOZ. Not talking about you here but the lead ship of the escorts
Lepton Cruiser, Balor etc... and yes they are in zone with the escorting fighters. They are acting like dummies with no life until the command ship get hit. Basically they should engage and defend the area, at least when officer is set to offensive stance. Would make sense.
What level is your officer? Stars in leadership, combat, and morale? It needs to be a level 4 or 5 in 2 of those in order for it to be using MICT escort script (otherwise it uses vanilla code)

If it is using vanilla code, I don't know what to tell you, we haven't played around with these scripts much. I could have sworn that fighters were working just fine when escorting, though.
4-5 of course....no idea why its acting like this
FWIW, MICT first post says that in order to qualify for MICT, Cap/Def must be at least 4/4/4 (not 2 out of 3), and Eng must be 4 or better
I guess MICT is included in your mod and don't need an install. I'll try to get everything to 4 at least.
Maybe my ships start to work OOZ as well....I send them to patrol a zone and it shows they are attacking hostile ships in that zone, but enemy ships HP doesn't drop and mostly stuck at some % ... Same for NPC....24 AEC Escort fighters attacked a XEN destroyer OOZ and HP didn't drop at all while stuck at 74% etc... Weird stuff. I experience these battles a lot over the sector map while staying in different zone.
w.evans
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Post by w.evans »

@BR, didn't we make it so that all ships escorting l- and xl-ships in CWIR use the included MICT escort script?

As to why small ships escorting l-ships (Balors and the like) aren't attacking, dunno. They should. Haven't heard any reports in the MICT thread here in Steam or at the Nexus, so I take that to mean that players using full-blown MICT at least aren't having these problems. (Or they ragequit, call me an idiot, and uninstall MICT.)

To clarify when MICT escorts attack:

- If they are escorting a civilian ship (freighter or miner), they always actively look for hostile targets and protect the ship that they are escorting.
- If the captain of the escort ship is Split, they will always attack any hostile ships that come into radar range.
- If they are escorting a combat ship, they function as a MICT Squadron and must be authorized to attack.

Authorization is given by giving the squadron commander an attack or patrol order.

The defence officer setting does not affect this either way.

As to how they behave when they actually do attack, CWIR does not include any parts of MICT other than the escort script. Haven't kept up with development, unfortunately, but unless the team cooked up a combat movement script, they will use vanilla movement in combat. (I know Rubini and pref have been playing with the DO scripts, but combat movement's still vanilla, isn't it?)

If MICT is installed in addition to CWIR, qualified ship crews of capital ships (l- and xl-ships) will, of course, use MICT combat movement. However, I haven't played with small ship combat movement at all, so small ships still fight vanilla.
JDD79
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Post by JDD79 »

w.evans wrote:@BR, didn't we make it so that all ships escorting l- and xl-ships in CWIR use the included MICT escort script?

As to why small ships escorting l-ships (Balors and the like) aren't attacking, dunno. They should. Haven't heard any reports in the MICT thread here in Steam or at the Nexus, so I take that to mean that players using full-blown MICT at least aren't having these problems. (Or they ragequit, call me an idiot, and uninstall MICT.)

To clarify when MICT escorts attack:

- If they are escorting a civilian ship (freighter or miner), they always actively look for hostile targets and protect the ship that they are escorting.
- If the captain of the escort ship is Split, they will always attack any hostile ships that come into radar range.
- If they are escorting a combat ship, they function as a MICT Squadron and must be authorized to attack.

Authorization is given by giving the squadron commander an attack or patrol order.

The defence officer setting does not affect this either way.

As to how they behave when they actually do attack, CWIR does not include any parts of MICT other than the escort script. Haven't kept up with development, unfortunately, but unless the team cooked up a combat movement script, they will use vanilla movement in combat. (I know Rubini and pref have been playing with the DO scripts, but combat movement's still vanilla, isn't it?)

If MICT is installed in addition to CWIR, qualified ship crews of capital ships (l- and xl-ships) will, of course, use MICT combat movement. However, I haven't played with small ship combat movement at all, so small ships still fight vanilla.
So I need to install MICT in additon to get s-class escorts to work the way it's meant to be? I remember that MICT L-XL ships using jumps to move during a battle, is there a way to turn off this function? (EDIT) Ok just found the version with no tactical jumps, thx.

Hmm... gonna install MICT and test the 4 star min. thingy. I remember escorts been ably to independently work once assigned to a L-XL ship a few versions back in past.
w.evans
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Post by w.evans »

JDD79 wrote:So I need to install MICT in additon to get s-class escorts to work the way it's meant to be?
Sorry wasn't clear. No, MICT won't affect how your s-ships fight. And your s-ship escorts should attack given one of the conditions detailed above even if you have just CWIR.

That is, they should. If one of the conditions above is true, and they do not engage, there's a bug and I should fix it.
JDD79
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Post by JDD79 »

w.evans wrote:
JDD79 wrote:So I need to install MICT in additon to get s-class escorts to work the way it's meant to be?
Sorry wasn't clear. No, MICT won't affect how your s-ships fight. And your s-ship escorts should attack given one of the conditions detailed above even if you have just CWIR.

That is, they should. If one of the conditions above is true, and they do not engage, there's a bug and I should fix it.
Just downloaded Mict 0.66 CES + CES. gonna get 4 star crew and I'm sure everything is fine. Reporting in later.
elektrohawk
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Post by elektrohawk »

Help, I'm really enjoying this mod, but for some reason, the large BTO shipyard that I constructed erected VERY slowly, and any ships that I try to build from it are building at something like 0.2x the speed they should be building at. I've tried scanning config files that seem like they would make sense, but I can't presently figure out how to revert the buildtimes back to default.

Thank you
UniTrader
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Post by UniTrader »

do you have enough welder/construction drones?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
BlackRain
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Post by BlackRain »

elektrohawk wrote:Help, I'm really enjoying this mod, but for some reason, the large BTO shipyard that I constructed erected VERY slowly, and any ships that I try to build from it are building at something like 0.2x the speed they should be building at. I've tried scanning config files that seem like they would make sense, but I can't presently figure out how to revert the buildtimes back to default.

Thank you
You need to equip the station with construction drones, 100 should do the trick.
elektrohawk
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Post by elektrohawk »

if you were replying to me, I didn't put any constructor drones in the shipyard itself, just the construction vessel that built it had 5. I really didn't even consider that you might need to stock it with constructor drones for XL ship construction, or building faster. I'll have to try shoving 50 in it or something. If that fixes it, I'm definitely going to feel silly, but thanks.

Edit. Saw second reply. Right. Thank you guys. facepalm moment here. In hindsight, it seems totally obvious. Back to my giant timesink!
Trokhon
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Post by Trokhon »

does this mean i can use

CWIR + MICT 0.66 CES + CES and I am using the best AI combo?


sorry but I have read so many different statements regarding this , I am totally confused.
w.evans
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Post by w.evans »

Trokhon wrote:CWIR + MICT 0.66 CES + CES and I am using the best AI combo?
That's very subjective. I wouldn't say that one approach is better than another so much as that it's different.

A vanilla fleet would just fight different compared to an
all MICT fleet,
compared to a vanilla + CES fleet,
compared to a CES + MICT_CES fleet,
compared to a UFO fleet,
compared to a CDOAIO fleet (although not sure if that's working fine still. some say it is, some say it isn't.)

Just different approaches to the same problems. Fun pitting fleets running different script sets against each other, although it can be tricky to set up.
UniTrader
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Post by UniTrader »

w.evans wrote:Just different approaches to the same problems. Fun pitting fleets running different script sets against each other, although it can be tricky to set up.
thought about continue work on my XFF Script Project in the next weeks (after the modularisation and adding flee/escort behavior to my UT CAC Script is done and tested) and adding selection of Scripts to be used by each fleet may be one of the first features i add there after i restored compatibility with current Game + DLCs - could be 2 or more weeks till i start with that knowing myself ^^

This would make setting up Battles with clear initial States and tracking their Progress much easier and allow comparing diffrent Battle Scripts (not sure about their combination though, may require specialized Scripts to eg compare Full MICT vs MICT + CES - not really sure)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Post by w.evans »

UniTrader wrote:may require specialized Scripts to eg compare Full MICT vs MICT + CES - not really sure)
That bit should be taken care off unless CES has progressed to a point where it's now substantially different. CES used to primarily be a DO script with a particular approach in mind, while MICT has a Captain and a DO script. MICT_CES is the MICT movement script with tactical jumps disabled and the DO script removed. Hm, but then would need the MICT script with jumps enabled and the one with jumps disabled to really see the fireworks fly.

Compromise could be to have one of the MICT captain script fly both sets of ships, with MICT DO on one side and CES DO on the other.

Oh, forgot to mention. UniTrader's upcoming combat scripts will probably blast all of ours out of the, er, water? space?

edit: oh, and the CES fleet should definitely have beaver1981's Assault URVs.
Trokhon
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Post by Trokhon »

thanks for all your replies

but does this also mean I am not completely offroad aka incompatible if using this combination ?

CWIR + MICT 0.66 CES + CES

I am going to start a fresh game so I dont want to be completely wrong from beginning
UniTrader
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Post by UniTrader »

we will see - i havent written a single line combat Script yet :S :D somehow i always get other ideas what to improve.. but i can guarantee one thing: it wont be Adjustments and Improvements to EGOs combat Scripts but everything will be written anew from Scratch, and with self-organisation in mind. Maybe i will add some Crazy Combat Maneuvers like Kill-Boosting (if something is immediately behind a Combat Ship) or Kamikaze (if Hull is degrading and something is in front which could be taken with :D) - but writing from Scratch will also take considerably longer than optimizing the existent Stuff. Thought the Integration/rewrite of the Architect would be a nice warm-up project after my FO4-Pause - in the end it took more than 3 Months to understand and port everything i considered essential to my Command Structure, and she still cannot do Repairs :S (but can detach the CAC-Controlled CV and attach a CV with Vanilla Architect who takes care of this, so its no showstopper)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Post by w.evans »

Trokhon wrote:but does this also mean I am not completely offroad aka incompatible if using this combination ?
yup. should be fine.
UniTrader
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Post by UniTrader »

we will see - i havent written a single line combat Script yet :S :D somehow i always get other ideas what to improve.. but i can guarantee one thing: it wont be Adjustments and Improvements to EGOs combat Scripts but everything will be written anew from Scratch, and with self-organisation in mind. Maybe i will add some Crazy Combat Maneuvers like Kill-Boosting (if something is immediately behind a Combat Ship) or Kamikaze (if Hull is degrading and something is in front which could be taken with :D) - but writing from Scratch will also take considerably longer than optimizing the existent Stuff. I thought the Integration/rewrite of the Architect would be a nice warm-up project after my FO4-Pause - in the end it took more than 3 Months to understand and port everything i considered essential to my Command Structure, and she still cannot do Repairs :S (but can detach the CAC-Controlled CV and attach a CV with Vanilla Architect who takes care of this, so its no showstopper)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
VincentTH
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Post by VincentTH »

BlackRain wrote:Try it
@BlackRain

I tried to deploy an AL CV to the Cell Recharge Factory in Wreckville, but the operation failed with error "ERROR: Station incompatible". It works with stations built after the start of the game.
Ghost140
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Post by Ghost140 »

Great mod but im having a bit of an issue with boarding.

Im using MICT w/supp2,3 and DO's dont pay attention to defense or attack setting they just fire at the enemy till dead which is just fine unless I wanna make a boarding attempt. I think I read some where that this is intended of MICT but since CWIR recommends MICT I figured it would work just fine together.

CWIR on its own works as intended for me, defense DO's only hit surface elements till all gone and If i start a board attempt then switch to DO's attack they stop once 70% hull is reached.

I usually use more mods but for testing purposes I was only using simooms latern and sidebarextender. Here is debug if ya need it:

https://www.dropbox.com/s/lkdurxjxgdwb6 ... g.txt?dl=0

For now I'm okay not using a support fleet to board as I love watching cap ships jump/boost toward each other then all hell breaks loose and every other aspect of CWIR seems to be working for me without issue.
BlackRain
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Post by BlackRain »

VincentTH wrote:
BlackRain wrote:Try it
@BlackRain

I tried to deploy an AL CV to the Cell Recharge Factory in Wreckville, but the operation failed with error "ERROR: Station incompatible". It works with stations built after the start of the game.
You didn't lose your CV though, right? Use the station engineer mod and put an engineer on the station. It will probably have to remain this way.

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