[MOD] Combat System Extension (v0.2) [Obsolete]

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

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Saquavin
Posts: 486
Joined: Thu, 22. Aug 13, 17:12
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Post by Saquavin »

I don't know if my 2 rahanas are totally bugged out, or if your mod does not work.
Actually, when my rahanas agreed and succeed to follow me, they are stuck in place but still boosting. And aren't firing, even in response of aggression.
SparvieroGed
Posts: 968
Joined: Mon, 25. Jun 12, 22:19
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Post by SparvieroGed »

Azalrion wrote:Did the fighter ever attack the scaldis? I'm not totally sure that the UI for the defence officer ever does actually change its script to the offensive one, unfortunately nothing we can do about that at the moment.

The other option of course is change the default stance to aggressive when assigning an npc or providing a menu option / conversation option to change the script running that way.
The figheters didn't fire at the scaldis.

Mmm so at this moment...if I put two fighters in squad with the scaldis, do the two fighter attack hostiles only if the hostiles attack the fighter?

Is there a way to protect my scaldis? He has only four turrets.
Scoob
Posts: 11497
Joined: Thu, 27. Feb 03, 22:28
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Post by Scoob »

Hi,

Tried to test this just now. I annoyed a Famine Frigate (RoC) getting it to attack me while my Taranis was set to escort me. The Taranis never fired a shot. However, the Famine Frigate sorta gave up attacking me after a while too - despite it being intact. Very odd.

Need to play further methinks.

Scoob.
SparvieroGed
Posts: 968
Joined: Mon, 25. Jun 12, 22:19
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Post by SparvieroGed »

Scoob wrote:Hi,

Tried to test this just now. I annoyed a Famine Frigate (RoC) getting it to attack me while my Taranis was set to escort me. The Taranis never fired a shot. However, the Famine Frigate sorta gave up attacking me after a while too - despite it being intact. Very odd.

Need to play further methinks.

Scoob.
Do you have defense official on attack?

Do you try to don't use the command escort, but simple put the taranis in your squad?
Architekton
Posts: 60
Joined: Tue, 19. Nov 13, 01:43
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Post by Architekton »

Tried to see if this mod made any difference to the otherwise abismal combat experience I'm currently having but sadly no dice.


1) Attacked a station

2) Station went red, started firing at my Arawan with it's big Berthas

3) Arawan did go on red but didn't return fire

4) Shot up a couple of XL ships

5) They started shooting back

6) Nothing

-Tried Escort me, setting DO on attack etc. No difference.

Could it be range related? Looks like ships just lack the distance on
their peashooters to return fire halve the time. 2Km and they are dead
in the water.

Forgiving peeps on board both Stations and Ships you are in the green with in terms of diplomacy btw.
You can literally blast the entire station or ship to Kingdom Come
if you just take a coffee in between red states and it will have all gone
away after a few minutes (back to blue). :lol:
Hornet108
Posts: 347
Joined: Thu, 15. Nov 12, 13:46
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Post by Hornet108 »

I took on a light carrier in DV, with brand new ships I had just bought, with brand new defence officers. The frigate I had escorting me fired a few shots at the drones (and even destroyed one! Huzzah!) but wasn't interested in the capital ship at all, and just sat there taking it.
SparvieroGed
Posts: 968
Joined: Mon, 25. Jun 12, 22:19
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Post by SparvieroGed »

No one try this mod without using a special comand of the other mod?
Zakuak
Posts: 85
Joined: Mon, 4. Nov 13, 22:29

Post by Zakuak »

Sadly I do not see any action from my ships 90% of the time.

Last night in one final pitched effort to see WTF was wrong with all my lame ships I grabbed an old save, went into notepad++ gave myself 500mil, built a fleet of Arwans maxed out drones, guns.

Then of course I had to open notepad++ again to get the ships built in a timely fashion lol.

So I crewed them up (Note pad all 18 NPC characters stats to 5 across the board) and headed for the DV/ALB gate where there is always a Warden and a light carrier sitting.

My ships all set to attack yet not a damn one of them did a thing. Range was no issue as 2 of my ships were close enough that the models clipped / collided with the warden off and on as the enemy ships moved about.

I will give props to the engineers tho lol...my ships simply wouldnt die..

Then enemy ships are shooting and scooting...my ships are like wha?

I have no issues with me shooting and killing everything if I have to but damn...sure would be cool to see some epic Cap / fleet fights.
Kierk
Posts: 115
Joined: Wed, 30. Oct 13, 16:38

Post by Kierk »

It sounds like the targets were all intiially blue to each other. I notice when testing boarding and engineering behaviors that there seems to be a vanilla issue where two units initally blue to each other will lose hate status.

The first instance had to do with marine boarding pods. I took out the engines and JD, launched pods and they just sort of trailed behind the freighter not doing much of anything. I hit the freighter a few times and get the 'reporting to police' message for a second time that battle and suddenly my marines all land within like 2 seconds.

Secondly a different freighter capture, marines already on board the ship and I'm just kinda chilling out not shooting it cause the mission is to kill the drone bay and I don't wanna do that. I notice that most of the guns and shields are back, but they're not interested in me. I take a shot or two and suddenly one of the guns starts firing at me for a bit, then kinda gives up.
Architekton
Posts: 60
Joined: Tue, 19. Nov 13, 01:43
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Post by Architekton »

Its driving me insane as well.

At best you seem the get the occassional pee-wee out of one of your Capital ships but the real deal is currently just lacking or impossible to achieve.

Beam turrets? Missile Swarms? Drones spamming? No.
Agressive engagements with your ships all opening fire? Forget it.

This was supposed to be one of those things that got improved over X3R/TC/AP but sadly I have to conclude that, as lacking as it was at times, at least Capital Ship combat existed in those!

I have the deepest respect for those trying to get this to work through modding (All the more as it's currently not even communicated Egosoft knows about this issue or cares about it) It sure doesn't look like it's easy to achieve. Here goes to praying one of you scripters catches a lucky break!
Cebullus
Posts: 21
Joined: Sun, 24. Nov 13, 15:11
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Post by Cebullus »

Try to use the newest version of Manual Command Extension along with CSE and you may get good results like this:

(just a short example)
http://www.youtube.com/watch?v=qXeawSw_Rfs

(Taranis was just set to escort me, the heavy sul attacked me).
Last edited by Cebullus on Sun, 24. Nov 13, 16:25, edited 1 time in total.
Saquavin
Posts: 486
Joined: Thu, 22. Aug 13, 17:12
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Post by Saquavin »

Cebullus wrote:Try to use the newest version of Manual Command Extension along with CSE and you may get results like this:

(just a short example)
http://www.youtube.com/watch?v=qXeawSw_Rfs

(Taranis was just set to escort me, the heavy sul attacked me).
It's just fine ! Was there a problem ?

My 2 rahanas don't even fire. Maybe the mod works only for combat ship and not trader ship ?

EDIT : if you would like to have a look at my save. Is it totally broken or ?
https://mega.co.nz/#!9wEACYLA!dW7TYgAoB ... KXktu-4sLw
foxtrot76
Posts: 75
Joined: Fri, 12. Mar 10, 21:44

Post by foxtrot76 »

First of all thanks for this breath of fresh air! Finally saw my capitals shoot stuff!!!

I noticed a couple of things while messing around with your mod:
When you initially activate the mod the turrets of the capital are blue AKA not in combat mode. As soon as an enemy appears and starts shooting your capital or the player ship, the turrets keep switching from blue to red and back again like if their is some kind of counter order given. The result is that they do not fire at the enemies.

When using manual command extensions and giving the command to escort you, the turrets will suddenly activate as soon as a hostile shoots at the player ship. At this point the turrets remain red and will shoot at any hostile from this point on. Once you issue the command follow me, turrets turn blue and become once again unresponsive as far as I can tell.

In any case this is a great step forward compared to what we had in vanilla.
Zakuak
Posts: 85
Joined: Mon, 4. Nov 13, 22:29

Post by Zakuak »

Foxtrot, thank you for some clarification on this!!

Cebullus, thank you for the video proof it works LOL!

Ok, I am excited again, cant wait to get home and try this out.....Oh my, I am going to sh*t myself if I see my fleet open up on some enemies...

Almost wanna leave work early to check it out haha

EDIT: Cebullus, wow...your video...look at the cap ships dance about, ohmygerd its friggin wicked looking!! I've watched the vid 3 times now lol..if I can get my ships doing this...I will need to other purpose in this game hah. I will destroy all those who do not bow down before me.

Someone needs to make a megalomaniac mod for this game....I think I will take over Maelstrom and if I can self sustain...maybe I will systematically destroy every other station/ship in the other systems ahha
Azalrion
Posts: 66
Joined: Sat, 9. Nov 13, 11:31
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Post by Azalrion »

I believe there might be a case of conflicting scripts running in some occasions, I'm going to check it out a bit more.

I've definitely had it working with a move.patrol and just a move.idle command and officer's i've assigned by hiring and dropping the crew off. I think I'll need to do some double checking for ones that come from a shipyard and for my "fix" that assigns them the correct script.
bbeach
Posts: 100
Joined: Tue, 24. Feb 09, 03:47
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Post by bbeach »

It's also hard to tell if it's the AI breaking down during a specific action, or if the AI is just breaking down completely. Or a combination of bugs in specific functions as well as bugs with the entire system.
Randeng
Posts: 26
Joined: Tue, 16. Aug 11, 20:47
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Post by Randeng »

If i can add something, i don't know why but my arawn attacked a fighter, but just after getting hit by hit, but when it was destroyed, he didn't attack anymore.

Like it's said before, lights switch between blue and red, and nothing happens...

I tried many thing, patrol, escort, follow, etc...
Azalrion
Posts: 66
Joined: Sat, 9. Nov 13, 11:31
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Post by Azalrion »

Randeng, thats how this is meant to work, they are automatically set to "Defend" there is a setting via the Ship Details menu, Defence Officer Details where you can set them to aggressive, but I'm not totally sure it works. I'm probably going to add a conversation option in to switch properly.
grhluna
Posts: 28
Joined: Wed, 22. Jul 09, 12:15

Post by grhluna »

tx
the graphic mod is also good
try the dark space option+stars&real highways &booster and so!!!!!!
Randeng
Posts: 26
Joined: Tue, 16. Aug 11, 20:47
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Post by Randeng »

Yeah but why in defend mode, it attacked just one ship? After that, a capital ship attacked mine and he didn't fight back... As is said, turrets lights changed their colour every second...

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