X Rebirth

X Rebirth

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Miscellaneous Combat Tweaks
   
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10 Jul, 2015 @ 3:25am
17 Dec, 2017 @ 1:47am
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Miscellaneous Combat Tweaks

Description
A set of tweaks that change capship-to-capship combat both in-zone and out-of-zone.

This mod is a combination of my two mods: Miscellaneous IZ Combat Tweaks[forum.egosoft.com] (MICT), and Miscellaneous OOZ Combat Tweaks[forum.egosoft.com] (MOCT) with most supplemental files* from both mods included in one package. As such:

If you already have either MICT or MOCT, and prefer to use this package, please either:
  • Deactivate both MICT and MOCT using the in-game extensions menu, or
  • Delete the folders "w.e_mict" and "w.e_moc-t" from your extensions directory.

Or if you prefer to customize your installation of this mod, it is available in a much more modular format at the Nexus:

MICT: http://www.nexusmods.com/xrebirth/mods/450
MOCT: http://www.nexusmods.com/xrebirth/mods/447

* MCT includes all supplemental files except MICT_supp4, which has been retired for the moment, and MICT_supp5, which increases the amount of drones stations can equip at any given time.

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Important:

Since MCT v0.29, all text has been moved to t-files, ready for translation.

Any help with translating to any of the languages supported by the game would be greatly appreciated.

So far, text has been localized for Deutsch and Русский.

Thank you very much to UniTrader, alexalsp, and DaveDee for your excellent work!

_____
What's New?

17.December 2017 - Miscellaneous Combat Tweaks updated to v0.62

- Fixed compatibility issues with Linux.
- Increased firing angle for forward-mounted missile and torpedo launchers on capital ships.

Many thanks to ezra-r and bioscmos303 for the excellent reports and the feedback.

.......
29.July 2017 - Miscellaneous Combat Tweaks updated to v0.61

Compatibility update with XR 4.1

.......
20.August 2016 - Miscellaneous Combat Tweaks updated to v0.6

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

Thanks to Scoob for the suggestion.

Documentation available here:

http://forum.egosoft.com/viewtopic.php?p=4625694#4625694

.......
24.July 2016 - Miscellaneous Combat Tweaks updated to v0.59

Tentative fix for situation where movement coordinates could become invalid when combat crosses zone boundaries in between two or more consecutive move actions.

Thanks to Scoob for the detailed description of the issue.

...
Please note that this fix is tentative because I have been unable to reproduce this issue, so cause might be different from my best guess. If anyone encounters the problem described in this post:

http://forum.egosoft.com/viewtopic.php?p=4621800#4621800

with MCT v0.59+, please let me know.

.......
19.July 2016 - Miscellaneous Combat Tweaks updated to v0.58

Slight performance optimization of the Defence Officer script.

.......
12.July 2016 - Miscellaneous Combat Tweaks updated to v0.57

Fix: Ships captained or piloted by non-Split captains in a MICT Squadron subordinate to a combat ship will now actually attack.

My apologies for this oversight. Thanks to milk@lowshake aka Sahnetrommel for the report that cracked the issue and for pointing out that it still didn't work.

.......
8.July 2016 - Miscellaneous Combat Tweaks updated to v0.56

Fix: Fighters in a MICT squadron subordinate to another small or medium ship should now attack when their commander does.

Thanks to iforgotmysocks for pointing out that they didn't.

.......
22.June 2016 - Miscellaneous Combat Tweaks updated to v0.55

Capital Ship Combat Movement

-- hit the character limit. please see change notes for details. --

Capital Ship Target Acquisition and Firing

-- hit the character limit. please see change notes for details. --

Squadron Behavior

-- hit the character limit. please see change notes for details. --

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But, what does it do?

The MCT has been in more-or-less constant development over the past year and, as such, implements rather extensive changes which directly and indirectly affect capital ship combat. Since mod descriptions at the Steam Workshop have a rather strict character limit, I am not able to list all of the changes here. For a complete list of changes, and descriptions thereof, please refer to the threads of the two constituent mods at the Scripts and Modding Forum at the Egosoft Website. You can find the two relevant threads at the following addresses:

MICT: http://forum.egosoft.com/viewtopic.php?t=377825
MOCT: http://forum.egosoft.com/viewtopic.php?t=377455

Also possibly of interest, MOCT began as an attempt at better understanding OOZ combat. Lots of data from this on-going discussion as well as analyses are available at the MOCT thread linked to above.

_____
Installation:

Simply hit the big green button marked "Subscribe."

Any updates will automatically be downloaded upon game start.

_____
Uninstallation:

Make sure that none of your 4/4/4 or better ship crews are in battle, and deactivate Miscellaneous Combat Tweaks in your in-game "Extensions" menu, or delete the folder "w.e_mct" from your extensions directory.

_____
Compatibility:

Like you, I also run my game heavily modded, and try to make my mods compatible with other mods.

The MCT is compatible with other combat mods such as:
Mad_Joker's UFO[forum.egosoft.com],
cicero111's Captain AI Overhaul[forum.egosoft.com],
and cicero111's Better Turrets[forum.egosoft.com].

In an environment where all four mods (MCT, UFO, CAIO, and BT) are present:
  • Ships explicitly placed in UFO fleets will run UFO,
  • Ships with 4/4/4 or better crews will run the MCT,
  • and all other ships will run Captain AI Overhaul and Better Turrets.

Since OliverJanda's More Jumps was based on a supplement originally included in MICT, the MCT is not compatible with More Jumps. However, having both mods active will only lead one to overwrite the other, so the MCT will not conflict with More Jumps, nor will having both mods active cause any errors.

This mod is current as of X:R 4.10

In addition to Windows compatibility, the MCT should also be compatible with the Linux and Mac versions of X Rebirth. However, since I do not currently have access to a box running either of those operating systems, Linux and Mac compatibility are not yet confirmed.

Does not alter save games.

Does not require a new game start.

_____
Credits:

While nothing was knowingly lifted from anything other than the Egosoft scripts, this mod would have undeniably been close to impossible for me to figure out if it weren't for the work of cicero111, Euclid, Mad_Joker, Marvin Martian, wysiwyg, and YorrickVander whose work I have been studying and tweaking before working on this. Thanks for your hard work, continuing interest, and generosity in helping fledgling modders get off the ground.

Thank you again to YorrickVander for spotting the problem with the jump commands.

Thanks, as always, to UniTrader who tirelessly helps everyone with coding problems.

And thanks to clj whose work on the redoubtable Captain and Defence Officer AI Overhaul has remained arguably unsurpassed in combat scripts.

And my gratitude to everyone at Egosoft for putting together, and continuing to work on, this awesome game.
Popular Discussions View All (3)
12
14 Dec, 2017 @ 11:18am
Debug XR 4.30
bioscmos303
2
19 Oct, 2018 @ 5:42pm
Debug XR 4.30 - $MICT_AimVector
Demi
0
27 Nov, 2018 @ 8:57am
debug log
DeDFear
388 Comments
jojorne 15 Dec, 2020 @ 4:25am 
Aw www, it's a shame. Game v4.30. I crashed hard to desktop at first battle.
mazrados 19 Mar, 2019 @ 1:38am 
I guess they focus on individual activity. Probably no one played there single gameplay with larger fleets. They did not fought it through in large scale.
Tiny Pocket Ninja 18 Mar, 2019 @ 11:53pm 
Amazing work! :cozyspaceengineersc: :cozynier:
My captains went from total retards to tactical geniuses.
They use all their weapons, all their missiles, all their drones on the target that I give them.
Rethorical question: Do Egosoft are full of mediocre Devs or do they gimp their AI on purpose ?
mazrados 9 Mar, 2019 @ 3:18pm 
Is it possible to log notifications?
I mean notifications about attackt ships.
Demi 19 Oct, 2018 @ 5:38pm 
Yes this is working with 4.30 for me
voice of enigma 14 Sep, 2018 @ 8:20am 
work with 4.3?
mazrados 17 Aug, 2018 @ 11:18am 
Just seen this issue in action. Taranis I was at was boosting to attack ship. This ship jumped away but Taranis kept boosting far outside even sector, not only the zone.

I think there should be some check from time to time if attacked ship is still in zone.
mazrados 14 Aug, 2018 @ 7:23pm 
Just noticed strange issue. Taranis assigned to DO on headquarters (warehouse) and to Taranis assigned Balor. Both in zone Wavy Haze. After some time I see Balor hanging out in Drippy Ascent. It says it escort Taranis and flying but it does not, just sits there.

I think I had this issue (Balor left Taranis) when partoling in this zone. Maybe it follows enemy there and gets lost or maybe some issue about this zone. Not sure if this issue is related to this mod or it's generally game issue.
mazrados 13 Aug, 2018 @ 5:31pm 
This messages with threat level.. it's awsome :)
This is missing so much in vanilla game, as many more features.
mazrados 13 Aug, 2018 @ 12:05pm 
Actually I found different approach to command single Balor that works without issues. I order Balor to follow me (not capital ship I am on) and DO to defence mode so he does not launch torpedos. If fighting something bigger I assign Balor to Taranis and it (should) inherit Taranis DO stance so clear to launch torpedos. After battle again order Balor to follow me.

(I repeat, would be much easier if Balor would be smart enough to not launch torpedors on fighters)