Sick and bored of being sick, so thought I'd port the positioning bit of the old MICT to X4. Enjoy!
https://www.nexusmods.com/x4foundations/mods/1849
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Advanced capital ship combat positioning for elite crews
- Requires a captain with 5 stars in piloting and morale.
- Performance is enhanced by ships also having elite service personnel.
Any ships that qualify perform tactical jumps in combat.
Tactical jumps drain shields. The amount of shield drain is mitigated by service personnel skill.
Occurrence of capital ships moving into the line of fire of other capital ships while in combat is vastly reduced.
Requires X4 8.0
No dependencies
Can be added to or removed from running games freely
May be incompatible with any mods that affect capital ship combat movement
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Changelog:
0.03
- Fixed accidentally making all player-owned capital ships MICT-capable
0.02
- All Xenon and Kha'ak capital ships are MICT-capable
- Carriers with active combat subordinates may execute tactical jumps if drastically repositioning (they normally prefer to keep their distance and conserve shields)
0.01
- Initial upload
MICT
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w.evans
- Posts: 2967
- Joined: Tue, 18. Nov 14, 16:23

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w.evans
- Posts: 2967
- Joined: Tue, 18. Nov 14, 16:23

Re: MICT
Giving some thought to updating this for 9.0 when it goes out. One vanilla change is the much-improved capital ship combat movement against other ships. That uses a different script so it would skip MICT the way it's currently set up. I wonder if MICT's even still desired with that change, though.
Options:
- leave as is: MICT will kick in when capital ships are in combat with stations, it will not be active against anything else.
- redirect the combat script to always use MICT: we lose the real-time target tracking that the new stuff in 9.0 brings.
Incorporating the real-time target tracking with MICT looks unfortunately infeasible since it's mostly done in C++ code and tied to the new vanilla movement logic.
Thoughts?
Options:
- leave as is: MICT will kick in when capital ships are in combat with stations, it will not be active against anything else.
- redirect the combat script to always use MICT: we lose the real-time target tracking that the new stuff in 9.0 brings.
Incorporating the real-time target tracking with MICT looks unfortunately infeasible since it's mostly done in C++ code and tied to the new vanilla movement logic.
Thoughts?
