X Rebirth

X Rebirth

Sucellus IHC Fix
30 Comments
Ishimuro 2 Nov, 2017 @ 12:47pm 
Np, for now i just switched it to the vanguard, didnt use the vanilla one ;)
boldhedgehog  [author] 2 Nov, 2017 @ 12:14pm 
@Ishimuro I have no idea, I just copy/pasted a piece of code from the original mod Captain and Defense Officer AI Overhaul
Ishimuro 1 Nov, 2017 @ 11:14am 
is it possible to add
macro name="units_size_xl_van_destroyer_macro" class="ship_xl">

thats a sucellus typ added by the playershipyard mod :D

or should i edit it in...question is like:
do_if value="(this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro}) or (this.ship.macro.ismacro.{macro.units_size_xl_van_destroyer_macro})"

or like:

do_if value="this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro or macro.units_size_xl_van_destroyer_macro}"
Invisihole 10 May, 2017 @ 2:42am 
Apologies, I've overlooked a feature of another mod (CES), having big guns disabled in defensive mode of DO. I have forgotten to update as I realised it upon my investigation. Apart from that mod works great with 4.1 and yes, people do still play it, judging by new comments on mods here and there.
boldhedgehog  [author] 9 May, 2017 @ 12:39pm 
@Invisihole It is a surprise for me that someone still play this game... Nevertheless, this mod could be overwritten by another installed by you. What mods do you have?
Invisihole 6 May, 2017 @ 3:28am 
I still see my Balor go close-range, especially if DO is ordered to be defensive( targeting modules, rather than center-hull), but even on aggressive it would approach closer at times.
boldhedgehog  [author] 3 Apr, 2016 @ 11:26am 
Yes. Yes.
luke0086 1 Apr, 2016 @ 1:53am 
Does it stop Sucellus from charging into close range? Does it fix Balor too or only Sucellus?
beaver1981 18 Mar, 2016 @ 2:08am 
@boldhedgehog:

Nice, thank you! :)

Yeah, they should fix that...
boldhedgehog  [author] 17 Mar, 2016 @ 3:36pm 
@beaver1981:

Sure, go ahead. I just reused a piece of work of clj1024 anyway.

For all folks using this one, I propose to bug Egosoft, so they fix the bug in the game itself.
beaver1981 17 Mar, 2016 @ 3:17pm 
@boldhedgehog:

1. Like this?

[] 489.62 Error in AI script move.attack.object.capital on entity 0xd406: Property lookup failed: this.ship.macro.ismacro.{null}
* Expression: this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro} or this.ship.macro.ismacro.{null}

Just tells you that the macro is missing.

Would understand if you are not willing to change that then since it´s really spamming the debug log.

2. Sucellus fired IHC when testing that. Also moved as expected.

Would you allow me to publish an altered version of your script if I add a dependency so it will only work with my mod "Canteran ship pack" installed?

boldhedgehog  [author] 17 Mar, 2016 @ 3:04pm 
@beaver1981: This did not work for me. Sucellus did not fire IHC and the debuglog was full of error messages.
beaver1981 17 Mar, 2016 @ 3:02pm 
@boldhedgehog:

Replace the following line (it´s just below "<!-- custom fight behavior for Sucellus Destroyer -->"):

<do_if value="this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro}">

with

<do_if value="this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro} or this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_csp_macro}">

Works even without my extension installed. The script just checks if the ship is one of these. If the macro isn´t there that´s no problem at all. Just did so and tested that -> works fine. :)
boldhedgehog  [author] 17 Mar, 2016 @ 2:12pm 
@beaver1981: unfortunately my skills are not enough to check whether a macro is defined; so I cannot add a condition on the ship's macro is "units_size_xl_red_destroyer_csp_macro" without your extension installed. The game cannot find the XML file and the whole script fails.
beaver1981 17 Mar, 2016 @ 7:25am 
@boldhedgehog: It fires like Sucellus. For testing I copied the code for the Sucellus and it worked fine. Just modified firing distance.
boldhedgehog  [author] 16 Mar, 2016 @ 1:52pm 
@beaver1981: Does it fire like Sucellus or does it launche torpedoes, like Balor?
beaver1981 11 Mar, 2016 @ 5:28pm 
Could you add a section for the Cerberus from my "Canteran ship pack" mod?
Macro is "units_size_xl_red_destroyer_csp_macro", firing distance is 6999.0.
Did that already for personal use. Works great! :)
arsharlahy 9 Mar, 2016 @ 8:27am 
Oh, it's great then)
boldhedgehog  [author] 8 Mar, 2016 @ 11:37am 
@arsharlahy Missed one 1 :)
arsharlahy 8 Mar, 2016 @ 3:00am 
"Balor weapon range is 1,99km" Does it mean that balor keep 2 km distance? If yes why so close? Balor's torpedos fly significantly farther.
bioscmos303 6 Mar, 2016 @ 9:07am 
Yea good work... I just wish that he had extra two more things include
Option to give my squad to attack my target automatic .and:
Maybe it's possible to add squad jump to player position
SpееdBяедкея 6 Mar, 2016 @ 7:10am 
very very very very nice... VERY nice
boldhedgehog  [author] 5 Mar, 2016 @ 3:10pm 
@Umbo, thanks for testing , the savegame flag was disabled.
Umbo 5 Mar, 2016 @ 2:24pm 
Yup.

All that this mod does stays within the volatile logic of the game. The mod neither addsTo nor removesFrom the savegame contents. The only thing currently added by it, is the very reference to itself within the <patch extension> tag at the top of the save file.
A paradoxical self-sustaining reference :)

It's safe to remove the mod while an attack is ongoing and the Sucellus was using her IHC gun, with projectiles in flight and all. When you reload, the worst thing that may happen is that the Sucellus forgot that she was in a fight. But this is vanilla behavior and nothing related to the mod per se.

In my opinion this mod is 100% savegame compatible.
Umbo 5 Mar, 2016 @ 12:34pm 
Thank you.
I'll have to get a Sucellus in a fight, then save, activate this mod and make another save - see with a side-by-side comparison what the changes over the pre-mod savegame are. But if all it introduces is a reference to itself (I've seen 2 mods doing this) you might as well remove the restriction. For now, subscribed :)
boldhedgehog  [author] 4 Mar, 2016 @ 1:06pm 
Hey Umbo,

Yes I confirm.

There are answers to all your questions in the description. Anyway:

1. Both Sucellus and Balor user their primary weapons: IHC and Torpedos;
2. Yes, this mod is coompatible with 4.0. In fact, having 4.0 is a requirement for this mod;
3. This extension modifies save files, so you cannot disable it. I do not know if this is needed, I just copied this restriction from "Captain and Defense Officer AI Overhaul". IMHO, it is not needed.
Umbo 3 Mar, 2016 @ 5:52am 
Hello,
can you confirm that with this mod the Sucellus and the Balor ships will make appropriate use of their peculiar weapons? And is this mod fully compatible with patch 4.00 +The Teladi Outpost +Home of Light dlcs?
(this mod could use a more detailed description)
Manuval 28 Feb, 2016 @ 1:45am 
It points the gun at the target and blow it to kingdom come! :D Thank you for this mod
boldhedgehog  [author] 27 Feb, 2016 @ 3:16am 
Works for me in the free game. I did not test this in campaign.
Sometimes ships fly away a station when you order them to attack it, but this seems to be another bug, because this happens not only to Sucellus and Balor.
Cromanthus 26 Feb, 2016 @ 5:13am 
Has this been tested? Does it work?