X Rebirth

X Rebirth

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Combat enhancement scripts
   
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9 Mar, 2016 @ 5:13am
21 Jan, 2018 @ 7:24am
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Combat enhancement scripts

Description
AI scripts & overhauled drones for a better combat experience. Based on "Better turrets" by Cicero111.

This is WIP but should work as intended. Please report if you see something strange.

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Please read description.
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-Compatible with Autotrain -> additional files needed: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1261126128

- Compatible with CWIR 1.65 if ".../extensions/cwir/aiscripts/fight.attack.object.capital.xml" and "fight.attack.object.drone.leader.xml" is deleted.

- Compatible with LostSectors -> You will have to edit the "content.xml".
Change
<!--<dependency id="lostsectors" optional="true" name="Lost Sectors"></dependency>-->
to
<dependency id="lostsectors" optional="true" name="Lost Sectors"></dependency>

- Is not intended to be used with MICT/MCT.

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The last Update is a quick rewrite for XR 4.3
It might need some refinement.
I did not have much time for testing, so please report bugs.

I suggest to use this mod in combination with CES:
https://www.nexusmods.com/xrebirth/mods/503
It can be configured to fix your needs.


What it does:

- It changes targeting logic for the defense officer AI on all capital ships.

- Skill checks for detecting targets. Bad DOs won´t detect targets that often and have a lower chance to detect surface elements and drone targets.

- Line of sight check for surface elements on cap ships.

- Target priority logic for turrets (fighters -> cap surface elements -> hull). Similar logic when atacking stations.

- 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.

- Limits the defense-drone targets to be within 7.5km to avoid drones wandering off.

- Changed the way drones are launched. Frequency of dronelaunch is depends on DO´s skills. Launch-frequency for assault drones is a bit lower.

- L/XL ships will launch Assault URVs against L/XL ships and stations if they are more than 7.5km away, within a 35km range and DO is in offensive mode. They are like a long-range first-strike weapon. They will bombard the hull with their torpedos. Within the 7.5km range defense-drones will take over and will support close-combat with target-priorisation as above.

Be warned: Only use Assuault URVs when hunting in the wilderness... ...they may cause a massive amount of friendly fire.

- "Big gun" control (Balor/Sucellus). Will not fire the "big guns" except on stations and XL ships.

- Capship wingmen wil "inherit" their leader DO offensive/defnesive (might take some seconds before they get the memo).

- Drones will if their target is destroyed check with their DO for a new one before returning home.

- Player caps and friendly cap NPC's will stop shooting at target`s hull immediatly if it's is boarded by the player.


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This matches with XR 4.3 combat scripts and won´t work in earlier versions.
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Use at your own risk!
Potentially not savegame-safe!
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Feedback welcome!

Happy hunting!

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Popular Discussions View All (2)
4
1 Nov, 2018 @ 12:52pm
Compatibility to Carriers - Arawn S/M Launch- and Docking
bioscmos303
3
20 Dec, 2017 @ 6:53am
Dec 14 Update
Alessondria
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.