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The drone is many
The drone is small
Drones should not have shields
Because no one is on the drone
Ownerless drones: Yes, it seem you are right about the ownerless drones. I played a few hours without the mod, and there still were ownerless drones arround. I cant belive i dint noticed it before.
Thanks for your answers!
1. Big-gun-control (Balor/Secullus): Yes, it will only fire at XL ships and Stations. For sure, this is a big change compared to vanilla but it definitely made sense... ...I think it was about friendly fire, I´m pretty sure it was.
2. This mod does not change skripts controlling the behaviour of construction URVs. Seems to me as if this is a vanilla problem.
3. Mmh, this might happens because this mod adds shields to drones, So, this would be no bug but a feature :-)
P.S. Not complaining here, just letting you know of issues ibe found :)
""Big gun" control (Balor/Sucellus). Will not fire the "big guns" except on stations and XL ships."
Does this mean my Balors will not fire their torpedoes at L size ships?
There is no way to make this mod compatible with "The New Frontier". This mod actually patches vanilla game files.
The override for the carrier mod breaks minor features by bypassing it´s changes on the combat script... ...easy thing to do, no impact on gameplay.
Bypassing the combat scripts of CWIR or NF will simply break features of these mods. A complete rewrite of these scripts would be necessary... ...and since I don´t play with CWIR or NF (...and I don´t play X:R a lot these days) I simply do not have any interest in creating a new mod (which actually means many hours of programming and playtesting).
Actually it's not bad. Previously Balor was rushing to close range because could not shoot missiles I guess. Now it behaves a bit more reasonable.
Previously I uses Miscellaneous Combat Tweaks and with this mod Balor is much more reasonable. Stays out of enemy range and shoots only missiles if fighting capital ships.
I'm not sure if it's compatible with this one. Maybe try to use both mods.
The ideal solution would be acting like vanilla when fightings fighters and like MCT when attacking capital ships.
And that was reason that Balor went to such close range. However still I think it gets too close to large ships. It should try to keep missiles distance.
Better behaviour would be to stay at long range and fire only missiles. I mean only when attacking large ship. Not sure if it's doable.
One question. If I directly order balor to attack L ship, does it still not use torpedos if defece officer is in defencive mode? I think it would be better if in such case would be used all possible weapons. Generally if I order to attack specific target (instead of patrol/attack all enemies) it's the most dangerous enemy that I would like to destroy by all means as fast as possible.
Walker Evans(MICT author) just released spacial version of Hes mod to work with yours !!
MiscellaneousIZCombatTweaks_v0.73_CES_Edition
https://www.nexusmods.com/xrebirth/mods/450?tab=files (go to files)
Part2
MICT and CES won´t go together... ...w.evans made a version of MICT that worked with CES around MICT 0.66. Later he implemented changes on his mod that made it impossible for him to update MICT CES edition so that it will work with his other modules for MICT (I hope I remember that correctly). ...and CES is designed in a way that needs your ship to use vanilla combat-movement-scripts.
So choose whatever fits your needs :)
I didn´t use MOCT for a long time now... ...I added some lines for OOZ to make it CWIR compatible so I don´t know. Maybe I will check on that.
Part1
I know that the drones are a little bit harder to kill... ...but I think that won´t be a problem with weapon mods installed on your skunk.
More mods... ...nope, I don´t think so. There are so many good mods out there covering all my needs. Aside from that creating these mods is very time consuming...
MICT does something very similar to my mod regarding the combat script, so that depends on your liking. Beyond that MICT offers combat-movement-scripts that change your game experience in a way that I don´t like anymore.
For sure it´s one of the best mods for XR regarding code and impact on the game, it covers certain needs and I used it from the beginning up to when 3.61 or 4.00 came out (I even designed the CSP ships around his mod to take over certain roles), but I like the vanilla combat movement scripts now.
but thats good mod (xr 4.30 works clean) hope to see more mods from u
now i dont know what should i choose .. MICT or this ..they all work great but not together ..
cant you make a CES LITE ? to work with MICT ? or maybe MICT should be a version that dont effect the drones...
amm :)
i Know MICT was just updated aslo .. maybe you 2 should join up together and make the ultimate AI mode !!
MOCT is about OOZ-combat CES is about IZ-combat, so yes, they are compatible
so there you (me) go
is it compatible with cwir?
looks like the balor didn't like to use the nova launcher if not active commanded to attack
(pitch,roll...yaw)
only problem i have now, a balor at escort didnt fire if not alined to the target...maybe these 20deg restrictions?
And it's kinda strange how the Nova work, if the Balor is at range they fly to the enemy, if the balor get closer (and may not point at target) they fly straight ahead and turn with a wide arc to the target, if the balor did a fly-by they just go straight away and not even notice the target
Maybe some stuff with the higher speed? May they need more agility to turn or is it a kind of "retarget" at a defined range?
@Hyperion: Your Question should be answered now...
By the way, I got my Rahanas attacked OOZ by a Phoenix, and it launched no drones even although it's DO is fully 5* except combat on 4* and it has 20 combat drones (10 Interceptor Mk1 and 10 Intrepid Mk1). I watched it's shields being dropped to 30% and still do nothing, until I saved it by telling it to get away from there.
Are those drones supposed to not look as if they're in-use, or do freighters simply not use them? Is this behaviour normal?
One of the undocumented changed in X REbirth 4.10 is that Capital ships now use their drones in combat against other capitals. I don't know if there is any skill dependancy for that or not but I thought you might like to know.
https://www.egosoft.com:8444/confluence/display/XRWIKI/X+Rebirth+4.xx+patch+notes
i know the drones drop like flies with vanilla hp, and thats can get pretty expensive, but its just too annoying.
...there seems to be something going on with combat scripts...
Tried some changes this weekend, but they were not satisfying.
Changes on targeting resulted in the possibility of massive friendly fire since torpedos have a great chance to miss a small target like turrets. This is a great problem in crowded zones especially near stations or jump-beacons, something you really don´t want to have.
Maybe I will try some other small changes in the near future, but I´m quite busy right now and can´t guarantee anything.