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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 ?
I mean notifications about attackt ships.
I think there should be some check from time to time if attacked ship is still in zone.
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.
This is missing so much in vanilla game, as many more features.
(I repeat, would be much easier if Balor would be smart enough to not launch torpedors on fighters)
Is your Balor actually in the squad of your Taranis? Doesn't sound like it if you have to tell your Balor to follow.
Actually why escorting ships should be clone to leader to fly with him. Don't understand this requirement.
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.
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?
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.
"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.
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.
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.
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".
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.
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.
@cwsumner, thanks. nice to be appreciated.
a similar error message will occur in a capship with no defence officer, with similarly harmless results.
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!
The post was asking if it would be ok to use MICT CES Edition, CES, and MOCT together.
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.
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.
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
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
big tnx !
- 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.