[MOD] Reaction Force
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] Reaction Force
Remembering this from X3 as well. Will try it out today, good job!
Re: [MOD] Reaction Force
1.2 Just went out
Add debug lines
Make response less finicky
More tweaks to get things to dock correctly (WIP)
I'm headed to bed, will be working on this more tomorrow (rainy weather incoming )
Add debug lines
Make response less finicky
More tweaks to get things to dock correctly (WIP)
I'm headed to bed, will be working on this more tomorrow (rainy weather incoming )
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
1.4 is out that fixes a lot of issues.
Clear out any orders above the default Reaction Force after updating to make sure there's no issues
Clear out any orders above the default Reaction Force after updating to make sure there's no issues
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
The current release finally is getting a decent amount of playtesting from me.. and I can comfortable say it's working as intended
Current plans
- Tweak subordinates to make them smarter (the stock escort code is awful)
- Clean up response (Add more checks to not respond to hopeless things/stop responding if ships move out of range/etc...)
- Tweak the patrol command to be slightly less braindead
- Further look into carriers and fighter response
Current plans
- Tweak subordinates to make them smarter (the stock escort code is awful)
- Clean up response (Add more checks to not respond to hopeless things/stop responding if ships move out of range/etc...)
- Tweak the patrol command to be slightly less braindead
- Further look into carriers and fighter response
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
Are there any known conflicts, such as with VRO? I've set numerous squads to act as Reaction Force, and haven't had any of them respond to ships in distress.
Re: [MOD] Reaction Force
Did you change settings that activate response? By default they set to react on dead ship.
Default is 1% and this should be changed to at least 90%.
Re: [MOD] Reaction Force
no, there should be really 0 conflicting mods unless they try to do something with faction reputation
Re: [MOD] Reaction Force
2.0.1 Released
- Fixes a range check issue causing ships to respond far away if set to patrol sectors
- Adds a check to cancel a response if a ship moves out of range
2.0 Changes
- Subordinates now correctly set their order as reaction force
- Response has been tweaked to more aggressively attack the offending ships
- Ships correctly dock
- Dock while idle now has a purpose even if you're not assigned to a station. Ships will now dock and wait on commander ships.
- Reaction forces assigned to stations now get set as station subordinates (Cleans up your asset list)
- Added a toggle to respond to in system distress beacons or not.
- Ships will always respond to combat in system regardless of if it breaks the damage threshold or if they're set to respond to that type of combat.
- Example usage, large slow reaction force you want to respond if your stations get attacked but not ships because gate travel takes forever. Disable ship response and they will only respond to stations in range AND ships in their sector.
- Ships no longer respond to drones taking damage.
- Responding may reward XP.
- Order will auto refresh if loaded as an outdated version.
- Fixes a range check issue causing ships to respond far away if set to patrol sectors
- Adds a check to cancel a response if a ship moves out of range
2.0 Changes
- Subordinates now correctly set their order as reaction force
- Response has been tweaked to more aggressively attack the offending ships
- Ships correctly dock
- Dock while idle now has a purpose even if you're not assigned to a station. Ships will now dock and wait on commander ships.
- Reaction forces assigned to stations now get set as station subordinates (Cleans up your asset list)
- Added a toggle to respond to in system distress beacons or not.
- Ships will always respond to combat in system regardless of if it breaks the damage threshold or if they're set to respond to that type of combat.
- Example usage, large slow reaction force you want to respond if your stations get attacked but not ships because gate travel takes forever. Disable ship response and they will only respond to stations in range AND ships in their sector.
- Ships no longer respond to drones taking damage.
- Responding may reward XP.
- Order will auto refresh if loaded as an outdated version.
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.
Re: [MOD] Reaction Force
Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet thoScandyNav wrote: ↑Wed, 6. May 20, 00:03My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
2.0.2 Released
- T-Files Added
- German translation provided by LeLeon
- T-Files Added
- German translation provided by LeLeon
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
No, it's 3.10.ShiBDiB wrote: ↑Wed, 6. May 20, 01:15Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet thoScandyNav wrote: ↑Wed, 6. May 20, 00:03My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.
Re: [MOD] Reaction Force
Hmm interesting... all this order does is use the stock commands when they make sense. So if using it makes it shoot things than it would also shoot them if you issued a normal patrol command.ScandyNav wrote: ↑Wed, 6. May 20, 02:03No, it's 3.10.ShiBDiB wrote: ↑Wed, 6. May 20, 01:15Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet thoScandyNav wrote: ↑Wed, 6. May 20, 00:03My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
The dragon is a corvette, does the station it's assigned to have open M docking bays?
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Re: [MOD] Reaction Force
Re: [MOD] Reaction Force
Two things that might need to be fixed:
- Whenever my reaction force fleet has killed all targets in range, I get an "Awaiting Orders" voice prompt from them. This adds up significantly to several times per minute, so I permanently have someone whispering "Awaiting Orders" in my ear now.
- When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
- Whenever my reaction force fleet has killed all targets in range, I get an "Awaiting Orders" voice prompt from them. This adds up significantly to several times per minute, so I permanently have someone whispering "Awaiting Orders" in my ear now.
- When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
Re: [MOD] Reaction Force
I will look into thesePhiolin wrote: ↑Sun, 10. May 20, 15:56Two things that might need to be fixed:
- Whenever my reaction force fleet has killed all targets in range, I get an "Awaiting Orders" voice prompt from them. This adds up significantly to several times per minute, so I permanently have someone whispering "Awaiting Orders" in my ear now.
- When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
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- Posts: 12
- Joined: Fri, 1. May 20, 23:18
Re: [MOD] Reaction Force
Since you are using the gatedistance component property, I have noticed that gatedistance from eighteen billion to grand exchange is 6 and not 1 as you would expect. From Napolios Fortune togrand exchange is 7 instead of 1. Note that this is not symmetric, gatedistances from both EB and NF to GE are 1 as expected. Since you are measuring distance from event to home, if you setup home at grand exchange, which I guess no short number of players will do since it is pretty much the center and where PHQ is located, pretty much your ship will not react to anything out of there unless is towards the Black Hole sun direction.. Have you observed this as well, or is it only hapenning to me?
Re: [MOD] Reaction Force
This sounds like the vanilla bugs Eighteen Billion -> Grand Exchange I shortest distance (or how Egosoft successfully created artificial stupidity) and [3.0] Unable to teleport from Eighteen Billion to HQ - Fix in a future build.talentless wrote: ↑Sun, 17. May 20, 20:56Since you are using the gatedistance component property, I have noticed that gatedistance from eighteen billion to grand exchange is 6 and not 1 as you would expect. From Napolios Fortune togrand exchange is 7 instead of 1. Note that this is not symmetric, gatedistances from both EB and NF to GE are 1 as expected. Since you are measuring distance from event to home, if you setup home at grand exchange, which I guess no short number of players will do since it is pretty much the center and where PHQ is located, pretty much your ship will not react to anything out of there unless is towards the Black Hole sun direction.. Have you observed this as well, or is it only hapenning to me?