this .zip archive; updated OOS combat code; from edition 43 of the X Universe News
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this .zip archive; updated OOS combat code; from edition 43 of the X Universe News
"Almost a year ago Egosoft provided DevNet testers with an updated OOS combat code for further testing. Although the code fixed a few of the known problems, the tests also returned some very odd results. Unfortunately, due to its complexity and a shortage of time, testers and developement capacity, the code had to be dropped, particularly in light of higher-priority bug fixes. At that time the code was far from ready to be released into the wild."
Has anyone done any testing with this script and can share how it changes OOS combat or has any links that have discussed this.
Thx
PS: Found this discussion on Dev Chat:
http://forum.egosoft.com/viewtopic.php? ... highlight=
Has anyone done any testing with this script and can share how it changes OOS combat or has any links that have discussed this.
Thx
PS: Found this discussion on Dev Chat:
http://forum.egosoft.com/viewtopic.php? ... highlight=
Last edited by Vern Yakimishyn on Sun, 29. May 11, 10:06, edited 1 time in total.
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As there is already a topic in the German S&M forum and not everyone is L3 to read the linked topic by the OP, here are the changes of the new code:
What has changed
- All OOS fights are now calculated the same way. In the past, fights which the player was watching or involved player property used a different case.
- Ships with turrets now shoot one set of turrets at a single enemy. In the past all weapons of the ship were taken into account in one shot. This may require some changes to the handling of turrets OOS in scripts.
- If the script tells the ship to fire a certain turret group or main weapons, this is now done OOS. If not, as currently is the case, the turret choice is random. In the past the OOS code ignored script input of turret ID.
- The laser types in the slots are now read first, storing the number of weapons of a certain type. The damage done for this weapon type is now read only once instead of per slot.
- Enemy size, speed and manoeuvrability taken into account for hit percentage. Bullet speed also modifies the hit percentage per laser type.
- If the weapons firing are the main weapons, the manoeuvrability of the shooter modifies the accuracy.
- Removal of several modifier values. The aim of the new code is to use as many real values to simulate the battle.
- Bugfix: Ships which require Ammo for some weapons can now fire other weapons.
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This switch fixes a number of old bugs which is very welcome but what it does not is reducing weapon damage across the board.
This remains excessively high so that most OOS fights still end with the first shot fired.
And I'm tired of hearing that "the Q is overpowered". This is false.
It affects all M7.
This remains excessively high so that most OOS fights still end with the first shot fired.
And I'm tired of hearing that "the Q is overpowered". This is false.
It affects all M7.
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Hear hereGazz wrote:And I'm tired of hearing that "the Q is overpowered". This is false.
It affects all M7.
Lenna (aka [SRK] The_Rabbit)
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I can recall trying this. From what I remember just using one turret toned down the big ships OOS, but damage from fighters was more or less unchanged. I saw M3's causing up to 1 GJ damage per round and lost several Tyr's to groups of 4-5 L's which in my view was just as broken as the original system.
Turret scripts have absolutely nothing to do with OOS combat.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
I thought that was what was meant by this:Gazz wrote:Turret scripts have absolutely nothing to do with OOS combat.
What has changed
All OOS fights are now calculated the same way. In the past, fights which the player was watching or involved player property used a different case.
Ships with turrets now shoot one set of turrets at a single enemy. In the past all weapons of the ship were taken into account in one shot. This may require some changes to the handling of turrets OOS in scripts.
If the script tells the ship to fire a certain turret group or main weapons, this is now done OOS. If not, as currently is the case, the turret choice is random. In the past the OOS code ignored script input of turret ID.
The laser types in the slots are now read first, storing the number of weapons of a certain type. The damage done for this weapon type is now read only once instead of per slot.
Enemy size, speed and manoeuvrability taken into account for hit percentage. Bullet speed also modifies the hit percentage per laser type.
If the weapons firing are the main weapons, the manoeuvrability of the shooter modifies the accuracy.
Removal of several modifier values. The aim of the new code is to use as many real values to simulate the battle.
Bugfix: Ships which require Ammo for some weapons can now fire other weapons.
No.
Turret scripts have absolutely nothing to do with OOS combat.
It's a common misconception but all turret scripts are 100% frozen when OOS.
In other words, turret scripts have absolutely nothing to do with OOS combat. =P
Under the current system they cannot be allowed to work OOS because they contain no navigation instructions and these are what regulates the rate of fire OOS.
Trying to apply IS rules and systems to OOS combat is like trying to play Chess while using Go rules.
Turret scripts have absolutely nothing to do with OOS combat.
It's a common misconception but all turret scripts are 100% frozen when OOS.
In other words, turret scripts have absolutely nothing to do with OOS combat. =P
Under the current system they cannot be allowed to work OOS because they contain no navigation instructions and these are what regulates the rate of fire OOS.
Trying to apply IS rules and systems to OOS combat is like trying to play Chess while using Go rules.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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thx for all the replies
I have greatly appreciated all of Gazz's scripts. They have made my game play so much more enjoyable, so i think that I will try out his script [SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
http://forum.egosoft.com/viewtopic.php? ... highlight=
which I understand to turn down all OSS damage to something close to IS damage.
Thx for the quick responses as usual on this forum
http://forum.egosoft.com/viewtopic.php? ... highlight=
which I understand to turn down all OSS damage to something close to IS damage.
Thx for the quick responses as usual on this forum
Just ran some tests.
Not even close. 8 Ns kill a fully equipped titan every time, regardless of how its configured.
In sector, the titan finishes all of them off without a dent in about 45 seconds.
Edit: With the New OOS code turned off (vanilla), the titan finishes all Ns off as expected, with minor dents.
Not even close. 8 Ns kill a fully equipped titan every time, regardless of how its configured.
In sector, the titan finishes all of them off without a dent in about 45 seconds.
Edit: With the New OOS code turned off (vanilla), the titan finishes all Ns off as expected, with minor dents.
Yeah. That's what I figured this thread was all about.. Have I completely destroyed another thread again?Mizuchi wrote:You're talking about the "fixed" OOS code there, right? Not Gazz's alternative OOS combat script(s)?Litcube wrote:Just ran some tests.
Not even close. 8 Ns kill a fully equipped titan every time, regardless of how its configured.
Litcube wrote:Just ran some tests.
Not even close. 8 Ns kill a fully equipped titan every time, regardless of how its configured.
have you tried with vanilla lasers or CMOD?
since CMOD seriously cripples their power, this could work...
just guessing
currenly I am using CMOD + SRM high hull ships,
and I am amazed seeing that even serious flock od M3s cant get trough M2s defenses. I mean, Carrier full of fighters was always ultimate weapon OOS and IS, but it no longer works. I even stopped using OOS rebalance, as I no longer have problems with 'single shot kills' OOS
(note that I am using my own missile mod, that I designed around this problem, so hammerhead's damage no longer exceeed average M6's shield+hull value - all missiles downgraded - see IR's thread if interested in trying out)