[MOD] UFO - Ultimate Fleet Overhaul (V0.6.1 Beta, 3rd February 2015)

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

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w.evans
Posts: 2966
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Hey Mad_Joker, I remember you mentioning that the way that UFO ships jump is different from how other ships jump. Will the docked ships be carried with the UFO ships? Been firing up my game with the intention of testing this, but I keep getting distracted and forget to order them to jump somewhere.
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

Hmm, I don't think it is different, except that depending on the skill of the captain ships can jump within sectors. Tbh not sure about docked ships XD
w.evans
Posts: 2966
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Will try to remember to actually order my UFO fleet to jump this time, then. Thanks for the reply!

edit: just tested. Docked fighters jump along with the UFO fleet just fine.
escondido
Posts: 243
Joined: Tue, 27. Dec 05, 01:29
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Post by escondido »

i think i have a problem...the order escort ship and move to a zone dont show for me.. :cry:
maby can you sr made a smal vídeo explain ??
thanks
w.evans
Posts: 2966
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Hi escondido,

[Enter -> 2 -> 6 -> [highlight fleet] -> [click "Command"]]
escondido
Posts: 243
Joined: Tue, 27. Dec 05, 01:29
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Post by escondido »

ty for the help...so fleets can only escort player ships...not npc ships.. :?
w.evans
Posts: 2966
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

The player fleet always escorts the Skunk, but you can create other fleets ("create fleet" button in the lower left), and those can escort other ships.
w.evans
Posts: 2966
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Hey Mad_Joker,

still getting problems with UFO ships failing to recover drones. In a recent case, a UFO fleet was sent to escort a ship under attack OOZ. After the aggressor was dispatched, the escorted ship jumped to me, and the UFO ships launched drones right before jumping (those OOZ launched drones weren't recovered, but that's sort of understandable, and not the problem I'd like to cite.)

The problem is that the UFO ships continued to launch drones after they jumped IZ (no hostiles IZ), and these drones started to spread throughout the zone. After a while, most of them collected into a big ball in the middle of the zone.

I'm aware that this has been reported as a vanilla issue, but calling the UFO ships back to my squad (thereby disbanding the fleet) fairly reliably leads to the drones eventually going back to their ships.

Possibly relevant, I found this bug report in the Beta Forum by ubuntufreakdragon. Could the drones wanting to go home be waiting for a condition on the UFO ships, and is it possible that this condition is never activated because the regular ai scripts are bypassed?

Also might be of help, the vanilla ai scripts don't launch drones at all OOZ.
drfz
Posts: 22
Joined: Tue, 1. Oct 13, 18:19

Hi

Post by drfz »

Hi , i just tried to use this addons, but i'm actually using 3.50b1 . it seems , the 2-6 keys is not enabled.

i presume it's because beta version ? i 'm just sick of war cap. ship behavior . :(
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
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Post by YorrickVander »

changes in 3.50 to facilitate ui modding support ironically broke current ui mods :)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
drfz
Posts: 22
Joined: Tue, 1. Oct 13, 18:19

Post by drfz »

YorrickVander wrote:changes in 3.50 to facilitate ui modding support ironically broke current ui mods :)
mmmmmmmh . then let's wait . ( ;-(((((((((( )
w.evans
Posts: 2966
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Hey Mad_Joker,

Hope you take a peek in here some time.

Found that Balors in UFO fleets don't fire torpedoes. Managed to trace the problem to this line:

Code: Select all

<shoot_at object="this.ship" target="$oPriorityTarget" additional_targets="$gAdditionalTargets" slot="tag.secondary_slot" tolerance="180.0deg" locktarget="true" weapontype="combat" />
in ufo.capital.defence.fire.xml. The line triggers, but the Balors don't fire.

Removing the additional_targets attribute seemed to fix it:

Code: Select all

<shoot_at object="this.ship" target="$oPriorityTarget" slot="tag.secondary_slot" tolerance="360.0deg" locktarget="true" weapontype="combat" />

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