Turret Configuration: Technical - Question

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BrigandPhantos77
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Turret Configuration: Technical - Question

Post by BrigandPhantos77 »

Just need some advice answers on how the Turret Configuration is coded / programed for the game.

When setting up the turret configuration I know all items get labelled 1, 2, 3 etc.... Is there an order of priority among these items. Like does command 1 get priority over command 2? Like 1 is set to attack all capitals of M6 or bigger, and line 2 has attack all enemies while using an attack command. Will it switch to command 2 when no M6+ size are present. Or are they all treated equally?

Also, when you select these in the command interface, does the game "cache" the actions associated with it, or does it get called up instead on each use? What I mean is if I change the configuration to add weapon changing, does this change get applied to all ships using that command, or do I have to reset the command?
Peace is a state of mind!
War is absolute!
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Jimmy C
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Re: Turret Configuration: Technical - Question

Post by Jimmy C »

Personally, I've been setting up the commands on the assumption that it's based on priority. And it does seem to be so. My priorities for defensive turrets is, incoming missiles, then hostiles attacking me, then what I'm targeting. That's what I see when I use beams on an M2.
BrigandPhantos77
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Re: Turret Configuration: Technical - Question

Post by BrigandPhantos77 »

I was assuming that as well. That is certainly how I set the commands up in them. I put missile defense as 1, for gamma for example, but with alpha its at the end of the list. I was hoping to get confirmation on that. Trying to tailor them to different roles. Using Beta for priority 1, M6 and bigger shooting. Then everyone else, finally missiles. Gamma for missiles, then fighters, then everybody else.
Peace is a state of mind!
War is absolute!
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Jimmy C
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Re: Turret Configuration: Technical - Question

Post by Jimmy C »

One thing to remember, you can also modify the standard turret commands. For example, I think it was Protect Ship that didn't have shoot at missiles in its priority que, so I added it.
BrigandPhantos77
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Re: Turret Configuration: Technical - Question

Post by BrigandPhantos77 »

True..... I usually leave them vanilla, but allowing weapon changes and such probably wouldn't be a bad idea. That leads me back to my second question. Does the game "cache" the commands attached when activated, or do they retroactively change when you modify them for all ships already using the command.

Cache = Stores a separate copy of a specific instance of the command. A cache wouldn't change when you change the originating source of those commands.

Sorry if your technical skills are higher than I assumed there.
Peace is a state of mind!
War is absolute!
~ Phantos ~
Jimmy C
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Re: Turret Configuration: Technical - Question

Post by Jimmy C »

I believe turret commands are universal, but I rarely make changes after setting them up for my game.
Hwitvlf
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Re: Turret Configuration: Technical - Question

Post by Hwitvlf »

BrigandPhantos77 wrote: Mon, 17. Jun 24, 19:08 When setting up the turret configuration I know all items get labelled 1, 2, 3 etc.... Is there an order of priority among these items.
Also, when you select these in the command interface, does the game "cache" the actions associated with it, or does it get called up instead on each use?
They are priority based but target selection doesn't reassess each game cycle. In other words, if a turret is 'missile > enemy' and it is already attacking a ship, there is sometimes a lag before targeting a newly launched missile.

The commands are universal and will immediately affect every player ship running that turret command. Probably why they were moved to 'global commands' in FL.

The configuration I use:
Missiles only = for non combat ships (prevents them from engaging aggressive TMs and Strong Arm wings).
'Protect Ship' with added 'missiles' as top priority = for a defensive stance to avoid targeting non-combatant ships.
Alpha= anti-fighter (missile > fighter > protect ship > target what ship is attacking)
Beta = anti-capital (M7+ > M6+ > attack what ship is attacking)
Gamma = beam anti-everything (missile > M7+ > M6+ > fighter > protect ship > target what ship is attacking)
BrigandPhantos77
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Re: Turret Configuration: Technical - Question

Post by BrigandPhantos77 »

Hwitvlf wrote: Mon, 5. Aug 24, 18:34
BrigandPhantos77 wrote: Mon, 17. Jun 24, 19:08 When setting up the turret configuration I know all items get labelled 1, 2, 3 etc.... Is there an order of priority among these items.
Also, when you select these in the command interface, does the game "cache" the actions associated with it, or does it get called up instead on each use?
They are priority based but target selection doesn't reassess each game cycle. In other words, if a turret is 'missile > enemy' and it is already attacking a ship, there is sometimes a lag before targeting a newly launched missile.

The commands are universal and will immediately affect every player ship running that turret command. Probably why they were moved to 'global commands' in FL.

The configuration I use:
Missiles only = for non combat ships (prevents them from engaging aggressive TMs and Strong Arm wings).
'Protect Ship' with added 'missiles' as top priority = for a defensive stance to avoid targeting non-combatant ships.
Alpha= anti-fighter (missile > fighter > protect ship > target what ship is attacking)
Beta = anti-capital (M7+ > M6+ > attack what ship is attacking)
Gamma = beam anti-everything (missile > M7+ > M6+ > fighter > protect ship > target what ship is attacking)
That makes sense to me. I was also worried they were using cached versions that had to be reset whenever you make a change.

So if I wanted to append the protect ship command by adding missile defense to the end of it, the behavior on all ships would adopt that without me having to actually re-set the protect ship command on each ship.
Peace is a state of mind!
War is absolute!
~ Phantos ~
Hwitvlf
Posts: 529
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Re: Turret Configuration: Technical - Question

Post by Hwitvlf »

BrigandPhantos77 wrote: Wed, 7. Aug 24, 07:10 So if I wanted to append the protect ship command by adding missile defense to the end of it, the behavior on all ships would adopt that without me having to actually re-set the protect ship command on each ship.
The only exception I know would be if the ship didn't have Combat Command MK2. Default 'protect ship' only requires MK1, but adding 'missile defense' requires MK2.

Has anyone tried the new commands (unofficial patch) for 'strong' and 'barrage' missile defense? They look promising as an option for capitals to ignore weak missiles.
BrigandPhantos77
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Joined: Wed, 27. Dec 17, 05:47
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Re: Turret Configuration: Technical - Question

Post by BrigandPhantos77 »

Hwitvlf wrote: Thu, 8. Aug 24, 18:15
BrigandPhantos77 wrote: Wed, 7. Aug 24, 07:10 So if I wanted to append the protect ship command by adding missile defense to the end of it, the behavior on all ships would adopt that without me having to actually re-set the protect ship command on each ship.
The only exception I know would be if the ship didn't have Combat Command MK2. Default 'protect ship' only requires MK1, but adding 'missile defense' requires MK2.

Has anyone tried the new commands (unofficial patch) for 'strong' and 'barrage' missile defense? They look promising as an option for capitals to ignore weak missiles.
I'm still not using the unofficial patch. I might switch to it one of these days, and I hope they give Cycrow a medal for doing it as well. He's really trying to keep the life in Farnhams Legacy. I've also played all the previous versions modified for soo long that I like being vanilla in this one. Nividium has a legit sale method in this if you like the barter system, and is one of the key methods to wealth. I'm assuming those commands appear with the missile barrage command under special/other commands section.
Peace is a state of mind!
War is absolute!
~ Phantos ~

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