[REQ] Reduced collision damage (to give wingmen a chance)

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Maian
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[REQ] Reduced collision damage (to give wingmen a chance)

Post by Maian » Tue, 6. Jan 09, 06:45

Can collision damage be reduced to a very small percentage of what it currently is? Say 5 or 10%? Or even 0%?

This would be a good enough solution for the craptastic wingmen AI without requiring increased CPU usage (for better AI). For me, at the very least, I would actually start using wingmen!

I also figure it would be realistic. The year is nearly 3000. The universe if filled with all these spectacular weapons. And somehow a mundane collision is more dangerous then most of them. That's just not right.

KaZTek
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Post by KaZTek » Tue, 6. Jan 09, 07:21

hardcoded. :evil:
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Neven87
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Post by Neven87 » Tue, 6. Jan 09, 07:22

Indeed, not possible. BUT! with the cheat package you can turn collisions off.

954flyer
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Post by 954flyer » Tue, 6. Jan 09, 09:05

Out of curiosity, would turning off collision checking on a lot of the player's ships, increase..or decrease CPU strain? Would the CPU benefit from the lack of collision checking during a large fight? Or would it be a detriment due to a large number of ships running the cheat script?

KaZTek
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Post by KaZTek » Tue, 6. Jan 09, 10:15

954flyer wrote: Or would it be a detriment due to a large number of ships running the cheat script?
Quoted the likely outcome of running the cheatscript.
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Gazz
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Post by Gazz » Tue, 6. Jan 09, 10:43

954flyer wrote:Out of curiosity, would turning off collision checking on a lot of the player's ships, increase..or decrease CPU strain? Would the CPU benefit from the lack of collision checking during a large fight? Or would it be a detriment due to a large number of ships running the cheat script?
In the long run it would increase CPU drain because the fight would never end.
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Killjaeden
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Post by Killjaeden » Tue, 6. Jan 09, 11:24

in other words: there has to be collision otherwise no laser/missiles would hit...

TheLastHero
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Post by TheLastHero » Tue, 6. Jan 09, 12:03

actually there is a way to do it.

Take all weapon damages and mutiply by 100
Take all shields and recharge rates and mutiply by 100
Mutiply hulls by 100
shield impacts would be 1% of what they are now in effectiveness.

KaZTek
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Post by KaZTek » Tue, 6. Jan 09, 12:06

TheLastHero wrote:actually there is a way to do it.

Take all weapon damages and mutiply by 100
Take all shields and recharge rates and mutiply by 100
Mutiply hulls by 100
shield impacts would be 1% of what they are now in effectiveness.
along with an increase of out-of-memory and buffer-overrun crashes due to the large numbers you're forcing the game engine to calculate.
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fud
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Post by fud » Tue, 6. Jan 09, 14:29

Multiplying all the stats by 100 wouldn't change anything. It's a ratio of hull/shield vs hull/shield of the two ships impacting each other.



For the sake of argument/example:

Take an M5 with 1,000 hull/1,000 shield. Fly that into an M2 with 200,000 hull, 2,000,000 shield. Instant hot death.

Increase hull/shield 100x, the result would be the same, as the ratios are the same. 100,000/100,000 vs 20,000,000:200,000,000

TheLastHero
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Post by TheLastHero » Tue, 6. Jan 09, 16:02

you sure... sure its not mass....

also 2 ships of the same kind then should die at the same speed as 2 other ships of another class ramming each other due to same ratio.

m3 can ram each other and bounce off

M1 and M2 cant ram each other they suffer large ammounts of shield damage and it keeps draining pretty darn quick.

fud
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Post by fud » Tue, 6. Jan 09, 16:48

It's shield/hull.

Given two identical ships, say a Nova Raider, hitting each other head on at the same speed, they'll both explode at the same time after their shields/hulls are depleted.

They won't bounce off each other damage free, they'll both take the same amount of damage.

The heavier-shielded ship will always come out better in a collision. Or whichever ship has the highest combined shield+hull value.

Think of it this way: say a ship has 1000 shield and 1000 hull (assuming a fully-charged shield), that's effectively 2000 units of damage absorbtion available. It hits another ship that takes 500 shield, it's now got 1500 left. Once the value reaches 0, it detonates.

TheLastHero
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Post by TheLastHero » Tue, 6. Jan 09, 17:48

you dont get me
your saying its a ratio

If that is ture

a 10/10 ships should take X seconds to die hitting each other

a 1000000000000/1000000000000 ships ramming each other should die in the exact same ammount of time.

They do not
The heavier shielded ships take longer to die.

If it is a ratio there seems to be something else effecting it.

fud
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Post by fud » Tue, 6. Jan 09, 19:00

What I meant by "ratio" is that it's relative from one ship to another.


Two equal ships will destroy each other in a given amount of collisions/time slower than two ships where one is more shielded/has stronger hull than the other.

Maybe "relative" is more the term.


Point being, it's based on shield/hull values versus shield/hull values.

Maian
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Post by Maian » Wed, 7. Jan 09, 00:36

Well that totally sucks. I tried the no collision cheat and it makes you practically invincible, which is not what I wanted :(

Playing X3TC is just getting too frustrating to be fun now...

TheLastHero
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Post by TheLastHero » Wed, 7. Jan 09, 04:18

just so were clear
ARe you agreeing that things with larger shields/hull take longer to die?

fud
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Post by fud » Wed, 7. Jan 09, 14:43

Well, sorta.


If you smash an M6 into an M2, it'll die rather quickly. Multiplying the hull/shield on both by any amount, won't change that.

The ship's speed factors into it as well, but you're not really increasing the time it takes to damage a given ship, relative to another ship. Because the values are still proportional.

It may take "longer" to die in the above collision, but the fact remains that it's based on shield vs shield (initially) and the speed of the collision.


I suppose it'd be easy to test. I can just smash a Centaur into a Titan a few times and see how fast it explodes, then increase the hull/shield and repeat it.

Driitzz
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Post by Driitzz » Tue, 20. Jan 09, 05:14

there's always a work around even if it's hardcoded , you just need to find a way to tweak it.

No collision prevent you from taking any sort of damage. which is like god like even shot / missiles fired at you wont hit you... But you can't crash into other ship !

increasing every hull/shield of every ship won't change a thing , since it's based on a % VS %.


work around would then be. making a IF statement , lets say M2 ship come close to less than 50m to another ship , it turn NO colission ON , then when it get farter from lets say 1 km , it turn it OFF.

from different type of ship the value should differ , since the impact point of a m7 is way bigger than a m5

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