X Rebirth

X Rebirth

Miscellaneous Combat Tweaks
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)
mazrados 13 Aug, 2018 @ 11:57am 
It is in squad as subordinate of taranis. I am on Taranis. It gets stucked with command escort taranis - flying. Not a few seconds, all the time untill I give another order. Standing in previous zone and does noting. If I add it to my squad (join me) it follows me (automatically gets order follow me).
Walker Evans  [author] 13 Aug, 2018 @ 11:32am 
Can take a few seconds before the command that's passed to the UI changes.

Is your Balor actually in the squad of your Taranis? Doesn't sound like it if you have to tell your Balor to follow.
mazrados 13 Aug, 2018 @ 11:16am 
Actually I'm not sure if this is the issue. Just noticed that DO is stucked in attack enemies (not attacking enemies stance but actually attacking enemies that are already destroyed).
mazrados 13 Aug, 2018 @ 11:14am 
Something is wrong. I am on Taranis, Balor is right next to me. I fly to another zone, Balor stays where it was. It is ok when I give order to follow me. But then I have to set DO stance manually on Balor. No big deal untill it's only this one but if will be more it will be pain in the ass.

Actually why escorting ships should be clone to leader to fly with him. Don't understand this requirement.
mazrados 13 Aug, 2018 @ 10:22am 
Thanks for answer. But.. after changing DO stance I can only change it to another stance. Do you mean changed to attack mode? And if I switch back to defence mode it is unchanged again?
Walker Evans  [author] 13 Aug, 2018 @ 10:06am 
scenario 1: Subordinates of stations don't inherit the stations' defence officer setting. Station defence officer should be running the vanilla station DO script.

scenario 2: If the first ship is a MICT ship, the second ship will inherit UNLESS you manually change the second ship's DO's setting. If second ship is also a MICT ship, third ship will inherit second's DO setting.
mazrados 13 Aug, 2018 @ 8:31am 
DO's stance inheritence works also for stations? Is it recursive?

1 scenario: Station DO is defending, assigned ship's is offensive. What stance has this ship?
2 scenario: 1 ship (defensive) has assigned another ship (offensive) and this ship has assigned another ship. What stance has this ship?
mazrados 12 Aug, 2018 @ 4:02pm 
Yep, I know this annoying limit :D Yes, quotes would be usefull.

Every crew member has at the very least 4 stars in every skill.
Maybe it was too far to follow. It boosts and jumps very often :D

I meant "attack enemys in sector" and "patrol sector" (BTW can't see difference between this commands). In this case I don't set specific target. Not sure what is logic for captain: closest first or capital first.
Walker Evans  [author] 12 Aug, 2018 @ 3:27pm 
Sorry had to cut up the reply. Hit the character limit.
Walker Evans  [author] 12 Aug, 2018 @ 3:26pm 
Times like this, wish the chat in here had a quote feature.

"It seems that ships like Balor prioritise targeting capital ships. Is that correct?"
That's vanilla. They attack whatever you tell them to attack or respond to attacks on a per-attacker, per-attack basis. (If attacked by a mixed group and the ship decides to fight it out, it'll respond to the first ship that attacks it unless it decides to switch targets.)

"And what about other long range weapons? The same logic applies? For example Astrobee on Taranis - is it used if DO is in defensive mode?"
Balor torpedos certainly. Sucellus IHC maybe, not sure. No other weapons.
Walker Evans  [author] 12 Aug, 2018 @ 3:26pm 
"How about vanilla behaviour for DO in defensive mode. Does it attack enemies in range or only if is attacked by them? Escorting ships, I guess, always attack target of the leader?"
Vanilla, only attacks if attacked. If escorting, also responds to attacks on their commander.

With MCT, squadron subordinates engage hostile targets on sight if their commander is a patrolling, attacking, or is a non-combat ship.
Walker Evans  [author] 12 Aug, 2018 @ 3:26pm 
"And I think there is one small issue but not sure if in scope of this mod. Sometimes escorting ships do not follow leader to another zone. I had at least once that situation. Flying on Taranis escorted by Balor. I fly to another zone but Balor stays and do nothing. Captain status is: "Escorting Taranis - Flying"."
Is your Taranis crew MICT-capable? (at least 4 stars in all skills for the whole crew?) If it is, then the Balor should even jump if it gets left behind by 5km + Taranis size + Balor size. Could lag behind if the Taranis moves far enough away that it has to boost, though.
mazrados 12 Aug, 2018 @ 11:57am 
Great to know that. Thanks :)

Still I think it's pointless to use useless weapon for fighters. But if you say there was discussion about that, I guess there are reasons I'm not aware of.

It seems that ships like Balor prioritise targeting capital ships. Is that correct?

And what about other long range weapons? The same logic applies? For example Astrobee on Taranis - is it used if DO is in defensive mode?

How about vanilla behaviour for DO in defensive mode. Does it attack enemies in range or only if is attacked by them? Escorting ships, I guess, always attack target of the leader?

And I think there is one small issue but not sure if in scope of this mod. Sometimes escorting ships do not follow leader to another zone. I had at least once that situation. Flying on Taranis escorted by Balor. I fly to another zone but Balor stays and do nothing. Captain status is: "Escorting Taranis - Flying".
Walker Evans  [author] 12 Aug, 2018 @ 9:47am 
Hi mazrados. Glad you like it.

About Balor torpedos, that was deliberate with this mod. Those torpedos are long-ranged, very inaccurate weapons of mass destruction. You can control when your Balors are authorized to fire torpedos by the standing orders on the Balor's defence officer, Attack for free fire, Defend to hold off on using torpedos even when attacking. One trick i like to do is put multiple Balors in a squadron under a commander, then you can control the whole squadron's fire authorization through the commander's defence officer.
mazrados 12 Aug, 2018 @ 9:05am 
This mod is so greate :) It's what should Egosoft make at the first place.

I only see one place for improvement. Missile ships such as balor should not engage fighters with missiles. It (almost) never hits target but friendly station insted. And people get pissed.
Walker Evans  [author] 1 May, 2018 @ 11:58am 
@Hotshot, that should be fine. Ships without a Defence Officer won't fire their guns, but if you designed the ships so they don't have guns, then sounds fine (and sounds interesting, i have to say). That does mean that they wouldn't run MICT either which should be ok, i think, since it sounds like you don't expect them to have to be in any fights in the first place. (And if i remember the vanilla fight-or-flight logic correctly, they should always choose to flee if attacked.)

@cwsumner, thanks. nice to be appreciated.
Hotshot 1 May, 2018 @ 6:07am 
(oh and yes, I do have a few cap ship traders w/o guns and DO^^)
Hotshot 1 May, 2018 @ 6:06am 
Ok, good to know and thanks for the fast response! Cheers!
cwsumner 30 Apr, 2018 @ 1:44pm 
Thanks to both of you, for a good error report that says more than just "it's broke", and for a reply that lets us know what's going on. (I've been reading tech forums for other games, ick!!) 8-)
Walker Evans  [author] 30 Apr, 2018 @ 7:44am 
@Hotshot, update: in particular, that error message pertains to the remote repair functionality whereby MICT capship-based engineers that don't have anything better to do repair other friendly ships in their vicinity. it won't work because that ship's crew doesn't qualify for MICT because the ship doesn't have a captain. i can say for sure that the engineer is certainly working on a capital ship (not a station) and that that ship does not have a captain.

a similar error message will occur in a capship with no defence officer, with similarly harmless results.
Walker Evans  [author] 30 Apr, 2018 @ 7:36am 
not sure how i can fix the problem you're having? it's saying that the ship where entity 0x932b is working doesn't have a pilot (or captain, since they're the same in the scripts). Shouldn't manifest as anything bad in your game since that ship just won't be running MICT, which it can't anyway since it doesn't have a pilot.
Hotshot 30 Apr, 2018 @ 6:57am 
Hey there!
I've got some weird problems for a few NPCs. The debuglog shows
"[] 195784.92 Error in AI script engineer.ai on entity 0x932b: Property lookup failed: this.defensible.pilot.combinedskill
* this.defensible.pilot == null
* Expression: this.combinedskill ge 80 and this.defensible.pilot.combinedskill ge 80 and this.defensible.defencenpc.combinedskill ge 80"


This is probably duo too the ship (station?) in where the NPC is employed, has no Defence Officer.

Could you plz publish a quick fix for that?

Thanks!
JLV 2 Apr, 2018 @ 12:22pm 
Ok, thanks! ;)
Walker Evans  [author] 31 Mar, 2018 @ 3:34pm 
sorry, no idea. haven't tried it.
JLV 31 Mar, 2018 @ 3:32pm 
Hi! is this compatible with 'New Frontier' mod? ty ;)
Axeface 8 Feb, 2018 @ 7:04am 
Ok, ty for the reply
Walker Evans  [author] 7 Feb, 2018 @ 9:22pm 
yup
Axeface 7 Feb, 2018 @ 8:40pm 
Hi there, am I correct in thinking that if a crew doesnt have 4/4/4 with this mod then they will use vanilla behaviour? Just trying to find a mod that gets ships to boost to targets in the same zone.
Walker Evans  [author] 20 Dec, 2017 @ 2:38pm 
Sorry if that last post caused some confusion. It was in response to a post that was seemingly deleted between starting to write the response and posting it.

The post was asking if it would be ok to use MICT CES Edition, CES, and MOCT together.
Walker Evans  [author] 20 Dec, 2017 @ 2:36pm 
Yup. That'll be fine too. MICT and MOCT started as completely different mods, and the various supplements for the two mods were distributed separately so you could pick and choose between them and tailor however you want to play. (Was fine at the time, but can be a real PitA to maintain.) The MCT here in the Workshop is simply a combination of MICT and MOCT and most of the supplements in one package.
Walker Evans  [author] 20 Dec, 2017 @ 1:52pm 
MICT and the MCT have custom scripts for captains and defence officers, but only for ships whose crews fulfill the skill requirements.

CES includes a custom script for all defence officers on capital ships.

The MICT CES edition available in the Nexus has the custom defence officer script stripped out.

So:
- if you want MICT ships to use CES, you should use the MICT CES edition with CES.
- if you want MICT ships to run the MICT defence officer script and non-MICT ships to run CES, you could install normal MICT (from the Nexus) or MCT (from the Steam Workshop) and CES.

As to whether or not you need one or either or both, they're just different. Read the descriptions for both (although the MICT documentation does go quite long now), or just try them and see for yourself.

Hope that helps clear things up a bit! Let me know if i just made things even more confusing.
Dovahkiin 20 Dec, 2017 @ 12:38pm 
Im confused by posts below. Can i use MCT with CES? Would i even need CES if using your MCT? sorry if a dumb question. Really new to x rebirth.
cwsumner 18 Dec, 2017 @ 5:38pm 
Thanks much for the update! 8-)
Walker Evans  [author] 18 Dec, 2017 @ 11:25am 
If you want the defence officers of MICT ships to use CES, yes, you should get the CES edition. If you want MICT ships to use just MICT and non-MICT ships to use CES, then you could use the normal version of MICT with CES.

About adding all of my other mods to the Workshop, it adds some time on my end to update if i have a mod in more than one place. And, to be honest, i don't see a reason to since anyone can get them at the Nexus. If anything, i think it would make more sense to move stuff from the Workshop to the Nexus since some people get the game from GoG or the Oculus store and they don't have access to the Workshop.
bioscmos303 18 Dec, 2017 @ 10:44am 
so if i use CES - I still need to use this one ? : (nexus)
https://www.nexusmods.com/xrebirth/mods/450?tab=files

hope that one day you post all your mods here (big fan like years...:)
just will be nicer to collect them all here
Walker Evans  [author] 17 Dec, 2017 @ 9:25am 
MOCT doesn't need an update. All of the updates in this last round applied to MICT. You could click on the "Change Notes" tab at the top of this page or check the notes on the Nexus or at the mod thread in the egosoft forum for details on which modules were changed.
bioscmos303 17 Dec, 2017 @ 8:13am 
PLEASE ! can you also update - Miscellaneous OOZ Combat Tweaks - ?
for players that use - CES - Combat enhancement scripts (Was just updated also)

p.s im using your other mode - Better auto Aim - from nexus and it works great and a must have
you should upload it here to the work shop
Informer 17 Dec, 2017 @ 7:16am 
many thanks for the update m8
bioscmos303 17 Dec, 2017 @ 4:47am 
cool .... ill get it soon ..
big tnx !
Walker Evans  [author] 17 Dec, 2017 @ 1:55am 
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.