Just about to try this - it's been a while since we've seen improved fight scripts, though they used to be common (and very much needed) in the old Reunion days. From your description these sound like just what AP needs! Playing an XRM game myself, so it's a very violent universe!
TouchMyNipple wrote:I guess you should post your adress here so greatfull users can order you some pizza-delivery )
Lol, good idea, thought there will be a couple of slices missing as I like pizza...
Seems like a great script, but I'm a little bit confused: why did you remove hit chance calculations for OOS battles in 1.1? Does your mod change them now in any way? I have always considered OOS battles as one of the very few drawbacks of X3, since they are unrealistic and completly different from IS battles, so player has to build different fleets just to work OOS.
(sorry for my english)
Not sure why I hadn't yet clicked on this thread to behold the glory contained within. You've done some absolutely amazing work and I can't wait to give this a run tonight after work.
I would like to know if this script could also potentially apply to drone behavior? like Fighter Drones or Mk. II drones. I know they aren't classified the same but since they are dog-fighting bodies in space it wouldn't be too hard to see them get some benefit out of it. That way transport ships using them for defense against enemies aren't at such a massive disadvantage.
Also, Drone Carriers (still need to get that mod working with my setup again).
A side note for anybody using the XRM mod with this - if you think your fighters are simply a bit too effective now, what I would recommend is grabbing one of the XRM hull modification packs. It'll increase the ship hull values of most/all ship classes with a ratio relative to size. So your fighters could have 1.5x their normal hull while caps have 2.5x (just for the lowest rated hull pack). This script would still function the same way but with the larger ships having much more hull, the battles would be more drawn out and believable.
I've finaly made it to test the script and i must say it is awesome! At least what i've seen made a simple dogfight become target practice for the enemy. They just lfy in wings of 4-5, i initiate in my m6 and the one i am targeting is dodging like a snake while others just paint my ship with cheese holes.
Is that intended behavior or it just some code ghosts that created a soul in the game?
Also i wonder if M6 will behave the same way...
I seem to be having trouble with ships not attacking, I think it may be due to this as it would seem obvious.
If I select attack then the fighters just idle, sometimes they move sometimes they just don't do anything. When they do move they don't appear to follow any sort of direct attack let alone fire. Any ideas? I also kind of overwritten the script rather than keep a copy, I know I'm terrible!
Yes this script works pretty well with XRM and also ADS and MARS/SMART. Also I've find same strange,but in mine opinion, positive behavior with Capital class ships. From what I understand: turrets partially use fighter commands, so capitals tries to fire from as many turrets as they can, and entire ship try to turn faster than vanila.
I have an idea how to change bomber behavior, but don't know how to implement this. Structure of script should look like this:
when "attack" command is detected - script check class of the ship, M3's and M7's are checked for missile turrets, M8's are skipped fighters with missile turrets (M3B, M7M and M8 ) are sended to next part of script (other scripts maybe with different commands for each class) where fighters will be kept at some distance (10km?) from enemy.
unfortunately it seems that the script maker is no longer visit here
anyway, I'm not sure whether or not this script make fighter combat harder it seems like it's actually easier? or I just used a very overpowered M6 in XRM
I noticed that though that a small group of xenon P and 5 L destroyed an OTAS astraeus (all ship using smart turret script), mostly due to the frigate lack proper weaponry, it tried to hit these fighters with CIG but couldn't or against the P it lack power...
after more trying, this script does make fighters far more effective at combat capital ships are having harder time killing fighters even with smart turrets
perhaps this is the perfect companion script for codea/anarkis carrier combat system
So, I am back, kinda.
I moved into a new town, a new flat and a new job. Consequently, other things tool priority. Adding to that was the fact that I had run into kind of a wall with development, so I stopped completely.
Recently, I have remembered this project, and wanted to play X3 again, so I'll start trying again to make fighters even more effective
So, I am back, kinda.
I moved into a new town, a new flat and a new job. Consequently, other things tool priority. Adding to that was the fact that I had run into kind of a wall with development, so I stopped completely.
Recently, I have remembered this project, and wanted to play X3 again, so I'll start trying again to make fighters even more effective
Welcome back!
As thou might remember, oh dear lord of fight, I expressed my humble plea for making this compatible to TC. By this, we bring forth our wish once more..
Progress so far has been really good, I managed to fix the issue that has been plaguing the 2.0 version for so long, it turned out rather simple. I am basically tweaking stuff and getting the numbers right currently, but it already seems more effective than the old script (it wins fights against these, at least).
As for a TC conversion, I will try to compile the scripts against TC and see which commands I am missing. If it doesn't involve rewriting the whole thing, I will release a TC version.
Anyone have anecdotal evidence from using this script? I'm excited to download it tonight but didn't see a ton of feedback of how ti actually worked for people in combat situations.