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Oh very interesting. I started trying to look into the logic of the subgoal. Before I start trying to mess with the scripting, let me know if the following seem impossible:Mysterial wrote: ↑Tue, 29. Jan 19, 21:35 It's not intended to be that way for anyone, it's just a matter that currently the attack station logic is a hack inside the "Defend Area" subgoal which only ends by time limit. Unfortunately just making a new subgoal is not trivial due to the way the faction logic is set up.
You can try but there aren't enough ships to commandeer so most likely you'll just extend the shipyards' already large build queue. You might also result in several of them getting a single ship and failing instead of one getting several ships.
Certainly could change the station selection to be something else easily enough.2) assigning job ships to defendareas sequentially (right now it looks random)
In theory the Defend Area goal can store off the station and set the cue to expire (set the time limit to player.age - 1) if the station is destroyed. Just haven't tried it yet.3) clearing $defendareas after enemy station is destroyed and freeing assigned ships to next job
Ah okay. What is the XML rep value of "enemies"? Just "-1"?
-1 relations = -30 rep and 1 relation = 30 rep. Everything in between is 0.x or -0.x until you hit the cap of 30. Yes you can edit the relations in your save file yourself. It's at the beginning of the save and easy to find. You can even bypass the scaleplate relation cap that's in vanilla.
You're my hero right now.DeadAirRT wrote: ↑Wed, 30. Jan 19, 20:24 Awesome job Mysterial on new patch. I was messing around with stuff last night but ended up getting distracted on wanting to add nuetral sectors between factions. Can't wait to test it out.
Editing the save is one way. I personally set up a new gamestart (well more like frankensteined Argon Citizen because my syntax is terrible).
Here is the relation levels per libraries/factions.xml
Default Relation Ranges:
self: 1.0 to 1.0
member: 0.1 to 1.0
friend: 0.01 to 1.0
neutral: -0.01 to 0.01
enemy: -1.0 to -0.01
killmilitary: -1.0 to -0.1
kill: -1.0 to -0.32
nemesis: -1.0 to -1.0
UI value mapping (analogously for negative values):
1.0 = 30
0.32 = 25
0.1 = 20
0.032 = 15
0.01 = 10
0.0032 = 5
AWESOME UPDATE! I think the new station attack and recon changes you made are working excellent.Mysterial wrote: ↑Thu, 31. Jan 19, 00:58 Technically they should invade more since they won't get stalled waiting for a defence station that doesn't exist. But if you're using vanilla balance, Xenon ships range from mediocre to terrible and they will get obliterated by the other factions invading their space. As a result, they might not have forces available to actually invade anywhere in significant numbers.
Whoa there buddy! I like EGO and X3/X4/XR but let's not get ahead of ourselves. Last thing I would want is for him to get hired on as staff. NESA mod (XR) was better as a mod for example when EGO put some of it into vanilla. We need Mysterial to stay free so he can possibly make more great mods without being put on a leash. Euclid and Unitrader do some great things as well but they also sort of work for the "man". Imagine how much more cool stuff Unitrader or Euclid would likely have if they didn't have deadlines and responsibility to papa EGO.
The faction war script is not causing your stuttering for the most part, it just makes the things that slow down the game happen more often. I think it has to do with the targeting as you guessed. I've watched a xenon k switch targets as fast as my screen could update against a station. The problem seems to be that they have very short memory of what should essentially be aggro against stations. They want to attack whatever turret hit them last (might apply against L/XL ships too). My rig doesn't seem to have any issues and I usually sit around 100-120 fps unless I'm near a station. I7 - 5930K, 32gb ram, 980ti. When I'm near a station it tends to drop to around 60fps and I've seen as low as 40fps. I barely notice it because of gsync though.Mr.Freud wrote: ↑Thu, 31. Jan 19, 10:06 how is perfromance for everyone? I get a lot of microstuttering especially in sectors where battles going on. it started with 1.3. Maybe it has something to do with AI targeting? I had same problems with Agressive AI back in 1.5.
Overall game feel much more alive. Only thing I think is not balanced is that HOP seems to have more ships than anyone else. They have both biger defence and offense fleets.
update on performance: uninstalled the mod to check if performance would improve - went from 35 fps back to 100with no stuttering.
I can't imagine how they will fix wars with such a bad performance. Won't be surprised if they decided to disable this feature at all