[MOD] Miscellaneous IZ Combat Tweaks

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w.evans
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Post by w.evans »

Hey Nemesis_87,
Nemesis_87 wrote:hmm you got a point, What maybe a good idea is though is to be able to launch all drones with a command? and they can only redock when given another command to redock?
The way it's designed at the moment, you can set drone launch authorization for both station-based and capship-based defence officers beforehand by using those defence officers' settings. (Station-based DOs by setting them to attack, capship-based DOs by setting them to attack AND manage drone resupply.) They then to decide whether or not, and if so, how, to exercise that authorization depending on actual battlefield conditions in a particular situation.

I opted to go this route rather than setting it to manual control for a couple of reasons:

First, seems to fit the rest of the game better:

- You set policies (don't trade with other factions, fire when hostile targets come within range, etc.)
- and set broad objectives (buy 250 fusion reactors from that station, destroy that target, go to scorched aura),
- but the particulars (move to this spot, then activate boosters, then boost to that spot, then slowboat through that gate, and so on) are decided and implemented by the crew working for you.

Second, details like that can get rather difficult to do and keep track of when lots of ships are in play.

...
good to know that you're enjoying Epic Capital Ship Shields.
Nemesis_87
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Post by Nemesis_87 »

again fair point :P, hmmmm lets say standard drones like overrun, the target of the carrier is a capship. Do they attack the capship or do they target subsystems like weps or shields ect?
w.evans
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Post by w.evans »

Standard capship-based combat drones (Interceptors, Intrepids, and Overruns) target surface elements and fighters.

Assault URVs and station-based combat drones target capship hulls.
Nemesis_87
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Post by Nemesis_87 »

Well, maybe the reason they undock then dock is because they have a surface/fighter target which gets destroyed before they get a chance to attack it? im guessing they dont aquire a new target until they have docked back at the carrier?
w.evans
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Post by w.evans »

Yup. They actually launch with several targets set, but if all of those targets are destroyed before they get a chance to move, then they will immediately redock.

Have a couple of ideas on how to improve it, but have been concentrating on fixing Construction URVs with MICT_supp8, so haven't looked at combat drone behavior in a while.

Option 1 would be to set all detected surface elements as potential targets. This should keep combat drones from immediately docking if designated target has been destroyed. However, this solution is less than optimal, in my opinion, because it would diffuse the force of combat drones.

Option 2 would be to alter primary drone target designation. At the moment, it prefers the surface element or fighter that is closest to the launching ship. Intention was to minimize exposure. While it does that, the closest targets are also those most liable to be destroyed by turret fire soonest. Solution would be to define some other means of designating priority targets.
Nemesis_87
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Post by Nemesis_87 »

Aye, maybe it would be a good idea to set drone range atleast further than the anti fighter turrets. So more than the shortest range weps on the carrier but no more than the max range weps
w.evans
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Post by w.evans »

Heh. Problem with combat drones immediately docking turned out to be due to an extremely stupid oversight on my part. Fixed. Update with a couple of changes to capship-based drone launch, hopefully improvements, coming up.
w.evans
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Post by w.evans »

18.October 2015 - Miscellaneous IZ Combat Tweaks updated to v0.51

- Fixed a bug that was causing capship-based combat drones to immediately dock after being launched. Sorry about that. Thanks to Nemesis_87 for your persistence in reporting this issue.
- A couple of changes to capship-based drone launch:

++ MICT ships will launch combat drones from a maximum range of 12 kilometers. (Increased from 8km)
++ Combat drones will no longer target drone launch bays unless they are within 200 meters of a priority target.
++ Priority combat drone targets are fighters, engines, and jump drives. All surface elements or fighters within 200m of these targets are secondary targets.
++ Priority combat drone targets are designated, and drones are launched against them, regardless of line-of-sight.
w.evans
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Post by w.evans »

18.October 2015 - MICT_supp8 updated to v0.04

MICT Repair Ships are verified to be working, does not cause problems, and looks like it's bug-free. Declaring this to be out of experimental status. Should now be safe for public consumption.

Engineers working in MICT Repair Ships do not launch Construction URVs until a reliable way to manipulate the resulting mass traffic network is made possible. Unfortunately, doesn't look like this is possible with the means that are available to us. However, Construction URVs equipped in the repair target are used to accelerate repairs.

If Engineer Drone Fix is also installed, Construction URVs equipped on the Repair Ship will be used to accelerate repairs in case the ship or station to be repaired does not have any.

ps. Many thanks to Marvin Martian for all the help with this one.

.......
updated the OP:

supplement 8:

MICT Repair Ships repair damaged ships (capital ships and fighters) and stations owned by the same faction within radar range.

A MICT Repair Ship is:

- a non-combat ship (freighter, miner, CV, the disguised destroyer that is the Lyramekron)
- that is run by a MICT crew (crew requirements specified apply)
- that has Construction URVs equipped.

At the moment, Construction URVs are not launched. However, Construction URVs equipped in the ship or station that is to be repaired are used to accelerate repairs.

Repairs otherwise work the same as vanilla repairs.

This file is available in optional files as MICT_supp8.
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Baconnaise
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Post by Baconnaise »

Steam Workshop version that combines both IZ/OOZ updated?

EDIT: I'll likely just manually download each at this point anyways.
Last edited by Baconnaise on Sun, 18. Oct 15, 17:51, edited 3 times in total.
w.evans
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Post by w.evans »

Haven't added supp8 to the workshop version yet. Jumped the gun with the bugfix to main MICT before the latest supp8 was ready.
w.evans
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Post by w.evans »

Just updated the workshop version to include MICT_supp8.

The MCT does NOT include:

MICT_supp5 (increased station drone capacity)

and

MOCT_supp4 (astrobee tweak)

It is otherwise complete and up-to-date as of today.
Nemesis_87
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Post by Nemesis_87 »

Cool, definitely gonna test it when I can (currently on holiday so no gaming for weeks :P)
w.evans
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Post by w.evans »

Starting a new game. Partly because I'm sick (boo!) so I can't work (yay! sort of), so I can play a bit (yay!). Also because I actually like the start of the game (so much that I STILL haven't progressed the plot past DeVries.)

Mostly testing to see how the game ramps up with the mods installed. Anything I should look out for with regard to balance, tweaks, and such?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Plot-specifics, I guess the station (Beryll, IIRC) combat mission is quite a substantial battle with capitals, fighters, drones and station weapons. Enjoy! :)
w.evans
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Post by w.evans »

1.November.2015 - Miscellaneous IZ Combat Tweaks updated to v0.52

Fighters and other small ships under attack OOZ will no longer send reports.

Thanks to Monster for the feedback leading to this change.
w.evans
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Post by w.evans »

1.November.2015 - MICT_supp2 updated to v0.39

Non-combat ships in a squadron will not break formation to attack hostile targets.
w.evans
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Post by w.evans »

1.November.2015 - Miscellaneous IZ Combat Tweaks updated to v0.53

- In addition to engagement (Attack/Defend) and drone management settings, capship-based Defence Officers' ammo management settings of capships in MICT Squadrons will now also follow those of their Squadron Commander.
- Tighter controls for authorization of torpedo firing:

++ The IHC and Novadrone torpedoes will no longer be fired against small ships (class xs, s, and m)
++ Defence Officers of MICT Capital Ships will now only launch torpedoes if they are set to Attack, and are authorized to manage their ammunition stores. (Note that this will still not make them restock ammunition. It will only authorize them to fire torpedoes if available.)

Thanks to Monster for the feedback leading to these changes.
w.evans
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Post by w.evans »

After a short adventure in a hospital last week, I was declared officially still-sick and have to take a week off. Sooo. Wishes? Requests? Bug reports? Comments? General funny business? War stories?

You have one week starting ... now.
birdtable
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Post by birdtable »

A War Story ....would be nice..... :)

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