X Rebirth

X Rebirth

Miscellaneous Combat Tweaks
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Update: 17 Dec, 2017 @ 1:47am

MCT v0.62

17.December 2017 - Miscellaneous IZ Combat Tweaks updated to v0.73
Miscellaneous IZ Combat Tweaks CES Edition updated to v0.73
MICT supplement 2 updated to v0.53
MICT supplement 9 updated to v0.03

- 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.

Update: 29 Jul, 2017 @ 4:18am

MCT v0.61

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

Compatibility update with XR 4.1

Update: 20 Aug, 2016 @ 1:16am

MCT v0.6

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.

Documentation available here:

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

Update: 24 Jul, 2016 @ 1:38pm

MCT v0.59

24.July 2016 - Miscellaneous IZ Combat Tweaks updated to v0.70

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 MICT v0.70+, please let me know.

Update: 19 Jul, 2016 @ 12:59pm

MCT v0.58

19.July 2016 - Miscellaneous IZ Combat Tweaks updated to v0.69

Slight performance optimization of the Defence Officer script.

Update: 12 Jul, 2016 @ 10:20am

MCT v0.57

12.July 2016 - MICT_supp2 updated to v0.52

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.

Update: 8 Jul, 2016 @ 2:22pm

MCT v0.56

8.July 2016 - MICT_supp2 updated to v0.51

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.

Update: 21 Jun, 2016 @ 10:44pm

MCT v0.55

21.June 2016 - Miscellaneous IZ Combat Tweaks updated to v0.68

Capital Ship Combat Movement

- MICT ships that attack order any ships in their respective squadrons to immediately attack as well.
+ if MICT_supp2 is also installed, this will trigger them to go on high alert and scan for any hostile targets within their squadron's radar range, and select and engage particular targets as outlined in MICT Squadron doctrine.
+ if MICT_supp2 is also installed, and no hostile targets are found, they will immediately engage their commander's target.

- Optimized station demolition.
+ when attacking a station, they will engage that station's outermost parts first, and work their way inwards. Feedback on this feature in particular most welcome.
+ when a station module they had targeted is destroyed, they should automatically switch to the next station module that is furthest from the station's center.
+ they should continue working their way inwards until they can no longer find any operational station components belonging to the station that they are attacking.
+ please bear in mind that this does not change the fact that stations are overwhelmingly powerful! be bold by all means, but carry a big gun.

- MICT Ships that have retreated will no longer disengage, but will keep their distance until they judge that they have repaired and replenished their shields to a point where they think that they can go back into the fray for more. Please do bear in mind that they might be wrong. (note that this is a revertion to earlier behavior. at some point, this was changed to have them disengage after retreating and resume previous orders.)

- The Sucellus now moves with roll and pitch unlocked. (What used to be MICT_supp10 is now included in the main mod). They might move funny. Feedback welcome. However, this makes the next entry possible:

- The correction jump for the Sucellus to compensate for going to positions where it cannot pitch enough to bring its big gun to bear on target has been removed.

Capital Ship Target Acquisition and Firing

- Capital Ships consider all hostile station modules, capital ship engines, and capital ship jump drives as valid targets for the Sucellus IHC and the Balor torpedoes. Contrary to some reports, the Balor should not purposely fire their torpedoes on fighters and surface elements other than capital ship engines and jump drives, although the individual torpedoes may acquire fighters or surface elements on their own.

- Minor change to supress pointless debug spew due to a wrong assumption. Behavior wasn't changed as it is fine.

...
MICT_supp2 (MICT escort script) updated to v0.50

- MICT Squadrons should respond much more quickly and reliably to the following orders:
+ Disengage - give a MICT Squadron Commander any order while any member of the Squadron is engaged in combat. Please note that Split pilots can be stubborn about complying with this order.
+ Refuel - giving a MICT Squadron Commander an order to refuel will order the whole squadron to refuel. Only reason i have seen this fail is if a gas station is out of gas.
+ Go - telling a MICT Squadron Commander to go somewhere will order the entire squadron to go there. (not nearly as tidy as UniTrader's CAC method, but they all get where they're going very quickly.)

- Some restructuring to improve responsiveness and make it more reliable. Should also improve performance.

- Fixed a small cosmetic bug that could result in MICT Squadron Subordinates showing "Escort - Jumping" even though their jump has been long finished.

- Removed vanilla code for target acquisition and response to attack as it is now redundant, and apparently has been for a while now.

- Any MICT Subordinates who have acquired a target will now chase that target regardless of how far it goes relative to the rest of the squadron. If this results in MICT Squadrons being separated for extended periods of time, please do let me know. They should catch up with each other when their respective targets are destroyed, they are destroyed, or the MICT Squadron Commander (or you) order them to disengage, whichever comes first. MICT Squadrons tend to gang up on isolated hostiles that have been acquired but have wandered off. Thing to watch out for: isolated MICT Squadron Commander on solitary patrol while everyone else in the squadron is off chasing a hostile ship that has left the immediate area. Opinions welcome.

Update: 5 Jun, 2016 @ 1:16am

MCT v0.54

5.June 2016 - Miscellaneous IZ Combat Tweaks updated to v0.67

- Fixed MICT long-ranged ships using up jump fuel past the fuel reserve for the correction jump.
- The correction jump should charge up much faster.

Please note that the correction jump will probably still take a very long time if the ship does not have enough jump fuel for even one jump. To avoid this situation, MICT ships should always have at least 100 fuel cells when going into combat.

Many thanks to The Puppeteer and Eightball for reporting and confirming the issue.
Thanks to Marvin Martian, pref, Ezarkal, and Lorc Crc for contributing their opinions on the matter.

Update: 9 Apr, 2016 @ 4:55am

MCT v0.53

9.April 2016 - Miscellaneous IZ Combat Tweaks updated to v0.66

Fixed MICT ships failing to retreat while engaged with a ship, station, or station module that does not have working weapons.

Thanks to debstar2610 for reporting the issue.