[MOD] Miscellaneous IZ Combat Tweaks

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w.evans
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Post by w.evans » Sat, 20. Aug 16, 09:37

Hey Scoob,

sorry for the long delay. Been a bit crazy here.
Scoob wrote:I was wondering if you'd consider making aspects of MICT configurable via a file to allow fine-tuning of behaviours?
Should already be relatively simple to configure. The combat target distances and thresholds are all at the very top of aiscripts\MICT.move.attack.object.capital. Allowing boost and allowing jump are a bit further in, but could be deactivated with a simple switch from "true" to "false". Guess could move those up so that everything's in one place.

The retreat thresholds are a bit harder to find, and are in the conditions for the retreat actions themselves. Could move those up as well.

And all of these things could be moved to a separate configuration file, but I don't see much advantage in having a separate file vs having them at the top of the file. Hm, unless other configuration options are added impacting different behaviors. Could be tricky having all options for the different behaviors in one file though since the mod's modular.

Re: station assault, all of the station's modules and surface elements are just added to the turrets' target list. Which they fire on depends on which are in line of sight and are in range of each individual turret. That's done in the code though. In script, we could only control what's in the target list. So, for example, we could control whether or not that central sphere is fired on at all in addition to other things, but not when that sphere is fired upon.

By the way, what's shown as target in the ship's display (on the event monitor) is what the captain is maneouvering relative to. It does not show what the defence officer is firing at.

Re: movement to neighboring zone, thanks. Hmm. Right now, the moment a leader decides to go somewhere, he/she sends a signal to all of his/her subordinates to go there, and they go separately. What's odd is their firing their boosters immediately since it's the same turn-then-boost movement to the same location. Will take a look. Offhand, can't see why the leaders movement would be different from the subordinates'. At that point, they'll be running the exact same script with the same parameters!

w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Sat, 20. Aug 16, 10:11

20.August 2016 - Miscellaneous IZ Combat Tweaks updated to v0.71

Settings to configure capital ship combat movement added to the top of aiscripts\MICT.move.attack.object.capital.

Thanks to Scoob for the suggestion.

...
Configuration options are as follows:

Distance targets and thresholds for long ranged-ships:

Code: Select all

<do_if value="this.ship.macro.ismacro.{global.$MICT_LR_Ships}">
	<set_value name="$MICT_MaxAimDist" exact="this.ship.maxcombatrange.all"/>
	<set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.all * 0.5f"/>
	<set_value name="$MICT_MaxJumpDist" exact="this.ship.maxcombatrange.all * (1.9f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="this.ship.maxcombatrange.all * (0.3f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_if>
Distance targets and thresholds for ships with very large drone capacities:

Code: Select all

<do_elseif value="this.ship.units.maxcount gt 300 and this.ship.availableunits.{unitcategory.defence}.count gt 0">
	<set_value name="$MICT_MaxAimDist" exact="8000m"/>
	<set_value name="$MICT_MinAimDist" exact="8000m * 0.5f"/>
	<set_value name="$MICT_MaxJumpDist" exact="8000m * (1.9f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="8000m * (0.3f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_elseif>
<do_elseif value="this.ship.maxcombatrange.turrets lt 7200">
	<set_value name="$MICT_MaxAimDist" exact="this.ship.maxcombatrange.turrets"/>
	<set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.turrets * 0.15f"/>
	<set_value name="$MICT_MaxJumpDist" exact="this.ship.maxcombatrange.turrets * (1.5f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="this.ship.maxcombatrange.turrets * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_elseif>
Distance targets and thresholds for destroyers:

Code: Select all

<do_else>
	<set_value name="$MICT_MaxAimDist" exact="this.ship.maxcombatrange.turrets"/>
	<set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.turrets * 0.3f"/>
	<set_value name="$MICT_MaxJumpDist" exact="this.ship.maxcombatrange.turrets * (1.8f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="this.ship.maxcombatrange.turrets * (0.25f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_else>
Escape distance targets:

Code: Select all

<do_if value="$target.container.exists">
	<set_value name="$MICT_MaxEscapeJumpDist" exact="($target.container.maxcombatrange.all + $target.size) * (1.0f + ((this.combinedskill)f / 100.0f))"/>
	<set_value name="$MICT_MinEscapeJumpDist" exact="($target.container.maxcombatrange.all + $target.size) / (1.9f - ((this.combinedskill)f / 100.0f))"/>
</do_if>
<do_else>
	<set_value name="$MICT_MaxEscapeJumpDist" exact="($target.maxcombatrange.all + $target.size) * (1.0f + ((this.combinedskill)f / 100.0f))"/>
	<set_value name="$MICT_MinEscapeJumpDist" exact="($target.maxcombatrange.all + $target.size) / (1.9f - ((this.combinedskill)f / 100.0f))"/>
</do_else>
Switches to allow/disallow jump and boost in combat:

Code: Select all

<set_value name="$AllowJump" exact="true"/>
<set_value name="$AllowBoost" exact="true"/>
Retreat shield thresholds:

Code: Select all

<set_value name="$ShieldPercentage_RetreatThreshold_Argon" exact="0.2"/>
<set_value name="$ShieldPercentage_RetreatThreshold_Split" exact="0.0"/>
<set_value name="$ShieldPercentage_RetreatThreshold_Teladi" exact="0.4"/>
Approach shield thresholds:

Code: Select all

<set_value name="$ShieldPercentage_ApproachThreshold_Argon" exact="0.4"/>
<set_value name="$ShieldPercentage_ApproachThreshold_Split" exact="0.1"/>
<set_value name="$ShieldPercentage_ApproachThreshold_Teladi" exact="0.8"/>

UniTrader
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Post by UniTrader » Mon, 29. Aug 16, 18:23

for anyone who got problems with high Pitch Values consider trying this Mod - it removes all Angular limitations (pitch limit) for all Ships, so they can turn completely free. This might Synergize good with w.evans Changes (will be part of my Manager/(fleet managment) Script in the future, but i am currently working on a bigger change (seperating everything in diffrent packages), so a new Version could still take a few weeks - but this part can be used individually anyway, so making it a pre-release here, too ^^

https://www.dropbox.com/s/junfqsjl8nfxc ... on.7z?dl=1
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

w.evans
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Post by w.evans » Mon, 29. Aug 16, 18:32

will vouch for Uni's fix. It does for all l and xl ships what this mod does for just the Sucellus with regard to pitch limitations, so no ships have a problem pitching.

Nemesis_87
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Post by Nemesis_87 » Fri, 21. Oct 16, 17:23

Hi, Been ahwhile since i last played but gonna have another blast soon. Seeing this is by far my favourite mod i wanted to ask you, What other mods would you recommend to play with misc combat?

Thanks in advance

w.evans
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Post by w.evans » Fri, 21. Oct 16, 18:21

Hey Nemesis,

first a disclaimer: this is the list of mods that i play with, and might not suit how you want to play the game.

That said, i currently run the game with:

AutoLooter (euclid's)
BetterStationScanMode
Boarding Options
Carriers
Mission Computer (redundant with the vanilla BBS, but shows you all of the illegal missions as well)
CombatRank_Bailout
CopilotConvo
Exploration Light
Extra Surplus Info
Galaxy Station Range
Capital Ship Bridge
Marine Rebalance
Smalltalk Hack
Fleet Supported Boarding
Hacking as a Service
M-Class docks for some ships
MoreCrew
Enhanced Money Transfer
Phipsz Sort Crew
Multi Assignment
Repair Docks For Capship Mod
PlayerJump (yes, still works! and yes, it is sort of redundant with the vanilla jump drive, but i could work it by muscle memory so couldn't get rid of it.)
Show Skills
Show Me Your Faction, Please!
Station Push wares
Super Scanner (customized)
TAF!
Trade Menu Cargo Hold Filter
Manager Account Sharing
BetterAutoAim
Difficulty Hack
Engineer Drone Fix
MICT
MOCT
Slightly More Useful Plot Station
StationEngineers
YAT2

Given the disclaimer, don't know how useful this list would be. At the very least, i could say that i could play the game with the above mods with XR 4.0 and both DLCs without anything breaking. i think.

Nemesis_87
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Post by Nemesis_87 » Tue, 25. Oct 16, 06:37

Cheers, i use a few of those but still quite a few i aint used

tbh i never use the skunk though, just your mod with capital ship bridge hehe

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alexalsp
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Post by alexalsp » Wed, 1. Feb 17, 11:01

4.10 beta 5

Code: Select all

[=ERROR=] 186.53 Error in AI script fight.attack.object.drone.leader on entity 0x1fadd: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x1fad0L} (name='БЛА Неустрашимый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}

[=ERROR=] 391.29 Error in AI script fight.attack.object.drone.leader on entity 0x2b466: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2b459L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 391.29 ======================================
[General] 419.06 ======================================
[=ERROR=] 419.06 Error in AI script fight.attack.object.drone.leader on entity 0x2ebbd: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2ebb0L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 419.06 ======================================
[General] 419.91 ======================================
[=ERROR=] 419.91 Error in AI script fight.attack.object.drone.leader on entity 0x2ebe5: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2ebd8L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 419.91 ======================================
[General] 421.24 ======================================
[=ERROR=] 421.24 Error in AI script fight.attack.object.drone.leader on entity 0x2ebd1: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2ebc4L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}


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alexalsp
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Post by alexalsp » Fri, 5. May 17, 22:42

4.10

Code: Select all


[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 253.07 ======================================
[=ERROR=] 253.07 Error in AI script fight.attack.object.drone.leader on entity 0x23327: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2331aL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 253.07 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x34445L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 323.89 ======================================
[=ERROR=] 323.89 Error in AI script fight.attack.object.drone.leader on entity 0x360d6: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x360c9L} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 323.89 ======================================
[General] 356.02 ======================================
[=ERROR=] 356.02 Error in AI script fight.attack.object.drone.leader on entity 0x2c78c: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2c77fL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 356.02 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x4908bL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x490faL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x491c2L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x49189L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 253.07 ======================================
[=ERROR=] 253.07 Error in AI script fight.attack.object.drone.leader on entity 0x23327: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2331aL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 253.07 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x34445L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 323.89 ======================================
[=ERROR=] 323.89 Error in AI script fight.attack.object.drone.leader on entity 0x360d6: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x360c9L} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 323.89 ======================================
[General] 356.02 ======================================
[=ERROR=] 356.02 Error in AI script fight.attack.object.drone.leader on entity 0x2c78c: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2c77fL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 356.02 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x4908bL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x490faL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x491c2L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x49189L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================



w.evans
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Post by w.evans » Sat, 29. Jul 17, 12:36

all harmless if unfortunate for anyone who needs the debug log, except for these:
alexalsp wrote:

Code: Select all

======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'object' is missing
======================================
======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'zone' is missing
======================================
which usually indicate that a script action is ignored because there are missing attributes. having trouble finding them though since the line numbers referenced in the error messages don't correspond to line numbers in the editor i use at home.

look like a get_safe_pos, but those all check out.

anyway, i'll take a look, but these do not point to compatibility issues with XR 4.10 so the mod should work as well as it did before.

w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans » Sat, 29. Jul 17, 13:12

oh! the error messages are from the two jump actions i deactivated! so yeah, it's fine since those two actions are meant to be ignored anyway.

that was fixed a while back though. @alexalsp, are you sure you have the latest version of the mod? and where did you get it? the nexus?

edit: forgot to upload the update.

w.evans
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Post by w.evans » Sat, 29. Jul 17, 13:22

29.July 2017 - Miscellaneous IZ Combat Tweaks updated to v0.72

Compatibility update with XR 4.1

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ezra-r
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Post by ezra-r » Tue, 12. Dec 17, 00:39

errr.... is this compatible with 4.30?

w.evans
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Post by w.evans » Tue, 12. Dec 17, 18:30

should. please let me know if you run into any issues.

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ezra-r
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Post by ezra-r » Tue, 12. Dec 17, 22:29

w.evans wrote:should. please let me know if you run into any issues.
running it under linux. Got the workshop version.

Got 3 Balor vs 2 Enemy Balor.

My balors just stood there doing nothing, that is, keeping their distance without shooting (crew maxed), I saw the messages about their optimal ranges and all that but they did nothing anyways.

1 single salvo from 1 of the enemy balor killed 1 balor instantly.
1 single salvo from another of the enemy balor practically killed another of my balors.

Added a save in case you want to check:
https://drive.google.com/file/d/1emjeCA ... sp=sharing

--

I will try with the nexusmod version in case the workshop one has the supplements that change behaviour of missiles of balor which I find overkill.

Will add more here with my findings or at least if I see them fire a single salvo before they get destroyed.

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Post by w.evans » Tue, 12. Dec 17, 23:51

odd. thanks for the save. i'll take a look this weekend.

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Post by ezra-r » Wed, 13. Dec 17, 15:21

more info:

later I tried the nexusmod latest version for IZ combat tweaks only (not oos) and I got the same result. Paying attention the Balors just had order "follow albion skunk" despite me selecting and ordering to attack the enemy ships repeatedly.

When I tried to set the defence officer of one of the ships to Attack instead of defend, the game locked up.
Last edited by ezra-r on Wed, 13. Dec 17, 23:56, edited 1 time in total.

w.evans
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Post by w.evans » Wed, 13. Dec 17, 18:57

ezra-r wrote:the Balors just had order "follow albion skunk" despite me selecting and ordering to attack the enemy ships repeatedly.

When I tried to set the defence officer of one of the ships to Attack instead of defend, the game locked up.
This does help. Thanks. Sounds like my hooks into the vanilla scripts aren't landing anymore. If that's all that's wrong, should be a quick fix.

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Post by ezra-r » Wed, 13. Dec 17, 22:13

w.evans wrote:
ezra-r wrote:the Balors just had order "follow albion skunk" despite me selecting and ordering to attack the enemy ships repeatedly.

When I tried to set the defence officer of one of the ships to Attack instead of defend, the game locked up.
This does help. Thanks. Sounds like my hooks into the vanilla scripts aren't landing anymore. If that's all that's wrong, should be a quick fix.
Wow, hope its that then I don't want to cause you headaches. Thanks for the support and the awesome job!

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Post by w.evans » Wed, 13. Dec 17, 22:21

Ha! Thank me when i solve it. If.

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