This script is not compatible with X3: Albion Prelude.
AI Ammo Cheat + Damage Mitigation
- AI Ammo Cheat
...because it's silly when the enemy stops shooting back.
AI ships do not have any kind of supply system and frankly - I don't think anyone wants a full blown supply network with AI fleet tenders flying criss-cross around the universe, supplying thousands of ships for about 16 races.
So let's cheat!
This is an AL Plugin but there is no background task, no universe-wide scan to check all ships regularly.
Well, there is a background task while a ship is being supplied but that one is extremely low profile and short lived.
Everything is signal driven. If a ship never gets in a fight during it's lifetime, it is never touched.
It doesn't need ammunition if it doesn't fight and this script is never run...
The ALP does nothing beyond providing a switch to turn the whole thing on/off.
Ships are not supplied with missiles.
- Damage Mitigation
Basically this is armour. For shields and hull.
This is an optional Setting of the AL Plugin.
Both AI and playerships are affected.
It works IS as well as OOS.
Heavy fighting ships are expected to take damage. Therefore they have more efficient shield generators and better armor.
this applies to M2, M7, and M6.
Any ship with hangars is a carrier.
These are faster ships which are not intended to take damage but run away.
Carriers do not have damage mitigation.
Damage mitigation means that ships take less damage.
Shield Damage - 33 %
Hull Damage - 66 %
Shield Damage - 16 %
Hull Damage - 32 %
Shield Damage - 10 %
Hull Damage - 20 %
If the shields are down it takes as long as before until they have fully recharged.
If an M1 is hit for 50000 points of shield damage then an M2 would have been hit for 33500 and an M7 Tiger for 42000.
An M7 Panther would have been hit for 50000.
As with the Ammo Cheat, this script never runs unless a ship gets into a fight.