X Rebirth

X Rebirth

Combat enhancement scripts
102 Comments
death016024 4 May, 2020 @ 5:05am 
Don't more shields added of the drone
The drone is many
The drone is small
Drones should not have shields
Because no one is on the drone

Benzin 25 Nov, 2018 @ 5:06pm 
Big gun control: Yes it makes sense, but i am concerned about them not firing on for example large sul, other balors, etc. No big deal really, i can whack those without torpedoes.

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!
beaver1981  [author] 25 Nov, 2018 @ 9:25am 
@Benzin

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 :-)
Benzin 20 Nov, 2018 @ 1:18am 
Also, all enemy fighters in the area were attacking this owner-less drone. But it was as if the drone was indestructible, because no matter how much they shot it, it would´nt die.
P.S. Not complaining here, just letting you know of issues ibe found :)
Benzin 19 Nov, 2018 @ 4:07am 
After installing the mod, i noticed that after battle, there are friendly construction URVs just floating in space with no command and no commander. I did not loose any ship. Its like they forgot to wich ship they belonged to.
Benzin 19 Nov, 2018 @ 1:30am 
Hi, in your description you say :
""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?
wildsoft 1 Nov, 2018 @ 5:51pm 
thanks beaver. no problemo and quite understandable. thx for the quick reply.
beaver1981  [author] 1 Nov, 2018 @ 5:44pm 
@wildsoft:
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).
wildsoft 1 Nov, 2018 @ 12:58pm 
wondering about new frontiers if you have time.
mazrados 11 Aug, 2018 @ 6:56pm 
Is this mod compatible with REBalance mod? Both change drones and I think I have issue with assault drones. When I equipped it in shipyard all drones disappeared from this ship.
mazrados 11 Aug, 2018 @ 2:38pm 
Thanks, I get it now.

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.
beaver1981  [author] 11 Aug, 2018 @ 1:31pm 
@mazrados: this mod does not alter movement-scripts. movement of ships with long-range weapons has been a problem since release...
mazrados 10 Aug, 2018 @ 11:35pm 
Yes, now it works great :)
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.
mazrados 10 Aug, 2018 @ 10:30pm 
OK I think I found it. Faster missiles mod makes it that missiles are not used at all. Probably not compatible with current version (it was working with previous versions).
mazrados 10 Aug, 2018 @ 10:08pm 
Not sure it it's this mod but I think that Balor do not use missiles at all. Even when fighting XL ships with defence officer in attack mode.
mazrados 10 Aug, 2018 @ 4:22pm 
Actually I need to have overruns also on Balor as it rushes into enemy ship. Or it's just not able to fight with bigger ships by itself.
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.
mazrados 10 Aug, 2018 @ 8:08am 
Citrus Arms, I think the same. Then I could save valuable space for interceptor drones instead buying some overrun/interpid just to handle L ships.

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.
Citrus Arms 13 Mar, 2018 @ 6:58pm 
Hmmm. I would rather want my my cap ships with big guns to at least try and hit L ships with those big guns. Especially the Balor.
bioscmos303 18 Dec, 2017 @ 11:10am 
hi wow have you seen that ? Great news...
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)
beaver1981  [author] 17 Dec, 2017 @ 11:38am 
@bioscmos303:

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.
beaver1981  [author] 17 Dec, 2017 @ 11:38am 
@bioscmos303:

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.



bioscmos303 17 Dec, 2017 @ 8:07am 
my new fav mod lol .. the drons shred me to pieces . maybe need little rebalance ...
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
beaver1981  [author] 16 Dec, 2017 @ 12:19pm 
Added more skill checks. There should be a noticable difference between bad and good DOs, espacially regarding drone usage and detection of surface elements. Feedback on that would be appreciated.
二凡 14 Dec, 2017 @ 4:54pm 
Glad to see this update,nice work:)
二凡 10 Dec, 2017 @ 8:37pm 
AWESOME!
is it compatible with cwir?
Multox 4 Nov, 2017 @ 3:07am 
Started a new game. I am completely unable to kill the first 2 drones guarding the Rahanas. :(
Ishimuro 3 Nov, 2017 @ 3:46pm 
hm ok if i switch these 20 deg the sucellus goes strange but balor didnt even notice XD

looks like the balor didn't like to use the nova launcher if not active commanded to attack
Ishimuro 3 Nov, 2017 @ 3:00pm 
i just added the other torpedo values adjusted into your script, now they fly like a cruise missile ;)
(pitch,roll...yaw)

only problem i have now, a balor at escort didnt fire if not alined to the target...maybe these 20deg restrictions?
beaver1981  [author] 3 Nov, 2017 @ 2:29pm 
@ Ishimuro: Does not interfere with ihc fix mod. About that torpedo-behaviour... ...the increased speed might be the problem. The attack script itself needs updates and is not that performant anymore... ...if I will find some time I might update... ...but don´t expect anything soon.
Ishimuro 2 Nov, 2017 @ 1:37pm 
are there some interactions with the ihc fix mod? My Sucellus work fine, holding position and firing, but my balor, aline to the target fires but then try to close in on target (Def at Attacking Target)
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?
beaver1981  [author] 19 Aug, 2017 @ 7:38am 
@Hyperion: "All drones", that includes construction drones. But apart from adding hull and shields I did not change anything.
Hyperion 19 Aug, 2017 @ 7:12am 
I know about the more hull and I noticed that in fights where the drones are as hard to kill as fighters, but are there also any changes to the construction drones? They seem to not be able to die, or die and respawn every time (since those logs are created), both OOZ and IZ
beaver1981  [author] 19 Aug, 2017 @ 7:03am 
@Hyperion: "- All drones have more hull and shields added. Overrun MK2 URVs have guided missiles. Changed model of Assault URV to combat drone model and added torpedo launchers. Changed hull and on player-controlled drones and added shields."
Hyperion 19 Aug, 2017 @ 4:14am 
Does this mod make construction drones invulnerable? I often get full-page spams in my logbook about my Construction URVs being destroyed, yet all my capships and stations sill have the same drone counts. Or is this a vanilla bug?
beaver1981  [author] 6 Aug, 2017 @ 2:11am 
@Walker Evans: Thanks for jumping in. :)
@Hyperion: Your Question should be answered now...
Walker Evans 5 Aug, 2017 @ 3:23pm 
Right, no damage is done to the drones themselves. A bit of a discrepancy.
Hyperion 5 Aug, 2017 @ 3:20pm 
Oh, that's cool, so it takes no extra processing but they're still making a difference. Well I'm just surprised not a single one of them was destroyed so far, even after those two marauder attacks. I disabled the OOZ part of MCT, just to make sure.
Walker Evans 5 Aug, 2017 @ 3:18pm 
Yeah. Drones aren't launched OOZ, but their use is simulated. If a ship has drones and is in combat OOZ, damage taken is reduced by some factor and they do a bit more damage as well.
Hyperion 5 Aug, 2017 @ 10:22am 
Ok, just making sure, as I haven't played for a long time and don't remember them being like this before.

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?
Smeg-3 5 Aug, 2017 @ 10:16am 
Drones launched from the Skunk adopt defensive rules of engagement. They will only attack something after it attacks the Skunk. So for example, if they are launched after stripping all weapons from a target, they won't attack alongside the Skunk. I don't think this mod affects Skunk drones.
Hyperion 5 Aug, 2017 @ 8:55am 
Are the combat drones supposed to stand in place after you launch them, doing absolutely nothing at all, unless I am being attacked or attack someone? I am even unable to issue attack commands, not sure if that was possible without this mod in the first place.
Hyperion 4 Aug, 2017 @ 9:59am 
Thanks. I already got a reply from the maker of MCT, linking me to a version that is designed specifically for compatibility with CES. Appears to be working fine so far, although I can't tell the changes this early- been a long time since I last played Rebirth
beaver1981  [author] 4 Aug, 2017 @ 8:38am 
@Hyperion: MCT will override CES. If you still want the changes on the drones etc., you can unpack the mod and delete the aiscript folder. I didn´t see anything strange compared to vanilla combat, so I assume it´s working fine.
Hyperion 2 Aug, 2017 @ 5:43pm 
Is this mod working absolutely fine with 4.1? And what about compatibility with the Miscellaneous Combat Tweaks mod?
Smeg-3 30 Jul, 2017 @ 2:14pm 
Hi beaver1981,

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
TheDeadlyShoe 27 Jul, 2017 @ 3:06am 
cool script, but on very hard the shielded drones are a huge PITA....pretty sure even the interceptor is stronger than the low end fighters. disabled pending my own editing to remove that.

i know the drones drop like flies with vanilla hp, and thats can get pretty expensive, but its just too annoying.
Invisihole 10 May, 2017 @ 2:50am 
Well no noticeable change mod-wise with the update. Looking forward for possible fix.
beaver1981  [author] 26 Jan, 2017 @ 12:40pm 
Will wait for the 4.1 Update before making any changes now...
...there seems to be something going on with combat scripts...
Invisihole 23 Jan, 2017 @ 9:04am 
No rush, the mod is functioning excellent for it's main purpose. Btw Balors are a hazard if used to defend populated areas anyway. I keep mine hidden from civilization and only for attacks.
beaver1981  [author] 23 Jan, 2017 @ 12:25am 
@Invisihole

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.